SESN01 - The Poor Warmongering Fools

NOT a sign-up, but it's not too hard to go in and edit a civ and make it not able to build any resource-requiring units. You just don't let the civ build pikemen, muskets, swordsman, chariots, horsemen, MDI, cannons, infantry, etc.... It takes a bit of time, but doing this would:

- Allow resources to be hooked up for trade "safely"
- Allow railroads and factories, which depend on iron (no factories is rough)
- Not allow someone to "mess up" or "forget" or have a moving resource appear and force an illegal build.

It would also mean no HoF score for the game, but I would think the positives outweigh the negatives. Plus, this editor change is very easy....

Just my $.02,
Arathorn
 
@grs -- lucky number 4

Originally posted by Arathorn
NOT a sign-up, but it's not too hard to go in and edit a civ and make it not able to build any resource-requiring units. You just don't let the civ build pikemen, muskets, swordsman, chariots, horsemen, MDI, cannons, infantry, etc.... It takes a bit of time, but doing this would:

- Allow resources to be hooked up for trade "safely"
- Allow railroads and factories, which depend on iron (no factories is rough)
- Not allow someone to "mess up" or "forget" or have a moving resource appear and force an illegal build.

It would also mean no HoF score for the game, but I would think the positives outweigh the negatives. Plus, this editor change is very easy....

Just my $.02,
Arathorn

Thoughts and opinions?
 
As bede can report of my last try of editing a very small game rule, I stay out of the reasoning for editing rules...but I think we could just use the rules strict as you stated them first. The probability of getting more than 1 or 2 cities on a ressource is very small.

I like the idea of playing the vikings too, but my first choice would be India. I like religious and we get a ressource free knight - that looks nicer than a knight too, imho.
 
Is there are any more spots, I'd like to sign up.

I vote for India over the Vikings, as their UU has better defense (expensive, but still 3 defense). Also, the Viking UU gets rid of one of our MA offensive units, the Longbowman, while the War Elephant replaces something we otherwise couldn't build. Another strike against the Vikings is that this will be Continents, not Archipelago, reducing the usefulness of Berserks and the Seafaring trait.

Also -- Will we be able to hook up Ivory? That would give us the SoZ and thus AC. (Maybe Ivory only after SoZ is built?)

The Crusader was also forgotten as a unit we can "build" -- the Knights Templar will be high priority. (This is Monarch, so we can afford some Wonder detours.)

Also, I can't find it right now, but Charis and Sirian's roadless Regent SG might be helpful reading. They built cities and then Harbors on resources, though.
 
The nice thing about the berzerk is it is resource free and upgrades from archers, another resource free AA unit, and do not require an "optional" technology.
 
As I pointed out, we will REALLY want the Knights Templar for the (relatively) wondrously powerful 5.3.1 Crusaders (best offense until Guerillas if we don't play as the Vikings). We'll be researching Chivalry, anyway.
 
CVN -- Thanks for jumping in. :) (btw - I think you're up in CVN1)

I don't really need a sixth, but if someone else wants in before the first turns, thats OK too.

Although AC's are tempting, I'd have to say no, as they require a resource. (though not a strategic one). Knights Templar, however, is certainly fair game, and probably a much desired Wonder.

I'd now like actual votes for the civ, with India and Scandanavia being the options.

Also, anyone interested in doing it Arathorn's way? To be honest I hadn't considered factories, but I think we could get away without them since we're on Monarch.

Lastly, does anyone have a preference on their spot in the rotation? If not, then we'll go with the roster in the first post.

EDIT: I'll have to check those links in a bit as I'm now leaving work -- look interesting though.
 
Vikings, obviously.
 
Monarch is easy indeed, but it's continent, so we will not be able to reach the other continent easily, and very probably we won't be able to attack until late Middle Ages. This would make things a little harder.

In that case we'd need Great Lighthouse and probably a seafaring civ and launch the attack as fast as possible.

So I'm still for Vikings. I haven't played it before, and I really like zerks. ;)
 
Well, looks like I get to be the tiebreaker. We've got two votes for each civ, so I'll go with the Vikings for no other reason than it will at least make our game a bit different from Sir Bugsy's link.

EDIT -- After skimming that thread I'll make a minor concession on the resource under city. The city may be immediately severed from our road network instead of disbanding. If that is the case, we are still not to build any inappropriate units from that city. This gives us an out if it's our capitol, or a city with a wonder.

Since no one piped up about Arathorn's mod idea, I take it we'll just play it as the first post says.

Also, no one seemed to care about their place in the rotation, so that'll stick as well.

Since everything seems to be decided, I guess I'll go ahead and generate a start. :)
 
And here it is:
Sesn1.JPG


Decent start, no reroll. Nice to get silks right off the bat. Unfortunately, no river in sight.

A nice side benefit of choosing Scandinavia that I hadn't thought of is the WC start. After a couple of exploring warriors, we can start right in on archers, as warriors will become useless to us very quickly.

I was thinking a slightly tight build would be more beneficial as this game should never make it to Sanitation anyhow.

Obviously going to move the settler 1 NE before settling.

I'll play the first 20, then we'll finish this round with 15's before going to ten.
 
hm? Why NE? It would be much closer to the marshes.

If it were me I'd probably go south directly settling on the silks. But I'm not THAT good at start anyway, and I can't say mine is better..I just hate marhes (especially in Snoopy's mod) ;)
 
Originally posted by microbe
hm? Why NE? It would be much closer to the marshes.

If it were me I'd probably go south directly settling on the silks. But I'm not THAT good at start anyway, and I can't say mine is better..I just hate marhes (especially in Snoopy's mod) ;)

:wallbash:

No, you're certainly right. Can you tell I was rushing my post cause dinner was ready? :lol:

BTW -- the new link says "pool" :crazyeye:
 
Originally posted by M60A3TTS
If you wouldn't mind a 6th, I'll give it a go. Rumor has it I'm pretty reliable.

Good to see you again, M60! You're always welcome in my games. I suppose saying you're reliable isn't too much of a stretch. ;) You'll drop in the last slot, playing after Cuivienen. I'll assume you've read up to this point.

MY TURNLOG:

4000 bc (1) – Move settler 1 south. Worker starts road.

3950 bc (2) – Trondheim founded, starts warrior. Science to 90% (+0), pottery in 14.

3900 bc (3) – Zzzzz

3850 bc (4) – Worker finishes road, starts mine. Pottery now in 9.

3800 bc (5) – Zzzzz

3750 bc (6) – Zzzzz

IT – Warrior -> warrior.

3700 bc (7) – Warrior ventures east.

3650 bc (8) – East again, mtn range nearby.

3600 bc (9) – Still goes east.

3550 bc (10) – Hops on a mtn for a better view, sees more silks nearby. Worker moves SE.

IT – Warrior -> curragh.

3500 bc (11) – Worker starts another road. New warrior will follow coast north. Old one east yet again.

3450 bc (12) – See a patch of grassland with a river about six tiles east. Drop sci to 50%, pottery in 1.

We discover Pottery. Start BW @ 80% in 14 (+1).

3400 bc (13) – Exploring.

3350 bc (14) – Worker starts second mine. More exploring. See that we’ll have no shortage of fresh water.

IT – Curragh -> settler

3300 bc (15) – I love three movement curraghs! Starts out south. Both of our warriors spy goody huts, keep your fingers crossed, I always seem to get barbs. Change production to warrior so we have a chance at a settler.

3250 bc (16) – The first warrior pops barbs, second one not there yet.

IT – Barbs fortify.

3200 bc (17) – We kill one of the barbs, lose 1 hp. Second hut yields 25 gold. Change production back to settler.

3150 bc (18) – Turn newer warrior around for escort duty as he comes to the end of a peninsula anyhow. Skip move on older one to heal.

3100 bc (19) – I see orange borders with our curragh, no units in sight. England, Ottos?

3050 bc (20) – Whoever the orange is, they have furs just outside their borders. MM to synchronize settler/growth in 2.

Pretty uneventful 20. The world seems to be wet and 3 billion. Should be able to meet the orange civ next turn. Gonna need a lot of workers before its all said and done. BW in 8, then I might suggest a philo gambit.

And so it begins .....

Screenie to follow.
 
I've tried to mark the orange borders. (not very artistic, you know) Silks are center screen.

Sesn1turn20.JPG


EDIT:
Roster
SesnOfWthr -- just played
Microbe -- up
Bede -- on deck
grs
Cuivienen
M60A3TTS
 
>>SAVE<<

preturn: not much to do. Looks like our start location isn't very good. We need to settle those rivers asap, and at some point we'd have to move our palace.

Why are we researching Bronze Working? We shouldn't research any first level techs. Get it from the AI!

I really want to cancel it and start on Writing, but I set it to min sci for now.

(1)3000BC: not meet the orange tribe yet.
IBT barb attacks and dies, we lose one hp. settler->warrior.

(2)2950BC: We meet Dutch who has Bronze Working! It has only one city. [devil] It asks WC+53g for it, and I buy. He must be researching WC. I set min research to Writing.

(3)2900BC: zzz

(4)2850BC: Netherlands got Ceremonial Burial. Does he know someone we don't?

(5)2800BC: zzz

IBT warrior->rax.

(6)2750BC:

(7)2710BC:

(8)2670BC: Bergen founded. It is pretty far away from our capital.. spot a red border.

(9)2630BC: zzz

(10)2590BC: We meet Byzantines. 3 seafaring civs on the same continent. :eek: She has Masonry and CB on us. She has Ivory.

(11)2550BC:

IBT rax->archer.

(12)2510BC: Byzantine has Wheel. Netherlands has it as well.

(13)2430BC: zzz

(14)2390BC: zzz

IBT our warrior is killed by a barb! archer->settler.

(15)2350BC: we spot a dark border. Looks like Zulu.

Trondheim can build several archers then a setter. Let's get 10 archers and take out Netherlands!
 
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