TheOverseer714
Overseer
Welcome to round 6 of my series. Succession Game For Newbies 6 is a little shy of newbies, with our one first-timer being a very good player, he is just new to SGs. Through rigorous discussion, we have agreed to play as England with the goal of winning a space race. We are playing on a standard map Pangaea with random opponets, 70% water, warm, wet, 4 byo, roaming barbs. Here is a picture of our 4 final starts:
After further discussion, we chose start 881.
Here is the beginning roster:
1: TheOverseer714=> up
2: PrinceMyshkin=> on deck
3: Rodent=> warming up
4: Northen Wolf=> waiting
5: Anaxagoras=> waiting longer
6: Optional/Hynestrider=>twiddling thumbs(waiting longest)
This game, there are no special rules and no variant, we just want to launch as soon as possible. As usual, I'd like to continue with the rules laid out for SGFN-05. Here they are:
Rule #1 of SGFN05: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one. This is also a Democracy, any major decisions like war declarations by us, Rights of Passage, Mutual Protection Pacts and what techs we pursue should be voted on by the team. This is not to say that you have no say so, on the contrary. What powers you do have are mostly the same as solo games, just nothing that will turn us onto a damaging path that the rest of the team would not agree to. Use your common sense.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
And Bedes rules - I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
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After further discussion, we chose start 881.
Here is the beginning roster:
1: TheOverseer714=> up
2: PrinceMyshkin=> on deck
3: Rodent=> warming up
4: Northen Wolf=> waiting
5: Anaxagoras=> waiting longer
6: Optional/Hynestrider=>twiddling thumbs(waiting longest)
This game, there are no special rules and no variant, we just want to launch as soon as possible. As usual, I'd like to continue with the rules laid out for SGFN-05. Here they are:
Rule #1 of SGFN05: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one. This is also a Democracy, any major decisions like war declarations by us, Rights of Passage, Mutual Protection Pacts and what techs we pursue should be voted on by the team. This is not to say that you have no say so, on the contrary. What powers you do have are mostly the same as solo games, just nothing that will turn us onto a damaging path that the rest of the team would not agree to. Use your common sense.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here: http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
And Bedes rules - I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.
__________________