The CT3 Speculation Thread

ChrTh

Happy Yule!
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Piedmont Triad, North Carolina
I've already a couple ideas (yes I know, CT2 just started...just bear with me, k? :D )

I want to gauge reaction to some of the following SG ideas:

1) The Harsh Demanding God
-- We play as a Militaristic Civ. Normal rules apply. One catch: Every time we capture or raze a Foreign City, we have to Sacrifice one of ours that same turn (by 'Abandon City'); by 'ours' means that it has to have been originally settled by us. Late in the game this shouldn't be a problem (since Settlers can be spawned pretty quickly)...but early in the game may cause us to think before we attack.

2) Slave Labor
--Our people are above toil: We can not build Workers. Our original Worker needs to immediately join our city. We can, however, purchase and capture Workers from other Civs.

3) Shifting Goals
--This is a tough one. Each player is randomly assigned a Victory Condition. During their turn, they must work towards their Victory Condition ONLY. Conquest and Domination can not make peace; Space Race needs to jump the Science as high as it can go; Diplomatic needs to make peace as soon as it can; Cultural must build culture--but the catch is, if the Cathedral doesn't finish during your turn, the next player will probably have to change it! And so on. This one would require much discussion beforehand.
Possible added twist: After each member of the roster completes a turn, the Victory Type is randomly reassigned. :)


4) Roll of the Dice
--Requires a 6-sided dice to play. Every action you're about to choose can be vetoed if you roll a 6. Example, you move a Worker to a tile to Mine. You roll the die: 6; you're not allowed to mine that tile. You decide instead to Road it, again you roll a 6. Screaming in frustration, you hurl the die across the room and wait for your next turn. This also goes towards City Builds, Unit Attacks: Your artillery prepares to bombard, you roll a 6--no bombardment for you! Note that movement does not succumb to chance, nor does No Action/Fortify. This one requires PATIENCE.

5) The Chieftain Paralysis challenge.
--Playing on Chieftain level, you are unable to commit actions. You can not attack. You can not pop goody huts. You can not build wonders. You can not build City Improvements. You can build Workers, Settlers, Warriors, and your UU. That's it. You must wait for people to come to you.
And somehow win.


What do y'all think? Which game would you be interested in playing? Or games? Any ideas of a possible variance on the above listed?
 
Originally posted by ChrTh

3) Shifting Goals
--This is a tough one. Each player is randomly assigned a Victory Condition. During their turn, they must work towards their Victory Condition ONLY. Conquest and Domination can not make peace; Space Race needs to jump the Science as high as it can go; Diplomatic needs to make peace as soon as it can; Cultural must build culture--but the catch is, if the Cathedral doesn't finish during your turn, the next player will probably have to change it! And so on. This one would require much discussion beforehand.
Possible added twist: After each member of the roster completes a turn, the Victory Type is randomly reassigned. :)

I like that one - extremely intriguing. If ya choose that one, sign me up! However, all the others are a bit too restrictive. Esp. #4 - I'd probably brake something before my first turn ended.
 
Originally posted by ChrTh

3) Shifting Goals
--This is a tough one. Each player is randomly assigned a Victory Condition. During their turn, they must work towards their Victory Condition ONLY. Conquest and Domination can not make peace; Space Race needs to jump the Science as high as it can go; Diplomatic needs to make peace as soon as it can; Cultural must build culture--but the catch is, if the Cathedral doesn't finish during your turn, the next player will probably have to change it! And so on. This one would require much discussion beforehand.
Possible added twist: After each member of the roster completes a turn, the Victory Type is randomly reassigned. :)

I like that one - extremely intriguing. If ya choose that one, sign me up! However, all the others are a bit too restrictive. Esp. #4 - I'd probably break something before my first turn ended.
 
Number 3 the shifting goals are a :goodjob:

Number 1 and 2 sound interesting too

Idon't really understand the last one What do you mean with You must wait for people to come to you.?

Anyway as long as you don't start too soon and choose Number4 iwould like to join.

Rowain
 
Originally posted by Rowain deWolf
Idon't really understand the last one What do you mean with You must wait for people to come to you.?

Rowain

In other words, you can't be aggressive towards your neighbors; no attacks. You basically have to withstand the entire game assaults from your neighbors. It's a bare minimalist game, and to be honest, it'd be pretty damn boring, so I don't think it'll happen.
 
Change the title? :p
nah, I'll have my ct games in lower case. :)

I've been trying to get into a "Training Day" game, but they fill up quickly!
 
Originally posted by Chieftess
I've been trying to get into a "Training Day" game, but they fill up quickly!

I wish you had said something to me; SUL4 is full now but we had an open spot for several days! If someone leaves and a spot opens up, do you want me to let you know? :)
 
Chieftess - we are thin on Lotr3 emperor training - you may want to post and ask arathorn if he is up for another player. its just 1 turn / week - - and has been good so far.
 
I'm tempted to rename this the "CT3 Speculation + Open Spots in SG Thread" :D
;)

People seem to like the 'differing goals' idea. That's the leader right now, but since it'll be a little while before I start it (another week or so), there's still time to weigh in with your opinion.
 
I might be interested in the 3rd option. It has been tried once with mixed results. I would suggest that it be modified to include two rules:

1) You can not change something that is currently building. You may start whatever you want but once it is stated the next player will have to rush it if they want something else started instead. The first exception would be if you have that persons permission or if they state that it was started as a placeholder for something else (palace, FP). The second exception would be wonders. These should be agreed upon as common goals for all. Maybe even a little trade-off.

2) Wars can not be started with trade agreements in place. No RoP rape, no large GPT swindles. The opposite to that would be that peace can not be settled just to say it was done. Your goals and actions in the war may not be that of teh person before you but that doesn't mean you give away the hen house to spite the chickens. Even a scientific minded leader could see a purpose in war (drop other cvis science rates, capture science wonders).

Just some thoughts......
 
I'd be interested in the 3rd one as well (that seems like enough interested players to start it). I'd recommend, though, that we run 20 turns per player, so that each player will get to make significant progress towards their goal. With less, it'll be a schizophrenic cycle of building military and never using it; building culture and swapping to war-time mobilization.

We should use a Religious civ for sure; without it it'll be more challenging, but sitting in anarchy isn't fun for anyone. Industrious is probably the next best trait for such a game, since probably no player will build a lot of workers, and they're useful both for peaceful buildup and conquest (building roads/colonies/rails). And I don't think there's been an SG as Egypt for a while around here.
 
Originally posted by meldor
I might be interested in the 3rd option. It has been tried once with mixed results. I would suggest that it be modified to include two rules:

1) You can not change something that is currently building. You may start whatever you want but once it is stated the next player will have to rush it if they want something else started instead. The first exception would be if you have that persons permission or if they state that it was started as a placeholder for something else (palace, FP). The second exception would be wonders. These should be agreed upon as common goals for all. Maybe even a little trade-off.

2) Wars can not be started with trade agreements in place. No RoP rape, no large GPT swindles. The opposite to that would be that peace can not be settled just to say it was done. Your goals and actions in the war may not be that of teh person before you but that doesn't mean you give away the hen house to spite the chickens. Even a scientific minded leader could see a purpose in war (drop other cvis science rates, capture science wonders).

Just some thoughts......

Standard SG rules apply, so 2 should be a given. I think as a group we'll not be working to spite each other: I may favor a Cultural Win, but I shouldn't make trade agreements with all the enemies on my last turn, right before the Conquest Win player.

As for #1, that I disagree with. I play for a Cultural Win, but I inherit a war. I conquer say 3 cities right off the back, and then set them each to Temple, which completes in 60 (or 80) turns. See the issue?
I would say that any player can change anything to suit their style of victory. Each individual will just need to be intelligent on their turn.

We do have 5 players for Game type 3; I'm not ready to start it yet--probably this weekend. The tentative roster is:
ChrTh
Exsang
Rowain
meldor
T-Hawk

A couple questions:
Should it be random each round? So that one may be Cultural one turn, then Space Race the next? Or should it be fixed for the entire game?
Also, I'm planning that for the first 100 turns (20 turns each), there is no victory type associated. This is because it's usually hard to determine right off what type of victory to head for. Are y'all ok with this?
I'm thinking we should go with Americans: the late UU will not give the Conquest/Domination players an advantage. Also, Industrious benefits all groups equally, while Expansionist benefits none of the groups (unless perhaps the Space Race with the increased likelihood of early Techs--but of course, this helps the War people as well).
I'm also thinking Regent and completely random world, with Roaming Barbarians.

Any ideas on how we should handle Wonders?
 
How about this:

Make the first round 15 turns per player (could be 20 for the first player), with no set victory goals, to get started and get everyone involved in the game early. Then start the goal-oriented rotation.

After each round through the roster (there will only be about 4 rotations if we go with 20 turns per player; maybe 15 would be better), two random players swap goals. That way we'll each change once or twice, but not every time up.

Good rationale on the Americans (especially the late UU). Someone Religious would also fit the game well (it does give an advantage to the cultural player but he'll need it most); I think I'd still prefer that over the Americans. Either way works, though.
 
I would suggest that started Wonders should not be changed except the starter clearly announce it as a pre-build else the UN or Apollo won't get built.

Otherway: All players have to agree which wonders we want to built pregame and only those on the list are allowed. Playing on Regent should grant us those wonders we want.

Rowain
 
I am afraid I will have to bow out of this one. People randomly changing the builds didn't work in the last incarnation of this idea. I am afraid it doesn't interest me that way. No offense, I wish you guys all the luck the RnG can give you.

If you want to see what happened the last time visit "SG_Politics - The Great Experiment"
 
Originally posted by meldor
I am afraid I will have to bow out of this one. People randomly changing the builds didn't work in the last incarnation of this idea. I am afraid it doesn't interest me that way. No offense, I wish you guys all the luck the RnG can give you.

If you want to see what happened the last time visit "SG_Politics - The Great Experiment"

I don't see it as random; a lot of goals are consistent, and no one should be playing to sabotage. With 20 turns, many buildings/projects will be complete during a turn. It's your choice though...
 
I've decided not to start CT3...the divergent strategies, while looking fun on paper, would probably turn out to be too contentious in a SG.

Instead, I'll be starting a SG with a very singular focus tonight...
 
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