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LK86 - Two great variant in one. RaR and AWM.

Discussion in 'Civ3 - Succession Games' started by LKendter, Jan 13, 2005.

  1. LKendter

    LKendter Chieftain Supporter

    Joined:
    Aug 15, 2001
    Messages:
    17,796
    Difficulty = Monarchy
    Civilization = Random
    Pangaea, 60%, Random
    Barbs = None
    World Size = Standard


    Signed up:
    LKendter
    Microbe
    open slot
    Greebley
    Meldor (24 hours to confirm, then open slot)

    Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.

    Sign up requirement - Previous AW experience, previous RaR a plus, minimum of previous military empire win.
     
  2. LKendter

    LKendter Chieftain Supporter

    Joined:
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    Messages:
    17,796
    The following tactics are PROHIBITED:

    RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.

    Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.

    Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.

    Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

    The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

    Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

    Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.

    Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.


    Standard LK house rules:
    1) Worker automation of any kind is prohibited.

    2) Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.

    3) You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.

    4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.

    5) Our reputation is golden - please respect it.
     
  3. microbe

    microbe Cascaded Mansion

    Joined:
    Nov 16, 2003
    Messages:
    4,596
    Check in. It will be more difficult than normal AWM without decent defense and strong armies.
     
  4. gozpel

    gozpel Couch-potato (fortified)

    Joined:
    Jan 3, 2002
    Messages:
    4,374
    Location:
    Australia
    Drats! Remember to PM me around X-mas. By then I should been able to download 120MB.

    I'm so curious about this mod (and also the animal stuff, microbe) but with a dial-up server that is shoddy as its best, it won't happen in a while.

    Not even with GetRight.

    It's a shame.
     
  5. microbe

    microbe Cascaded Mansion

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    Gozpel, if you tell me your address I can burn a CD and send to you. Just PM me.
     
  6. Doc Tsiolkovski

    Doc Tsiolkovski Deity

    Joined:
    May 4, 2003
    Messages:
    5,032
    Location:
    Köln, Cologne, Colonia. Finally.
    Open spot? Got it :D.

    May I strongly suggest to not play a completely random, but a random MIL Civ? (Just get an integer between 1 and 8 from www.random.org)
    I seriously doubt it is possible to survive with a non-MIL Civ if the next neighbor is MIL...
     
  7. ThERat

    ThERat Chieftain

    Joined:
    Nov 29, 2004
    Messages:
    11,330
    Location:
    City of one angel
    you guys always beat me to it, I would like to join too, if meldor doesn't want
     
  8. grs

    grs nameless one

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    1,909
    Location:
    Stuttgart, Germany
  9. meldor

    meldor Chieftain

    Joined:
    Feb 8, 2002
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    3,666
    Location:
    Tualatin, Or
    I am here...
     
  10. LKendter

    LKendter Chieftain Supporter

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    I will start this one today...

    Signed up:
    LKendter
    Microbe
    Doc Tsiolkovski
    Greebley
    Meldor

    Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
     
  11. LKendter

    LKendter Chieftain Supporter

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    Can you please explain why you make this comment. I won't start the game until I understand the reason behind this.
     
  12. grs

    grs nameless one

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    Militaristic civs start the game with the champion (2.1.1) which eats the standard warrior (1.1.1) alive.
     
  13. Doc Tsiolkovski

    Doc Tsiolkovski Deity

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    Location:
    Köln, Cologne, Colonia. Finally.
    Exactly the reason. Every Civ has the 1.2.1 Tribal Guard from the start, but against Champs...
    It may work on Monarch, but it shouldn't work above; and I'd prefer to test reasonable AW tactics in this game.
     
  14. Greebley

    Greebley Chieftain Supporter

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    How hard is it to research a tech that gets a 2-1-1 unit? If one can get it fairly quickly (or one can get the 1-3-1 unit but I think that is further in), then it is no different than C3C (mil civs start with warrior code).

    If you can't get a 2-1-1 unit for a long time, then I can see the point.

    One problem though: Playing a MIL civ at monarchy may be too easy. Our 2-1-1 unit will give us a big advantage and we can tear through the nearby non-MIL civs in a manner that gives us a less accurate picture of AW since we will have Military Superiority.
     
  15. grs

    grs nameless one

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    You can get warfare - which gives you 20 shield archers (or equivalets) - fairly quick on monarch (12 turns). You will have a double price unit with the same stats as the champion.
     
  16. Greebley

    Greebley Chieftain Supporter

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    Then I think if we are going with a random civ it should be random. I don't see MIL as being necessary at Monarchy (probably not emporer either)

    I also don't see it as "breaking" AW to be non-mil. I say stick with random. Paying more for such a unit just means we have bumped up the difficulty a small amount. In fact I see very little difference from normal C3C. In that game the mil civs start with archers.

    In any case, the only time it would make a difference is the early game. In that case Lee will know if they are game breaking when he plays his 30 and can judge appropriately (no point in playing a lost game). I would be very suprised if that fact breaks the game.
     
  17. LKendter

    LKendter Chieftain Supporter

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    Well it looks like Doc may be right, but we shall see. The first attempt at starting as Russia looks it will go down in flames. 3 early contacts and pillaged to death.

    What I am not sure is if it was non-military, or no initial food. A size 2 city that can't grow doesn't form a very good empire.
     
  18. LKendter

    LKendter Chieftain Supporter

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    Well on to attempt #2. I took it to 50 turns and I just starting the hardy clan. Waiting 70 turns for city #2 just isn't viable to me.


    Although I understand the reasoning for a military civ, I don't want to start a RAR & AW series dependent on being military. I want to be able to win with any civ. Meeting Germany early on is brutal in regular C3C.

    Remember: We are on the 1.03 patch.
     
  19. microbe

    microbe Cascaded Mansion

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    Where is this 1.03? Do I need to install 1.02 first?

    The RaR thread doesn't mention it (at least the first page not).
     
  20. grs

    grs nameless one

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    It is a beta version as far as I know and it is here. You can patch your 1.01 with it. An official release seems to be sceduled for this weekend.
     

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