pholkhero
Deviant Mind
(for BtS)
I'm not sure if Imhotep will mind if I use up a number in the Deviant Mind series, but I AM sure i don't care
This game won't be as whacky as Immy's, but should provide some unique challenges in its own right.
Leader: Sitting Bull of the Native Americans
Rivals: 6
Difficulty: Monarch
Map: Boreal
Mapsize: Standard
Starting Era: Ancient
Speed: Epic
Victory Conditions: All enabled, but we can only win by Culture. Also, we will be borrowing the "Honorable" ruleset from Realms Beyond (w/a few modifications)
Originally Posted by RB Website
1. Every civ has a right to defend itself. A just war is one in which you are not the aggressor. If any civ attacks you unprovoked, you are entitled to remain at war with them and to take retaliatory action upon their units and lands for as long as you wish, up to and including their unconditional surrender.
2. You are not allowed to become a Police State, a Vassalage, or a Theocracy. You must adopt Emancipation (and stay there) once you have the option.
3. You are allowed to refuse tribute demands. You are not allowed to issue demands of your own.
4. You are allowed to sign Defense Pacts.
5. If a friendly civ requests your aid in time of war, you are allowed to join them in the war.
6. If you joined an ally in a war, and they have made peace with the enemy, then you must also make peace with that enemy if the enemy requests peace (unless they are demanding compensation for peace -- you do not ever have to submit to tribute demands.)
7. You may not choose to raze a captured city that the game would allow you to keep. (This includes barbarian cities!)
8. Giving away captured cities is only honorable if they are given to an ally who owned them when the war began. (If you "liberate" an ally's city, you MUST offer to give it back!)
09. Your Spies are only allowed to observe or conduct counter-espionage, not to sabotage or carry out other aggressive missions.
10. Pillaging land improvements in neutral territory, to deny them to a rival or enemy, is dastardly. No bandits on the highways, please.
Finally, we will be using DM SG etiquette, so please familiarize yourself before signing up:
Alpha: The quality of your report outweighs the quality of your play. Were here to have fun, and, of course, winning is fun, but losing in style is preferable to a boring win. Remember, your report should be a new reply to alert other players.
Bravo: Reports should be detailed, with plenty of screen shots and player commentary, explanations, musings, etc; an 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 youll 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 youre 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: 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. Trash talking, poking fun, gentle ribbing, virtual noogies, and generally horsing around are all encouraged, but dont be rude.
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. NEVER fortify Great People.
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.
Here's the start:
And i'm looking for 5 other intrepid players, first come, first served:
Roster
Pholkhero
Pigswill
Njorls
Imhotep
Trieste
OPEN
I'm not sure if Imhotep will mind if I use up a number in the Deviant Mind series, but I AM sure i don't care
This game won't be as whacky as Immy's, but should provide some unique challenges in its own right.
(from The Story of B, by Daniel Quinn)She closed her eyes. The people I Learned the Law of Life from, Louis, are the people who actually gave the law that name, the Ihalmiut Eskimos, who lived in the Great Barrens of Canada, inside the Arctic Circle. Theirs was a strange life by our standards, but its strangeness makes it very easy for us to comprehend. The Ihalmiut were the People of the Deer. They were this because deer was what they lived on. They were completely dependent on the deer, because other animals were rare, and vegatation thats edible by humans is practically nonexistent inside the Arctic circle. Its hard to imagine living entirely on meatnever a piece of bread, never a piece of chocolate, never a banana or a peach or an ear of cornbut they did and were perfectly healthy and happy.
Theyd never have to explain who and what they were to their own children, but if they did, theyd say something like this: We know you look at us and call us men ad women, but this is only our appearance, for were not men and women, were deer. The flesh that grows on our bones is the flesh of deer, for its made from the flesh of the deer weve eaten. The eyes that move in our heads are the eyes of deer, and we look at the world in their stead and see what they might have seen. The fire of life that once burned in the deer now burns in us, and we lie their lives and walk in their tracks across the hand of god. This is why were the People of the Deer. The deer arent our prey or our possessionstheyre us. Theyre us at one point in the cycle of life and were them at another point in cycle. The deer are twice your parents, for your mother and father are deer, and the deer that gave you its life today was mother and father to you as well, since you wouldnt be here if it werent for that deer.
Leader: Sitting Bull of the Native Americans
Rivals: 6
Difficulty: Monarch
Map: Boreal
Mapsize: Standard
Starting Era: Ancient
Speed: Epic
Victory Conditions: All enabled, but we can only win by Culture. Also, we will be borrowing the "Honorable" ruleset from Realms Beyond (w/a few modifications)
Spoiler :
Originally Posted by RB Website
1. Every civ has a right to defend itself. A just war is one in which you are not the aggressor. If any civ attacks you unprovoked, you are entitled to remain at war with them and to take retaliatory action upon their units and lands for as long as you wish, up to and including their unconditional surrender.
2. You are not allowed to become a Police State, a Vassalage, or a Theocracy. You must adopt Emancipation (and stay there) once you have the option.
3. You are allowed to refuse tribute demands. You are not allowed to issue demands of your own.
4. You are allowed to sign Defense Pacts.
5. If a friendly civ requests your aid in time of war, you are allowed to join them in the war.
6. If you joined an ally in a war, and they have made peace with the enemy, then you must also make peace with that enemy if the enemy requests peace (unless they are demanding compensation for peace -- you do not ever have to submit to tribute demands.)
7. You may not choose to raze a captured city that the game would allow you to keep. (This includes barbarian cities!)
8. Giving away captured cities is only honorable if they are given to an ally who owned them when the war began. (If you "liberate" an ally's city, you MUST offer to give it back!)
09. Your Spies are only allowed to observe or conduct counter-espionage, not to sabotage or carry out other aggressive missions.
10. Pillaging land improvements in neutral territory, to deny them to a rival or enemy, is dastardly. No bandits on the highways, please.
Finally, we will be using DM SG etiquette, so please familiarize yourself before signing up:
Spoiler :
Alpha: The quality of your report outweighs the quality of your play. Were here to have fun, and, of course, winning is fun, but losing in style is preferable to a boring win. Remember, your report should be a new reply to alert other players.
Bravo: Reports should be detailed, with plenty of screen shots and player commentary, explanations, musings, etc; an 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 youll 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 youre 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: 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. Trash talking, poking fun, gentle ribbing, virtual noogies, and generally horsing around are all encouraged, but dont be rude.
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. NEVER fortify Great People.
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.
Here's the start:
And i'm looking for 5 other intrepid players, first come, first served:
Roster
Pholkhero
Pigswill
Njorls
Imhotep
Trieste
OPEN