pholkhero
Deviant Mind
Oz hasn't really played much, and I'm, well, me, and we're going to attempt to play Old World.
We'll leave some spots open if anyone has a mind to join us. If you're not sure what an SG is, feel free to leave a msg or go to the civ subforums.
Alpha: The quality of your report outweighs the quality of your play. We're here to have fun, and, of course, winning is fun, but losing in style is preferable to a boring win.
Bravo: Reports should be detailed, with plenty of screen shots and player commentary, explanations, musings, etc; a bare-bones/no commentary, auto-log dump will not suffice. Shots of the F9 screens and overview shots of the empire are nice too, once in a while.
Charlie: Punctuality rocks! 24/48 means post a "got it" within 24 hours of when the last save was posted, and play within 48 hours of that got it. Waiting 47 hours to ask for a skip is lame. Punk out two times in a row, and you'll be dropped from the roster. Skips and swaps are fine, but try to let us know sooner, rather than later.
Delta: Major game decisions (war/peace declarations, religion swaps, city placement, etc) should be arrived at via group consensus.
1. If the team disagrees with you, either argue your case better, or do it their way. Do NOT just blow them off and do it your way because it's your turn.
2. However, if theres no consensus and you're up, do it your way and explain why. Conversely, if someone else is up, don't whine when they do it their way.
3. Similarly, overruling techs or city builds is rude and should be done via consensus, barring an emergency.
4. In extraordinary situations, sometimes an opportunity presents itself that the group didn't foresee. If the consequences of it are great, players should stop, and refer the question to the group.
Echo: Be Excellent to Each Other. Being a better player does not give you the right to belittle anyone else or their play. Other people are going to disagree with you on major decisions; get used to the idea, and play nice. If not, take your ball and go home.
Foxtrot: Thread spam is good. Were here to play in a friendly environment. Trash talking, poking fun, gentle ribbing, virtual noogies, and generally horsing around are all encouraged. However, dont be jerk.
Golf: Automate sparingly.
1. Workers should almost never be automated, except perhaps late-game or building a trade network. However, if you have to, set your game options to disallow automated worker forest chopping and keep previous improvements.
2. Use of the Emphasis buttons is fine, but let the group know and explain your reasoning (specialization is a major game decision). If you prevent growth in a city, let the group know and remind them to take it off. Do NOT let the governor select build orders.
3. Sending units on go-to routes that last beyond your set is acceptable only if theyre heading for a rally point or if you otherwise inform your teammates.
Hotel: NEVER fortify Great People. Is it so hard to push the spacebar 15 times??
India: Sign spamming is rude. Signs can be helpful reminders, but too many signs makes them easily ignored. Once a sign is no longer valid, delete it. [The only exception to this are city specialization signs.]
Not all still apply to OW, but you get the gist.
Random Leader
The Good difficulty ('noble')
Medium Seaside Map
Victory: Any
Variant Rules: None, actually.
Roster
pholkhero
ozbenno
OPEN
OPEN
OPEN
Our Start:
hatty is a Builder so she can add urban tiles to cities (to build more urban improvements), multiple workers can build an imp and -50% prod time for workers.
Also, Egypt:
start w+400 stone (good for building wonders early)
all cities get +50% bonus food from farms on rivers and -25% to identical adjacent improvements (so, farm our rivers, but not next to each other)
starting techs:
ironmaking: unlocks warrior
stonecutting: unllocks fort, quarry
labor force: roads; new law: slavery vs freedom
gods:
ra: +.5 orders; +20% for adj farms
osiris: +2 civics; dbl w adj mt or volcano
isis: +5hp heal for idle units
neith: new ranged units: +1 level; +20% adj camps
families
ramesside (riders: +2 shield, cities always connected, mounted units start w saddleborn)
saite (landowners: +2 growth, -50%rural specialist prod time; +2 culture/crop resource, can buy tiles)
amarna (clerics: -1 discontent/turn; can build urban imp on sand; monasteries + temples +20% output, -50% disciple production time)
thutmosid (sages: +2 civics; +1 beaker/specialist; -20% urban specialist cost)
UUs
light chariot
kushiite Cavalry
[a lot of info, i know, but it'll make more sense later on, and will be handy to have here for a reference, i think]
notice the urban tiles? we can only settle on them, and, depending on which one we choose, our initial borders and workable tiles will vary.
I'm not exactly sure how the SG will break down for sets and turn lengths, so we'll just have to play it by ear.
initially, i'm thinking we grab the greatest number of special resources, and found the Saite Family Seat as our capital.
I don't generally like to found a military city as my capital, but as my second city, adn I think the Saite's extra growth will help us if we want to have it pump out settlers and workers in the early game since we can double up workers on improvements...could be good to get some quarries up fast and build multiple wonders in the early game.
I'm going to pause before play the opening set to get feedback, signups, questions, etc
anyone can and should feel free to chime in. welcome
We'll leave some spots open if anyone has a mind to join us. If you're not sure what an SG is, feel free to leave a msg or go to the civ subforums.
Spoiler Deviant Mind SG Etiquette Rules :
Alpha: The quality of your report outweighs the quality of your play. We're here to have fun, and, of course, winning is fun, but losing in style is preferable to a boring win.
Bravo: Reports should be detailed, with plenty of screen shots and player commentary, explanations, musings, etc; a bare-bones/no commentary, auto-log dump will not suffice. Shots of the F9 screens and overview shots of the empire are nice too, once in a while.
Charlie: Punctuality rocks! 24/48 means post a "got it" within 24 hours of when the last save was posted, and play within 48 hours of that got it. Waiting 47 hours to ask for a skip is lame. Punk out two times in a row, and you'll be dropped from the roster. Skips and swaps are fine, but try to let us know sooner, rather than later.
Delta: Major game decisions (war/peace declarations, religion swaps, city placement, etc) should be arrived at via group consensus.
1. If the team disagrees with you, either argue your case better, or do it their way. Do NOT just blow them off and do it your way because it's your turn.
2. However, if theres no consensus and you're up, do it your way and explain why. Conversely, if someone else is up, don't whine when they do it their way.
3. Similarly, overruling techs or city builds is rude and should be done via consensus, barring an emergency.
4. In extraordinary situations, sometimes an opportunity presents itself that the group didn't foresee. If the consequences of it are great, players should stop, and refer the question to the group.
Echo: Be Excellent to Each Other. Being a better player does not give you the right to belittle anyone else or their play. Other people are going to disagree with you on major decisions; get used to the idea, and play nice. If not, take your ball and go home.
Foxtrot: Thread spam is good. Were here to play in a friendly environment. Trash talking, poking fun, gentle ribbing, virtual noogies, and generally horsing around are all encouraged. However, dont be jerk.
Golf: Automate sparingly.
1. Workers should almost never be automated, except perhaps late-game or building a trade network. However, if you have to, set your game options to disallow automated worker forest chopping and keep previous improvements.
2. Use of the Emphasis buttons is fine, but let the group know and explain your reasoning (specialization is a major game decision). If you prevent growth in a city, let the group know and remind them to take it off. Do NOT let the governor select build orders.
3. Sending units on go-to routes that last beyond your set is acceptable only if theyre heading for a rally point or if you otherwise inform your teammates.
Hotel: NEVER fortify Great People. Is it so hard to push the spacebar 15 times??
India: Sign spamming is rude. Signs can be helpful reminders, but too many signs makes them easily ignored. Once a sign is no longer valid, delete it. [The only exception to this are city specialization signs.]
Not all still apply to OW, but you get the gist.
Random Leader
The Good difficulty ('noble')
Medium Seaside Map
Victory: Any
Variant Rules: None, actually.
Roster
pholkhero
ozbenno
OPEN
OPEN
OPEN
Our Start:

hatty is a Builder so she can add urban tiles to cities (to build more urban improvements), multiple workers can build an imp and -50% prod time for workers.
Also, Egypt:
Spoiler :
start w+400 stone (good for building wonders early)
all cities get +50% bonus food from farms on rivers and -25% to identical adjacent improvements (so, farm our rivers, but not next to each other)
starting techs:
ironmaking: unlocks warrior
stonecutting: unllocks fort, quarry
labor force: roads; new law: slavery vs freedom
gods:
ra: +.5 orders; +20% for adj farms
osiris: +2 civics; dbl w adj mt or volcano
isis: +5hp heal for idle units
neith: new ranged units: +1 level; +20% adj camps
families
ramesside (riders: +2 shield, cities always connected, mounted units start w saddleborn)
saite (landowners: +2 growth, -50%rural specialist prod time; +2 culture/crop resource, can buy tiles)
amarna (clerics: -1 discontent/turn; can build urban imp on sand; monasteries + temples +20% output, -50% disciple production time)
thutmosid (sages: +2 civics; +1 beaker/specialist; -20% urban specialist cost)
UUs
light chariot
kushiite Cavalry
[a lot of info, i know, but it'll make more sense later on, and will be handy to have here for a reference, i think]

notice the urban tiles? we can only settle on them, and, depending on which one we choose, our initial borders and workable tiles will vary.
I'm not exactly sure how the SG will break down for sets and turn lengths, so we'll just have to play it by ear.
initially, i'm thinking we grab the greatest number of special resources, and found the Saite Family Seat as our capital.
I don't generally like to found a military city as my capital, but as my second city, adn I think the Saite's extra growth will help us if we want to have it pump out settlers and workers in the early game since we can double up workers on improvements...could be good to get some quarries up fast and build multiple wonders in the early game.
I'm going to pause before play the opening set to get feedback, signups, questions, etc
anyone can and should feel free to chime in. welcome
