July 30, 2002, 08:06
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#1
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Whimsical Apolyton Succession Game
Rather than spend weeks in committee, I'm just going to start it and see who wants on board. All but 4 (I believe) wonders have had their names changed to Poly noteworthys. One unit's name was changed and a suprise unit becomes available once Electronics has been researched. That unit has the attributes of a marine but with a movement of 2. Yes, I know such a unit isn't exciting at that point in the game, but it's there for the suprise and humor.
Game parameters:
Large map, large mass, archipelago, wet, temperate, 4 billion years old. Deity, raging, 7 Civs (with custom leader names). Since I had to open the cheat menu to create this game I have seen the world map and it is an interesting one.
Game rules:
1. Once we reach Trotskyism (Communism) we stay there for the duration of the game.
2. No city bribing.
3. Win by spaceship
4. The Vikings cannot be eliminated (by us at least). If you don't figure it out as the game goes along I'll explain later.
5. 50 city limit.
P.S.- If I forgot to "honor" you by naming something in the game after you I apologize in advance. Same too if I spelled your name wrong. If you don't play in this one at least check in on it so you can marvel at my whimsy
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July 30, 2002, 08:17
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#2
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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El Civ the Despot manages to talk two bands of settlers into letting them become serfs under his iron rule. He bespeaks a grand plan to build a glorious empire and then run it through communist means. Despite the obvious dichotomy of the plan, the serfs agree. We begin with the usual three, plus bronze working, warrior code and horseback riding.
4000 Apolyton is founded. A hut yields 50g and Alphabet research begins, without a formal means of written communication
3700 Alphabet discovered and Ceremonial Burial research begins.
3550 Mingatopia founded. It shall feed the capital and be a place of torment for malcontents.
3200 We can now perform liturgical burials and research begins on Code of Laws, to the delight of every Apolytoner named Moses.
3000 Apolyton builds settler and construction on Colossus of Rah begins.
The game is saved at 2800 BC. Our settler has found some round, purple fruit and a hut. I leave the founding of our 3rd city to my successor.
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July 30, 2002, 09:29
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#3
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Emperor
Local Time: 07:11
Local Date: November 1, 2010
Join Date: Nov 1999
Posts: 3,801
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I'm in as I said before. Currently playing the next turn.
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 09:31
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#4
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Emperor
Local Time: 07:11
Local Date: November 1, 2010
Join Date: Nov 1999
Posts: 3,801
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BTW how many turns should one leader be allowed to play in a row?
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 09:43
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#5
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Emperor
Local Time: 07:11
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2800 Settler finds 50 gold in a hut near Apolyton.
2650 The almost barbarian tribe of Apolytoners finally understand that they need law and order (Code of Laws invented).  Starts researching the noble art of Writing.
2550 Mingatopia completes a Settler.
2500 The new Settler finds a friendly Archer unit in a nearby hut.
2400 Barbarian Archer sighted next to Apolyton.
2350 Markosiospolis is found next to a gulf. Barbarian prepares to attack Apolyton.
BTW the economy is fine; 3 income and no expensies. Research progress every 12 turns.
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 09:50
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#6
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Let's play 15 turns the first two times through, then we'll go down to 12 (seems the standard). I forgot that not all the renamed wonders are after Poly folks. A couple are funny names and one is a political statement.
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July 30, 2002, 09:56
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#7
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Emperor
Local Time: 07:11
Local Date: November 1, 2010
Join Date: Nov 1999
Posts: 3,801
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Okay, I didn't play that many turns as I thought it would be fair to let others also play.  But let's follow that rule from now on.
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 11:14
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#8
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Prince
Local Time: 06:11
Local Date: November 1, 2010
Join Date: Oct 2001
Location: of the Sarzaneers
Posts: 429
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This will be a SG(2) game...
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googol... this is a number!
"Silence Ming. I will let you know when I feel you are needed." - HappySunShine
"Classic Eyes...But in reality, it works the other way around." - Ming
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July 30, 2002, 12:27
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#9
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Emperor
Local Time: 05:11
Local Date: November 1, 2010
Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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Silly question - but if you have changed things like the city.txt do we not all need to dl this and the rules.txt etc...
SG[1]
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July 30, 2002, 12:33
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#10
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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I only used the built-in editors to change the names and add the single unit (it's one of the extras that is already in the icon gifs). I presume those changes are in the saved game and if you have MGE then no downloads are needed. Rasbellin played without any any downloading, but the thought had honestly not crossed my mind. Good thing no extras are necessary or else the game would be a complete pain to play.
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July 30, 2002, 12:34
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#11
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Quote:
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Originally posted by Messer Niccolò
This will be a SG(2) game...
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Why is that? BTW, a wonder bears your name Niccolo
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July 30, 2002, 12:38
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#12
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King
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Jul 2000
Location: ... no, a Marquis.
Posts: 2,179
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Quote:
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Originally posted by Scouse Gits
Silly question - but if you have changed things like the city.txt do we not all need to dl this and the rules.txt etc...
SG[1]
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Maybe not so silly. IIRC, the in-game editor saves changes to the relevant text files. El Civ, you may need to zip up those files for others to download...
__________________
The first President of the first Apolyton Democracy Game (CivII, that is)
The gift of speech is given to many,
intelligence to few.
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July 30, 2002, 12:54
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#13
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Emperor
Local Time: 07:11
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El Civ,
I didn't have to download anything as I use Civ II UCC. That's the newest ever published version of Civ II. Never been available in USA, and hasn't been in UK and some selected countries (i.e. Finland) for years. Includes Civ II, MGE, FW and CiC.
MdS,
you're right, AFAIK.
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 12:56
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#14
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Emperor
Local Time: 07:11
Local Date: November 1, 2010
Join Date: Nov 1999
Posts: 3,801
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Oh, forgot something!
El Civ,
have you named anything after me?  Except the wish for renaming Communism.
__________________
"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 15:14
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#15
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Poop. Here is the rule.txt file zipped. There is also a rules.bak, but I have no idea what it is and if it is needed.
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July 30, 2002, 15:17
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#16
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Quote:
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Originally posted by Rasbelin
Oh, forgot something!
El Civ,
have you named anything after me? Except the wish for renaming Communism.
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I know I went in and named something for DaveV but I can't remember if I included your name in there or not Rasbelin. If I did not then your contribution can be the government that sees us to the stars
Consider yourself a one man polit bureau.
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July 30, 2002, 15:23
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#17
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Quote:
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Originally posted by Marquis de Sodaq
Maybe not so silly. IIRC, the in-game editor saves changes to the relevant text files. El Civ, you may need to zip up those files for others to download...
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I did not change any city names, aside from the change we make when they are built during the game. All I changed, aside from names (for wonders and a couple of units and city improvements) was to add the one extra unit and change the AI leader names. Those do not show up in the rules.txt (I looked) so I am assuming they are in the saved game. I used the cheat editor for that and the scenario editor for the rest.
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July 30, 2002, 15:30
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#18
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Emperor
Local Time: 05:11
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Join Date: Nov 1999
Location: Liverpool, United Kingdom
Posts: 6,344
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I think that perhaps you overlooked renaming the tech advance Communism to Trotskyism in the @CIVILIZE section - the rest looks good - 'Beer Garden' indeed I insist it be instantly renamed 'Wine Cellar'!!
Good work, SG[1]
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July 30, 2002, 16:28
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#19
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Quote:
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Originally posted by Scouse Gits
I think that perhaps you overlooked renaming the tech advance Communism to Trotskyism in the @CIVILIZE section - the rest looks good - 'Beer Garden' indeed I insist it be instantly renamed 'Wine Cellar'!! 
Good work, SG[1]
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Aww, you cheated and looked
Just kidding. BTW, you Gits have the most "renames" in the game. Not only has a wonder been named after you but a unit name was altered in your honor(s), as well as a commodity. I considered naming things after both [1] and (2) individulally but didn't want you both to get swelled heads
I did change Communism to Trotskyism in the tribe scenario editor so if it didn't show up I've no idea why.
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July 30, 2002, 17:50
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#20
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King
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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I'm in.
Am I up, or is someone else up? (Sorry, just a tad fried.)
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July 30, 2002, 19:07
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#21
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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Sure Vlad. Go ahead and play your 15 turns, but please don't forget to d-load the rules.txt with the game save. If everyone else's MGE is the same as mine you can create a sub-folder in your scenario folder and keep the rule.txt there and simply update the game save each turn.
Order:
El Civ- played
Rasbelin-played
Vlad Antlerkov-up to bat
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July 30, 2002, 19:17
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#22
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King
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Toasty!
Posts: 2,230
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Was cheat mode supposed to be on?
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July 30, 2002, 19:44
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#23
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Warlord
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Ohio, USA
Posts: 132
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I had to use the cheat mode to create the thing. I thought I saved the game with it turned off and I will assume Rasbelin didn't turn it on. Just please turn it off before you save your game. Thanks.
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July 30, 2002, 19:49
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#24
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King
Local Time: 00:11
Local Date: November 1, 2010
Join Date: Aug 2000
Location: Ad Rock
Posts: 2,665
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cheat mode
Quote:
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Originally posted by El Civ
I had to use the cheat mode to create the thing. I thought I saved the game with it turned off and I will assume Rasbelin didn't turn it on. Just please turn it off before you save your game. Thanks.
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I think you can't turn it off once it's been activated. But I'm sure everyone will promise not to exploit this!
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July 30, 2002, 20:05
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#25
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King
Local Time: 23:11
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Toasty!
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Right, turned it off. For some odd reason, my version of MGE activates it automatically sometimes, even if it was off in the save. On other times, it deactivates it, even if it was on. Buggers me why.
Here it is:
2350 BC-- Ascension of Vlad Antlerkov.
2300 BC-- Barbarian archers attack, get killed. Warriors now veteran!
2050 BC-- Gitchester founded. Writing discovered, Monarchy underway.
1600 BC-- Moved settler in position for next city. I suggest we name it Marquiston. If you have a better idea, go ahead.
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July 30, 2002, 20:16
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#26
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Emperor
Local Time: 07:11
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Okay, I'm just about having a new round as there's no players apparently, and I'm busy with FreeAC, so I'll have to play now.
El Civ,
I didn't turn on cheats, so just relax, mate.
Antlerkov,
you may pick up the names you prefer, but be sensible.
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 20:30
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#27
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Emperor
Local Time: 07:11
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1600 - Switched Mingatopia's production to Barracks, because forgot to do that after the Settler.
1550 - Barbarians near Apolyton.
1450 - Monarchy invented. The Apolytoners take out to the street and demand reforms. Starts developing Masonry. Switches government to monarchy. Science 70% and taxes 30%. Income: 5, costs: 0, 9 turns/tech.
1400 - Barbarians attack Apolyton - no trouble.
1350 - New city called Marquiston found on the coast West to Mingatopia.
1250 - Markosiospolis builds Settler. Production switched to Barracks. Archer finds 50 gold in a hut.
1200 - New Settler built by Gitchester. Production switched to Barracks.
1050 - Riot in Marquiston. Extra food removed, so the problem should be fixed.
Next!
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"Kids, don't listen to uncle Solver unless you want your parents to spank you." - Solver
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July 30, 2002, 21:36
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#28
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Warlord
Local Time: 00:11
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Join Date: Jul 2002
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Good start guys. Let's wait a day and see who else is interested in joining. If no one has by tomorrow night then I'll play another turn. If anyone wishes to join, please remember to download both the saved game and the rules.txt, which I'll include again as an attachment here.
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July 31, 2002, 02:27
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#29
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Emperor
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Gotchester - we are truly honoured
SG[1]
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July 31, 2002, 02:32
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#30
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Emperor
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... and I had missed the unit - nice touch
SG[1]
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