tupaclives
Tupac Lives on!!
Ghandi was a likeable man, he was venerable and respected throughout his tribe. One day while strolling along the countryside with the rest of his nomadic people he stumbled across a small child of another tribe. As Ghandi gazed into its adorable, innocent eyes he thought 'Egads what is that thing!?!?' After his people had wiped out the childs tribe Ghandi found prophecies of 7 'great civilizations' as Ghandi beheld the prophecies of these people he thought to himself 'well they'll have to go.' It was then Ghandi decided that the world was only big enough for 1 civ. Namely his!
Version: Vanilla 1.29f
Civ: India
Difficult: Emperor
Size: Standard
Water: 70%
Landmass; Continents
Climate: Cold
Humidity: Wet
Age: 3 Billion Years
Opponents: 7 Random
Victory Conditions: All enabled, but we are trying to win by Conquest.
Decided to take the first start rolled up and... boo-ya! Hot diggity!
Always War Rules (as borrowed from Handy21): 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, well 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
SG Rules
5 player roster
24 hour 'got it' 72 hours playing time
10 turns per player in the first turnset 5 after that (depending on number of contacts the 10 turns per player may be extended beyond the first turnset of each player)
If you need a skip or a swap where possible inform the team prior to being 'up'. If you need a 24 extension please mention before your 72 hours are up. We will try and be flexible
Notes for interested players: I have never played AW and don't wont to be the only one in the team with no AW experience If you have never played an AW game do not be shy about applying. In the event of too many players the first 3 players to apply past the 5 man team limit will be given preference in the event of any dropouts.
The first turnset...
Turn 1 - Move settler 1 tile west, this reveals a cow and a total of 5 nearby bg's as well as the nearby hills and river. Can you say hot-diggity?
Turn 2 - Found Delhi --> Warrior,
worker moves onto the cow. Research set to Masonry at min
Turn 3 - Worker roads cow
Turn 4 - zzzz
Turn 5 - road finished, masonry can now be finished in less than 40 turns, set research to 90%, irrigate cow.
Turn 6 - Delhi: Warrior --> Warrior, warrior set to explore
Turn 7 - zzzz
Turn 8 - Delhi grows, set lux slider to 20% to prevent riot, move warrior onto mountain and reveal the coast!
Turn 9 - Irrigation finished, move worker onto tile nw of Delhi (bonus grassland).
Turn 10 - Warrior --> Worker (next player feel free to change). Take lux back to 0% and reset science to 90% (masonry in 20), fortify warrior.
here's the world as we know it today
Roster as it presently stands
Tupaclives
Lboogie13
McLman
Markh
Open
and the save
Version: Vanilla 1.29f
Civ: India
Difficult: Emperor
Size: Standard
Water: 70%
Landmass; Continents
Climate: Cold
Humidity: Wet
Age: 3 Billion Years
Opponents: 7 Random
Victory Conditions: All enabled, but we are trying to win by Conquest.
Decided to take the first start rolled up and... boo-ya! Hot diggity!
Always War Rules (as borrowed from Handy21): 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, well 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
SG Rules
5 player roster
24 hour 'got it' 72 hours playing time
10 turns per player in the first turnset 5 after that (depending on number of contacts the 10 turns per player may be extended beyond the first turnset of each player)
If you need a skip or a swap where possible inform the team prior to being 'up'. If you need a 24 extension please mention before your 72 hours are up. We will try and be flexible
Notes for interested players: I have never played AW and don't wont to be the only one in the team with no AW experience If you have never played an AW game do not be shy about applying. In the event of too many players the first 3 players to apply past the 5 man team limit will be given preference in the event of any dropouts.
The first turnset...
Turn 1 - Move settler 1 tile west, this reveals a cow and a total of 5 nearby bg's as well as the nearby hills and river. Can you say hot-diggity?
Turn 2 - Found Delhi --> Warrior,
worker moves onto the cow. Research set to Masonry at min
Turn 3 - Worker roads cow
Turn 4 - zzzz
Turn 5 - road finished, masonry can now be finished in less than 40 turns, set research to 90%, irrigate cow.
Turn 6 - Delhi: Warrior --> Warrior, warrior set to explore
Turn 7 - zzzz
Turn 8 - Delhi grows, set lux slider to 20% to prevent riot, move warrior onto mountain and reveal the coast!
Turn 9 - Irrigation finished, move worker onto tile nw of Delhi (bonus grassland).
Turn 10 - Warrior --> Worker (next player feel free to change). Take lux back to 0% and reset science to 90% (masonry in 20), fortify warrior.
here's the world as we know it today
Roster as it presently stands
Tupaclives
Lboogie13
McLman
Markh
Open
and the save