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Old December 30, 2000, 15:33   #1
A-Team
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Recruiting Players *a must read*
I am currently recruiting players for a very unique game with rules that will keep it extremely fast moving, interesting and highly competitive for the duration of the game for all civs.

Rules:

The Game Board
1) 100 x 100
2) 7 civs all starting on thier own island with roughly the same size ( different shapes) and loaded with equal but different resources and broken land for good movement.
3) 3 big cont.s for large scale military campaigns and colonization. Numerous small islands and island chains of various different shapes and sizes.
4) The entire map has been put together with care to ensure fairnes to all players and to allow for maximum number of oppurtunities for all.
5) The entire map will be revealed to all civs at the beging of the game to allow everyone to set strategy and not have to memorize a premade board.
6) All civs will start the game in contact with each other. This will allow all civs to negotiate with each other, trade tech, form alliances and move swiftly through the tech tree.

Warring

1) There will be no waring or diplomat actions untill 1500 bc.
2) The game will be played 2 x 2.
3) There will be a 2 min time limit till 2000 bc. Then a 3 min time limit till 1000 and an extra min every 1000 years there after.
4) Optional- from 4000-1500 bc set the game up simultaniously to move it rapidly to the warring stage.
5) To attack a civ, you must first declare war on that civ. via the chats so all know and the game scribe ( me) can record it.
6) No more then 3 civs can be at war with any 1 civ.
7) No more then 4 civs can be at war with any 2 civs.
8) Once at war with a civ, you are allied with all civs at war with that civ and at war with all civs allied with that civ.
9) A war can only end when a civ has "vanquished" all civs it is at war with or surrenders to all that it is at war with.
10) When a civ surrenders ( is vanquished) the following restrictions benfits are enforced immed. and continue for a 10 turn period.
a) all other civs units must leave the home island of the vanquished and return all citys on the vanquished home island. If units can not be removed 1 turn after the surrender, they must be disbanded or gifted to the home civ.
b) all citys owned by the vanquished on the home islands of other civs must be returned and all units removed by end of his next turn.
c) No DOWS can be issued by or against the vanquished for the next 10 turns.
d) No vanquished units can enter home islands of other civs unless they are gifted the same turn they arrive.
e) any vanquished units that at any time find them adjacent to other civs units or citys can be told to return to thier nearest city via goto orders removed only after 10 turn period ends or after arriving at city.
f) 200 gold is given to each conquering civ. 1 "colony" ( a city of 3 persons or more not in home island) is given to each conquering civ.
The gold can be givin any time during the 10 turn period. If not completely giving by 5 turns after surrender, a 50 gold penalty is added, and it must be givin 10 turns later.
g) The total # of citys owned by the vanquished is frozen for 10 turn period.
11) No negotiations with any civ you are at war with unless it is to persuade one side to surrender. But nothing can excange hands till the surrender is made.
Misc. Rules

1) Gifting of units is allowed but only if thoose units are on the home island of the reciever.
2) City gifting is allowed but only colonys may be gifted and only once evey 5 turns and all must know about it via chats so game scribe can record
3) To ensure that one side does not gain overwhelming advantages and to force the interior construction of your citys ther will be no wonder construction in this game.

Winning The Game

I am currently working on a point system that will be pretty in depth. This # will be recorded for each player and can be compared to totals in previous game to not only compare how well you did vs thoose that you are playing against, but how you did vs other games.

I have put alot of time into creating all the above rules, especially the warring rules to ensure that even if you get beat up, you can still get back in the game and extract revenge from thoose that vanquished you. Also the speed of the tech advancement will be mind boggeling and add to the interest of the game. If you have never played with no wonder construction, you will find that you have to dedicate yourself to interior city construction and sleezing of your citys will be a bad tactic.
If you think that this will be interesting, 4 of the slots have been taking ( Strategicking/A-Team, Zylka, Suas333, and Pinball2 have all expressed interest in playing.) If availability is a problem, find a team mate that can take over for you when your not available. To contact me, you can find me on the zone (strategicking) or send me a note on game league under A-Team. Tell me your availability and some time in January we can get bthis puppy off the ground, and i ensure you, that once you play this way, all other civ game will be boring and unworth of playing.
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Old January 2, 2001, 15:56   #2
markusf
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This becomes pretty pointless when played at 2x. I mean how hard is it to win?

1. Build a ton of caravans, and gift them to your ally and vice versa(noticed you made the rule about trading units, thats pretty cheap)
2. Go ics and build a ton of cities & caravans with a market place and library in each city.
3. build vet cats.
4. you and your ally attack and kill everyone

This kind of game would suck imo, because nearly all units are worthless and so are most city improvements on 2x 2x
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Old January 2, 2001, 22:25   #3
A-Team
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Obviously you have never played like this. 1st, you can only gift units in the home island of the reciever. What possible benifit could gifting caravans do as they would establish trade routes of less then 10 squares apart? The only reason this rule exists in case you want to be an arms dealer and sell troops. An interesting way to play , you must admit.
Build alot of citys, yeah? And where are you going to build thoose citys? On islands or a main cont. Which now, because of the greater movement, you must somehow find away to defend them. On 1 by 1, just put a couple catpults in a city and its unattackable unless by a giant force. Further more, in the test game, exposed citys were not only easily takeable but were often victems of caravaning, which I find more fun then attacking citys since you never really know what your going to get paid (just the entrepreneural aspect of the game that i find fascinating).
Build marketplaces and libraries? Yeah. Its an investment that must be balanced with naval units to control the seas near your coast. It is NOT as easy as you may think.
Vet. Catpults? HAHA, they will be obsolete by 1500 bc with all the tech exchanging. Everyone will have vet rifleman to defend citys. And you still have to get them there, most of the time by VERY creative measures.
You and your ally(s) attack everyone? kill everyone? Umm, we are not playing with AIs in this game that are fodder. Humans do have a natural ability called self-preservation that will prevent you from just walking over them. There will be no huge wonder advantage that will destroy one civ or another. Everyone will start on very equal footing. If a strategy is great, well you can bet that if your enemy understands the game, hes probably using it too.
Any other eronious arguments Markus? I doubt highly, that on the two player version of this that you would be any competition at all for me (few are) though Zylka is doing an excellent job, by just your reasons listed in your reply its a dead give away that you did not think through all the marvelous possibilities that a game like this presents.
But thanks for the feedback no matter how off target it may have been.
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Old January 3, 2001, 18:04   #4
markusf
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>What possible benifit could gifting caravans do as they would establish trade routes of less then 10 squares apart?

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I suggest you go read the spaceship challange thread,
Space flight at 500 BC 1x 1x king level, it was done by gifting caravans. Also since when does distance matter? My best trade routes are the cities closest to me, with specials and the most pop...

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>
The only reason this rule exists in case you want to be an arms dealer and sell troops. An interesting way to play , you must admit.
Build alot of citys, yeah? And where are you going to build thoose citys? On islands or a main cont. Which now, because of the greater movement, you must somehow find away to defend them. On 1 by 1, just put a couple catpults in a city and its unattackable unless by a giant force. Further more, in the test game, exposed citys were not only easily takeable but were often victems of caravaning, which I find more fun then attacking citys since you never really know what your going to get paid (just the entrepreneural aspect of the game that i find fascinating).
Build marketplaces and libraries? Yeah. Its an investment that must be balanced with naval units to control the seas near your coast. It is NOT as easy as you may think.

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>
Its extremely easy, i have played enough games to know that. You need only ics, send caravans around, and build a temple, marketplace and library in each city. The amount of trade generated from trade routes in 2x is crazy. Me and crustacian did some testing in 1x and we got over 100 trade generated from trade routes alone for a city, on 2x this is about double Using the super growth strat it is possible to generate 3-400 science per city by 500BC on 2x.. ITs also possible to launch a spaceship at that time, with help from a ally, it could be done by about 1000 bc.
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Old January 4, 2001, 16:58   #5
Curumbor Elendil
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by markusf on 01-03-2001 05:04 PM</font>
Using the super growth strat it is possible to generate 3-400 science per city by 500BC on 2x.. ITs also possible to launch a spaceship at that time, with help from a ally, it could be done by about 1000 bc.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Except that you can't build spaceship parts before 1 AD.

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