tupaclives
Tupac Lives on!!
Welcome friends to Tupac04 - Elizabeth NOW. Today we will see one of Civilization 3's most underrated Monarch's, the lovely(ish) Queen Elizabeth of England, take on 7 Deity Opponents NOW. Of course these poor chaps don't know what they are getting themselves into. Lizzie, the old girl, is just the sort to keep a grudge, so they had best be careful around her. Doing the bidding of this leading lady will be the Tupac02 team, hopefully backed up by a new player.
Vanilla 1.29f
Deity (if we find we are losing early then we might drop to emperor but that shouldn't be necessary)
England
7 opponents (Germany, Russia, France and 4 random civs)
Map settings TBA
No specified victory condition, but all conditions of grudge must be fulfilled (see below)
Special Rules
Game Rules
As modified from LK Rules
The following tactics are PROHIBITED:
No 'Free Wealth' - Setting a city to wealth at the end of its project and then cycling through the cities at the start of the next turn and changing its project so that you still get the gold (commerce being calculated before anything else in the turn) but also get production
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker blockades - You can't fortify a bunch of workers along the coast to prevent invasions, or shut down the borders with workers. The workers must be actively doing something.
House rules:
1) Worker automation of any kind is prohibited.
2) Our reputation is golden - please respect it.
3)You ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle.
4)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.
5)We may keep or raze cities, and can keep slaves and you may whip at will, including captured cities or cities where all citizens are unhappy
6) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design unless previously discussed and approved by the team.
7) It is an expectation of all players on the team to log every turn played (even if it merely requires you to post 'zzz')
8) It is an expectation that you will always leave the next player an interturn, so make sure all saves are handed over at the end of your last turn and not the beggining of the next player's first turn.
9) Please complete your turnset. It is very annoying for the next player to receive a half-finished turnset.
10) If you sign up it is an expectation that you will try to see it through. Obviously in some situations, dropping out is unnavoidable but please try and stay the distance.
SG Rules
24 hour got it
72 hour playing time
The first player will play 40 turns, the rest of the team will play 20 turns in the first round. Once everyone has played 1 turnset all players will play 10 turn turnsets.
Playing order will be established after check in.
Roster
Reserved places
tupaclives - checked in
Lboogie13
McLman
Markh
Sign Ups
Mirc
Vanilla 1.29f
Deity (if we find we are losing early then we might drop to emperor but that shouldn't be necessary)
England
7 opponents (Germany, Russia, France and 4 random civs)
Map settings TBA
No specified victory condition, but all conditions of grudge must be fulfilled (see below)
Special Rules
Arathorn's Comprehensive Guide to Variants said:Non-Oscillating War (NOW): The first civ met must have war declared on them during initial diplomacy. Each later civ met gets added, in order, to a list. When the first AI civ on the list is eliminated, war must be declared on the second. As each is eliminated, the next must be declared on before the end of the turn. Other wars are allowed, and alliances are encouraged. Sandbagging or not finishing off a defeated foe simply to not go to war with the next one on the list is illegal. When two or more civs are met simultaneously (via contact sale, perhaps), it is player's choice which order to declare on them.
tupaclives said:If an AI civ declares war on you, you may never sign a peace treaty with them. If an AI captures one of your cities it must be recaptured. There is no time limit as such but you are assumed to lose if the game ends before you recapture that city. If an AI razes one of your cities, that civ must be eliminated, once again no time limit but they must be eliminated before the games end.
Game Rules
As modified from LK Rules
The following tactics are PROHIBITED:
No 'Free Wealth' - Setting a city to wealth at the end of its project and then cycling through the cities at the start of the next turn and changing its project so that you still get the gold (commerce being calculated before anything else in the turn) but also get production
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker blockades - You can't fortify a bunch of workers along the coast to prevent invasions, or shut down the borders with workers. The workers must be actively doing something.
House rules:
1) Worker automation of any kind is prohibited.
2) Our reputation is golden - please respect it.
3)You ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle.
4)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.
5)We may keep or raze cities, and can keep slaves and you may whip at will, including captured cities or cities where all citizens are unhappy
6) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design unless previously discussed and approved by the team.
7) It is an expectation of all players on the team to log every turn played (even if it merely requires you to post 'zzz')
8) It is an expectation that you will always leave the next player an interturn, so make sure all saves are handed over at the end of your last turn and not the beggining of the next player's first turn.
9) Please complete your turnset. It is very annoying for the next player to receive a half-finished turnset.
10) If you sign up it is an expectation that you will try to see it through. Obviously in some situations, dropping out is unnavoidable but please try and stay the distance.
SG Rules
24 hour got it
72 hour playing time
The first player will play 40 turns, the rest of the team will play 20 turns in the first round. Once everyone has played 1 turnset all players will play 10 turn turnsets.
Playing order will be established after check in.
Roster
Reserved places
tupaclives - checked in
Lboogie13
McLman
Markh
Sign Ups
Mirc