Rod1- Something Enjoyable

Technically, Army is composed of 1 unit soldiers so i think it could be allowed
 
I am out of Ideas, just waiting for players
 
lurker's comment: Why not roll some starts... one for each prospective Civ you might play? if any available players want to take a spin for the first 20 turns with each, you might have a better idea of which way to go.

it would get something happening which is what you need to have happen before you lose your interest group.
 
Technically, Army is composed of 1 unit soldiers so i think it could be allowed
Also, now that I think about it, an Army has a movement of 1. Only when it has units inside itself does it gain movement points.

Armies would be allowed via MGLs and the Military Academy.
 
How does this sound for our playing parameters?

Variant: Always War
Level: Regent
Map Size: Standard
Land mass: Continents
Water %: 60 (more land to conquer)
Standard number of opponents, all random.
Age, etc: middle values

Special Rules:
Foot soldiers only.
No land based attacking units with more than one movement factor may be built. (No Horses, no Tanks and nothing based on them.) Bombardment units can be built, regardless of their movement rate (they cannot capture anything).
All naval units can be built.
All air units can be built.

New Civs
We may trade techs and such on the first turn we meet another civ. We cannot trade luxuries, resources or gold per turn. We can buy techs, sell techs or trade for techs. We cannot make any per-turn deals (peace, military alliance, trade embargo, etc). On the first turn we meet a new civ, before the turn ends, we must declare war. We never make peace.

We Are...
To be determined. Obviously not a civ with a fast Unique Unit, but beyond that it is still up for grabs. :D
 
These are our choices of civs.
(Civ: unit, stats, upgrade from)

Land Based UU
Romans: Legion (3/3/1) Swordsman
Greeks: Hoplite (1/3/1) Spearman
Babylonians: Bowman (2/2/1) Archer
French: Musketeer (3/4/1) Musket Man
Persians: Immortals (4/2/1) Swordsman
Vikings: Berserk (6/2/1) Longbowman
Carthaginians: Numidian Mercenary (2/3/1) Spearman
Koreans: Hwacha (12/1/1) Cannon
Sumeria: Enkidu Warrior (1/2/1) Warrior
Maya: Javelin Thrower (2/2/1 ) Archer
Dutch: Swiss Mercenary (1/4/1) Pike

Naval UU
English: Man-o-War (3/2/4, 3/1/2) Frigate
Portugal: Carrack (2/2/4) Caravel
Byzantine: Byzantine Dromon (2/1/3) Galley

Air UU
America: F15 Fighter (8/4, 4/6/2) Jet Fighter
 
A large stack of Berserkers guarded by pikemen should be nearly unstoppable, especially with catapults/trebuchets to soften things up. Also, 10 galleys loaded with 'zerks could terrorize any coast.
 
Sounds fun, berzekers are good, and would come at a good time, but in my eyes dutch is quite good also. If on continents/island map byzants would rule, due lethal naval bombing.
 
Rodent, do you know how to get maps like they do in other games? With those thumbnail pictures. There was a program for that, i used it on laptop a while ago.

What settings would you use? We need (IMO) river and luxury and being near of coast(if seafaring civ. I would prefer only one tile coast, as it does not produce shields.

(BTW GOT civ 3 working on other computer).
 
Its Mapfinder i think. I am ok with the vikings, only problem is , if they board galleys etc they technically get a movement of more than 1. so zerks are not allowed to board Galleys

I think a start should be strong shield producing but with decent food.

1 or 2 cattle and a few BGs with a river will be ideal.

Someone care to generate a map?
 
I am ok with the vikings, only problem is , if they board galleys etc they technically get a movement of more than 1. so zerks are not allowed to board Galleys
I think I see your point. You are saying that since we are limiting ourselves to units with a movement of 1 (mostly), that when a unit loads into a ship it somehow acquires extra movement and that is wrong (in this game).

Uh, I think I disagree.

First, once a unit boards a ship, it does not spend any of it's movement points when the ship moves. And it doesn't get any extra movement points. Ship movement and unit movement are calculated separately. True, the unit (for instance, a Spear) does move more than one tile on a turn. However, it can only do that because it is being carried by the naval unit. By itself, the Spear cannot even be in the ocean. The ship pays the movement cost, not the Spear. After the ship is done moving, the Spear can still move it's full amount, if it is on land and unloaded inside a city.

Being aboard a ship does increase the mobility of a unit. But then, that is what a ship does, for all land based units.

Second, just because our units have a movement rate of 1 does not mean that they can only move one tile per turn. What about roads and rails? These enhance how far a unit can move by decreasing the cost of movement. To me, naval transportation is a similar concept. Spears cannot move through water but boats allow them to be moved over the water.

Third, somebody is going to build a city on an island. We will need to move units by sea to capture that city. If we cannot we cannot win the game. The rule quoted above could also be applied to other units also, since the same thing would happen to them once they boarded a ship.

Of course, we could set a limit on how far ships could move when they have units aboard.
 
I agree with Cbob. you have set yourselves an AW challenge and I don't see any reason to limit yourselves to *exactly* one movement in a turn in addition to your a/d/M= 1.

Were you planning to build no roads or rails at all to keep your rule? (I'm only asking because it has been done)
 
lurker's comment: I agree with CBob on this. If 1-move units are prohibited from boarding ships, then conquest on anything other than a pangea without any islands becomes virtually impossible. I guess you could still shoot for SS, diplo or culture, though. I suppose you could impose the restriction that the units are not allowed to board a ship in port. That would prevent ship-chaining and would prevent any unit from being able to attack on the same turn that it boards a ship, because the unit would have to use its one movement point in boarding the ship.
 
Thats a sound Idea Aabraxan! Zerks it is then!
 
I've modified the game rules.


Variant: Always War
Level: Regent
Map Size: Standard
Land mass: Continents
Water %: 60 (more land to conquer)
Standard number of opponents, all random.
Age, etc: middle values

Special Rules:
Foot soldiers only.
No land based attacking units with more than one movement factor may be built. (No Horses, no Tanks and nothing based on them.) Bombardment units can be built, regardless of their movement rate (they cannot capture anything).
All naval units can be built.
All air units can be built.

Loading into Naval vessels
Each unit that loads into a naval vessel is required to spend at least one IBT in that vessel. At sea or in port does not matter. No unit can load into a vessel, the vessel moves and that unit moves out of the vessel, all on the same turn. This would include both military and non-military units (settlers and workes, mainly).

(This has the same effect as not using ports, but gives an easy way to measure it. At least, I think it is an easy way to measure it!)


New Civs
We may trade techs and such on the first turn we meet another civ. We cannot trade luxuries, resources or gold per turn. We can buy techs, sell techs or trade for techs. We cannot make any per-turn deals (peace, military alliance, trade embargo, etc). On the first turn we meet a new civ, before the turn ends, we must declare war. We never make peace.

We Are...
Vikings!

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