fluffyflyingpig
Warlord
- Joined
- Nov 21, 2005
- Messages
- 116
Since SamE decided to not follow my order to disband the settler, and is in a different time zone, I'm starting up a third Anarchy game. As Anarchy Game Puppet, I will execute any and all orders to the best of my ability that ANYONE chooses to give me on a first come first serve basis. Provided the following three simple rules are met, of course:
1. NO orders can contradict an earlier order, though orders can be taken back. And while this civ is willing to be run by arbitrary decisions, it still retains a sense of self preservation. Therefore, there is a standing order to try to win. Note, renaming things that have already been named is considered a contradiction. NO renaming!
2. All orders must be implementable IMIDIATELY. Orders for 10-20 turns down the line will be acted on initially... only to be forgotten about some point down the line. Probably. Or they could be completed. Who knows. Your humble puppet has a short attention span. Point is: orders must immediate to guarantee action. Also, orders made irrelevant by game changes will be ignored.
3. All orders must be appended to The Big List of Orders, Commands, and Other Things to Do (tBLoOCaOTTD), or they will not be acted upon. An updated copy of the list must appear in your post with your new order at the bottom of the list. You CANNOT delete ANYTHING from the list, only I can. Otherwise, it would be complete anarchy, and we don't want that, now do we?
Anythiing that meets these rules will be followed if at all possible. Revolt to Paganism? You da boss. War on China? As you will. (Assuming war will not lead to out imidiate death the next turn, of course.) Name the next unit after yourself? Your wish is my command.
Are we clear?
Then without further ado, let’s get this game started! The pRGN will decide out fate. Map settings: normal speed, Warlord, Tilted Axis map, with size, civ, landmass type, climate, and sea level all random. No cheating, and perm alliances on.
Looks like were the Aztecs, with Monte (Agr/Spi). Heck, with Spiritual, we can change civics every 10 turns without a widescale disruption!
The Start Location

First things first, we need a new civ name and leader name. Then directions for the scout and settler.
The Big List of Orders, Commands and Other Things to Do (tm)
A complete and updated copy of this list MUST appear in your post with your new order at the bottom of the list. You CANNOT delete any orders from the list. Feel free to replace '???' with whatever you want though
Civ Name == ???
Leader Name == ???
Scout Name == ???
ORDERS
1. Try to win.
2. ???
End of the Big List of Orders, Commands and Other Things to Do (tm)
Apologies to SamE and Argh. I got tired of waiting, and SamE isn't on when I am. If you want, I'll stop this game.
1. NO orders can contradict an earlier order, though orders can be taken back. And while this civ is willing to be run by arbitrary decisions, it still retains a sense of self preservation. Therefore, there is a standing order to try to win. Note, renaming things that have already been named is considered a contradiction. NO renaming!
2. All orders must be implementable IMIDIATELY. Orders for 10-20 turns down the line will be acted on initially... only to be forgotten about some point down the line. Probably. Or they could be completed. Who knows. Your humble puppet has a short attention span. Point is: orders must immediate to guarantee action. Also, orders made irrelevant by game changes will be ignored.
3. All orders must be appended to The Big List of Orders, Commands, and Other Things to Do (tBLoOCaOTTD), or they will not be acted upon. An updated copy of the list must appear in your post with your new order at the bottom of the list. You CANNOT delete ANYTHING from the list, only I can. Otherwise, it would be complete anarchy, and we don't want that, now do we?

Anythiing that meets these rules will be followed if at all possible. Revolt to Paganism? You da boss. War on China? As you will. (Assuming war will not lead to out imidiate death the next turn, of course.) Name the next unit after yourself? Your wish is my command.
Are we clear?
Then without further ado, let’s get this game started! The pRGN will decide out fate. Map settings: normal speed, Warlord, Tilted Axis map, with size, civ, landmass type, climate, and sea level all random. No cheating, and perm alliances on.

Looks like were the Aztecs, with Monte (Agr/Spi). Heck, with Spiritual, we can change civics every 10 turns without a widescale disruption!

The Start Location

First things first, we need a new civ name and leader name. Then directions for the scout and settler.
The Big List of Orders, Commands and Other Things to Do (tm)
A complete and updated copy of this list MUST appear in your post with your new order at the bottom of the list. You CANNOT delete any orders from the list. Feel free to replace '???' with whatever you want though
Civ Name == ???
Leader Name == ???
Scout Name == ???
ORDERS
1. Try to win.
2. ???
End of the Big List of Orders, Commands and Other Things to Do (tm)
Apologies to SamE and Argh. I got tired of waiting, and SamE isn't on when I am. If you want, I'll stop this game.