tupaclives
Tupac Lives on!!
Welcome ladies and gentlemen to the fifth installment of Tupac's Succession Games. Today we will be replaying a classic game, the legendary Goz8 - Silence is Golden!
For those who can't be bothered reading through the thread here is the variant that we will be playing...
I'm also in favour of playing an all-random game (world, barbs and civ) although that is up for discussion.
This game will be played in Vanilla 1.29f.
THIS IS NOT PTW OR C3C! PLEASE TAKE NOTE OF THIS BEFORE SIGNING UP! MAKE SURE YOU HAVE A WORKING COPY OF VANILLA
Difficulty level will probably depend on who joins, I am in favour of deity although I'm willing to drop that down to emperor if the rest of the team would prefer that.
If anyone wants to raise any points or ask any questions feel free.
This will be a difficult game so if you are not comfortable at at least monarch you might be better off lurking for this one.
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.
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 (not necessarily playing order)
Reserved Places
tupaclives - confirmed
JJJSpider - confirmed
pneuma - withdrawn
Sign Ups
Vind2
Empiremaker
Markh
For those who can't be bothered reading through the thread here is the variant that we will be playing...
grahamiam said:ok, i have an idea. let's try to frame the rules via Arathorn's ruleset as follows:
Tactless: You may never initiate diplomacy. If the AI initiates diplomacyyou must either reject or accept their offer. No haggling.then you may haggle.
Defiant: You must never give in to a demand from an opponent, that is, you always reject demands for tribute. You may never ally, sign a Right of Passage, MPP, or embargo with another civilization. You may never pay for peace (a peace treaty must either be straight-up or the opponent gives a concession to you. A deal where a tech costs 20 gpt normally and you pay 10 gpt for that tech as part of a peace treaty is fine).Any troops on your soil must be given a boot order every turn. No capturing foreign cities or demanding them in diplomacy. No foreign workers merged into existing cities. If an AI razes one of your cities, that civ must be eliminated.Any troops within striking range of one of your cities must be given the boot order every turn they are within striking range.
Defient rules kick in immediately or at turn 50 or whatever we can agree on.
I'm also in favour of playing an all-random game (world, barbs and civ) although that is up for discussion.
This game will be played in Vanilla 1.29f.
THIS IS NOT PTW OR C3C! PLEASE TAKE NOTE OF THIS BEFORE SIGNING UP! MAKE SURE YOU HAVE A WORKING COPY OF VANILLA
Difficulty level will probably depend on who joins, I am in favour of deity although I'm willing to drop that down to emperor if the rest of the team would prefer that.
If anyone wants to raise any points or ask any questions feel free.
This will be a difficult game so if you are not comfortable at at least monarch you might be better off lurking for this one.
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.
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 (not necessarily playing order)
Reserved Places
tupaclives - confirmed
JJJSpider - confirmed
pneuma - withdrawn
Sign Ups
Vind2
Empiremaker
Markh