SM3 - AWDG in RaR with special rules

Smart

King
Joined
Nov 30, 2005
Messages
909
Location
Fortress of Stupidity
First game was somewhat easy and peacefull (won by SS launch in 1725AD) and I decided to start a tough game full of wars, with special variant rules.

Settings
Version: RaR v1.04b, How to install

Difficulty: DemiGod
Civilization: Vikings
Victory conditions: All are enabled, but only conquest is acceptable

Size: Standart
Landmass: Continents
Opponents: Random


Standart SG rules:

Don't use any exploits, including ship chaining and free palace jump. If you aren't sure about something (for example you popped an SGL and have to choose what wonder to rush), ask about it here.

There are 24 hours to post a "got it" and 48h to play. If you can't play, please ask about swap or skip before this time is over.
Everybody can roll a start and play first 30 turns. We will play 20 turns per set in the first round to see if AW start is worthwhile, and then 10 turns per set.

Variant rules:
  1. First of all, this is an Always War game, which means that we should be at war all the time with every civilization. Here are AW rules stolen from Handy:
    Spoiler AW rules :
    You may only trade when you first meet a civilization, and must declare war on the same turn after trading is complete. If you see a new AI unit, you must make contact & declare war that turn. Absolutely no GPT trades allowed. If you see a new face on F4, you are obligated to declare war that turn (after trading). Players must declare war if they are exploring and see AI units, but are not required to actually attack the units they come in contact with. No peace treaties, ever. You may check F4 as often as you like to spy on the AI's tech, resources, luxuries & city count.

    Discuss any move that seems exploitive before doing it with the team. Although there are not too many exploits available in AW, we’ll follow the forbidden blatant exploits banned by GOTM and RBCiv such as no "Free Wealth". Other normal game exploits such as "Baiting the AI" with an empty city to create a kill zone are an AW tradition and are allowed. Also, you ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle. This is considered an exploit in RBCiv rules, but is okay in our AW games. In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it. We may keep or raze cities, and can keep slaves. You may whip at will, including captured cities or cities where all citizens are unhappy.

  2. Pillaging Restriction: Basically no pillaging by armies is allowed. Land units cannot bypass a city without destroying it first. Sea units can go anywhere and drop off land units on any coast. The land units must then destroy the coastal cities before passing them either inland or along the coast (though they can bypass the coastal city by getting back on the boat). The idea here is to lessen the AI weakness of ignoring armies completely and allowing the human massive pillaging freedom. If the AI didn't have this weakness, you could pillage coastal resources by using boats, but inland resources would require fighting your way there. Thus guerilla type hit and run pillaging by non-army units is allowed. In other words, you can drop off a smaller force by boat, pillage, and get away again instead of being killed. (© Handy900)
    In other words, pillaging with Army isn't allowed, because AI will NEVER attack it. However we can pillage using normal units.
  3. Conquest variant: We are not allowed to build cities on second continent. We should destroy all civilizations only using our core for unit production and keep conquered land on other continent clear.


Roster:

Smart
Mathias
Madviking
Open!
 
In the last Emp game all AI's were behind by one era :mischief: It was easy enough, I'm sure that DG is an optimal variant. You can play in SG one level higher then usually, because team will help you :)
 
Confirmed.
 
I've been too strapped for time lately to say I'll join, misfortunately. The Sioux are outstanding for AW because of the traits, TSU and UU, but there are other options. Germany, for instance, will have the TSU and the cheap libs, which help a lot in keeping up. Vikings have the TSU and ATAR curraghs to instill war-mode everywhere, plus a tremendous UU.

When I get a break from work I might ask to tag along but right now 10h/week + full time studies is a full plate, and the # of hours isn't going down.
 
Thanks for good advices, Beorn, I'll vote for Germany - TSU will do a good job early and in RaR SGL chances are higher because of a lot of techs to learn. UU is very late, but I hope game will not be over when Panzers will come in - pillaging restriction and prohibition of settling on second continent will slow down conquest.
Lets discuss early game goals - what techs will we research (beeline to Dynasticism?), what will we take from philisophy (probably IW), goverment path - Chiefdoom >> Monarchy >> (???). Random suggestions are wellcome too.

We have three players atm, with one more game could be started... Dunno if someone else in SG community have RaR mod :crazyeye:

Roster:
Smart
Mathias
Madviking
Open!
 
I'll vote for any of the previously mentioned civs except for Germany. I'd rather play as a non-scientific civ.

Oh... barbarian settings?
 
You think scientific will be easy because of cheap improvements and SGL's? Remember, we should so self-research in AW game.
Vikings are good too, ensalved units with attack of 6 will roxx in the Middle Ages. And Sioux's UU is slightly useless, imho...

barbarian settings?
Restless.
 
Well, if being scientific leads us to building a Wiseman in every city, then yes, it will be easier. Then again, modern warfare in RaR is awesome, if a bit overpowered. Definitely something to look forward to.
 
Nukes? No. I said "modern warfare." I was refering specifically to Gunships and Radar Artillery
 
I took first coastal start with river. Without food bonuce on start this game will be more tough. Played 30 turns.
I meet Mali and declared war.
Build order was TG >> TG >> Champion >> WH.
Techs were researched: Masonry >> ABCD >> Pottery, queued techs to Urbanization for a walls.

We have two nearby nations. I killed 4 Mali warriors and got elite TG. We have to build stack of Champions (3 turns for each after WH) to capture that red town. We need second city ASAP.

SM3_Start.JPG


Roster:
Smart
Mathias - UP
Madviking - on deck
Open!

Play 20 turns in the first round to see if we can survive after the first wave and handle the game, then continue with 10 per set.

>> SAVE <<
 
lurker's comment: No bonus start? I'd try to research the food bonus techs before going further towards Dynasticism dude :mischief:
 
If you said it before, I'd research Cultivation first too, it is needed for Urbanization anyway :mischief:
But nothing is lost, we will start researching Cultivation next turn, and may research domestication after walls...
 
Don't forget wool, fishes and wines in the food bonus ;)
 
Olive Oil, too (Urbanization)
Still, I think Domestication is our best bet, as we will need to find Horses.

Worker Housing no good yet. Need 4 shield base to get 1 shield increase. I'll switch that to another TG, then start training Champs. (Got it.)
 
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