meldor
Deity
Non-Oscillating War goes Demi-God
The variant goes as follows:
The first Civ we meet, we declare war on them and stay at war until they are wiped from the face of the earth. We must declare war on them by the end of the turn in which we meet them. (This does allow for trades but no gpt or lux payments).
We then take the Civ we contacted second and declare war on them and stay at war until they are defeated. Each Civ will be destroyed in the order that we meet them. New Rule If more than one Civ buys contact with us in the interturn and we don't know which one bought contact first, then when it comes time to declare war on ones of those Civs, the player may chose which one to declare on.
Before it becomes their "turn" we may freely trade with any other Civ. Please avoid any RoP, gpt, and other deals with the next victim if it gets close to their turn. The one exception would be a deal for an alliance against the current victim.
Standard rules apply, no exploits. However, dastardly is allowed as long as you respect our reputation for the most part. It is OK to declare war dishonorably, but not take peace and then attack before 20 (unless they do the declaring).
I try not to be as hard about play time, sometimes things get in the way. I won't make hard and fast deadlines, but would ask you to either play or post a skip as soon as you are able. This keeps the game moving and keeps everyone interested and happy.
Also, each turn (except the first player) will be around ten turns +/- a few. If you don't have to complete them all then its OK to stop early and pass it on. Sometimes the game just has some natural break points beyond which you might commit the next player to a massive undertaking and you want to leave the choice up to them as they will shoulder the burden. Sometimes a war is just about over and you don't want to leave a the next player with a couple of boring "clean-up" turns or you have worked to get something done that you feel is important and you don't want it lost. Take a couple extra to do so. Try not to "hog" all the fun, but don't short change yourself either.
The parameters, standard size, continents, 70%, normal, temperate, 4 billion. Random opponents, random barbs, standard victory conditions, no culture link, no respawn. These are not set in stone, let me know if anyone wants changes.
The current roster stands as:
Meldor
Northern Pike
Belisar
Arizona_Steve
ChrTh
Coffee
ChrTh has indicated an inability play right out of the gate. We will save a spot. I expect that the gaming will slow way down during the holidays as usual so the seat will be warm.
These are the current players in MLDR003 and most have expressed interest in joining the next one. We are stepping back on here to assess the changes due to conquest. I would like to do this one and then for the next game go back to Diety or Sid. We can then up the number of opponents that we have to be at war with. I am trying to work up to AWD Diety or SID. They say it can't be done. We will see. If anyone listed here doesn't want to play or needs to drop prior to the start post your intention. We will only add another if the roster drops to 4.
We only have one choice expressed for our Civ so far.
Austria
A 'hidden' civ, industrious and militaristic, UU is the Husar, a 7/3/3 cav
Industrious giving us Masonry to start with faster workers, more shields in large cities and city walls. Not bad for a game in which we are going to have to do a lot by ourselves.
Militaristic, cheaper military buildings, more promotions/leaders start with warrior code which give archers (early offense). They have the Husar (7.3.3) as their UU which replaces the Cav (6.3.3). This would enable a well timed Late Age GA.
Belisar will generate the map and play it long enough to ensure its suitability. That earns the last spot in the roster, just as I got last game. The rest will be based purely on random draw (except maybe AS as he gets a little ancie at the start and can't wait to play ).
We were pressed at times in the early going of the last game. Our UU arrived just in time to put us over the edge and this one (although not as good on attack) would be in the same time frame. Conquest does give us a few new advantages to use. The bombardment for archers and bow will be a big plus. Instead of building as many cats for early defense we should be able to use archers for defensive bombardment and to kill off strays (a 2fer1 combo with punch). The new tech tree will take some getting used to and I don't lnow if it will break in our favor or not. With the addition of new wonders, the AI seems to go wonder crazy for a while but it also means big cascade sequencies so we will most likely be at a push as we won't have much prebuilding to do. I think the only think we did a prebuild for in the last game was for Hoover's.
Thoughts, any other Civs for consideration?
The variant goes as follows:
The first Civ we meet, we declare war on them and stay at war until they are wiped from the face of the earth. We must declare war on them by the end of the turn in which we meet them. (This does allow for trades but no gpt or lux payments).
We then take the Civ we contacted second and declare war on them and stay at war until they are defeated. Each Civ will be destroyed in the order that we meet them. New Rule If more than one Civ buys contact with us in the interturn and we don't know which one bought contact first, then when it comes time to declare war on ones of those Civs, the player may chose which one to declare on.
Before it becomes their "turn" we may freely trade with any other Civ. Please avoid any RoP, gpt, and other deals with the next victim if it gets close to their turn. The one exception would be a deal for an alliance against the current victim.
Standard rules apply, no exploits. However, dastardly is allowed as long as you respect our reputation for the most part. It is OK to declare war dishonorably, but not take peace and then attack before 20 (unless they do the declaring).
I try not to be as hard about play time, sometimes things get in the way. I won't make hard and fast deadlines, but would ask you to either play or post a skip as soon as you are able. This keeps the game moving and keeps everyone interested and happy.
Also, each turn (except the first player) will be around ten turns +/- a few. If you don't have to complete them all then its OK to stop early and pass it on. Sometimes the game just has some natural break points beyond which you might commit the next player to a massive undertaking and you want to leave the choice up to them as they will shoulder the burden. Sometimes a war is just about over and you don't want to leave a the next player with a couple of boring "clean-up" turns or you have worked to get something done that you feel is important and you don't want it lost. Take a couple extra to do so. Try not to "hog" all the fun, but don't short change yourself either.
The parameters, standard size, continents, 70%, normal, temperate, 4 billion. Random opponents, random barbs, standard victory conditions, no culture link, no respawn. These are not set in stone, let me know if anyone wants changes.
The current roster stands as:
Meldor
Northern Pike
Belisar
Arizona_Steve
ChrTh
Coffee
ChrTh has indicated an inability play right out of the gate. We will save a spot. I expect that the gaming will slow way down during the holidays as usual so the seat will be warm.
These are the current players in MLDR003 and most have expressed interest in joining the next one. We are stepping back on here to assess the changes due to conquest. I would like to do this one and then for the next game go back to Diety or Sid. We can then up the number of opponents that we have to be at war with. I am trying to work up to AWD Diety or SID. They say it can't be done. We will see. If anyone listed here doesn't want to play or needs to drop prior to the start post your intention. We will only add another if the roster drops to 4.
We only have one choice expressed for our Civ so far.
Austria
A 'hidden' civ, industrious and militaristic, UU is the Husar, a 7/3/3 cav
Industrious giving us Masonry to start with faster workers, more shields in large cities and city walls. Not bad for a game in which we are going to have to do a lot by ourselves.
Militaristic, cheaper military buildings, more promotions/leaders start with warrior code which give archers (early offense). They have the Husar (7.3.3) as their UU which replaces the Cav (6.3.3). This would enable a well timed Late Age GA.
Belisar will generate the map and play it long enough to ensure its suitability. That earns the last spot in the roster, just as I got last game. The rest will be based purely on random draw (except maybe AS as he gets a little ancie at the start and can't wait to play ).
We were pressed at times in the early going of the last game. Our UU arrived just in time to put us over the edge and this one (although not as good on attack) would be in the same time frame. Conquest does give us a few new advantages to use. The bombardment for archers and bow will be a big plus. Instead of building as many cats for early defense we should be able to use archers for defensive bombardment and to kill off strays (a 2fer1 combo with punch). The new tech tree will take some getting used to and I don't lnow if it will break in our favor or not. With the addition of new wonders, the AI seems to go wonder crazy for a while but it also means big cascade sequencies so we will most likely be at a push as we won't have much prebuilding to do. I think the only think we did a prebuild for in the last game was for Hoover's.
Thoughts, any other Civs for consideration?