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#180
by Citizen Smegged - 2/22/2004 10:32:54 PM
Hmmm, I think I'd actually be up for an AW SG. I haven't yet participated in an SG, but I think I'd be up for hosting one. Especially one as historic as this .
Proposal for AW rules:
United planets must be left on the first turn
When Universal Translators is researched, war must be declared on all known major civs by gifting a minor with the declarations of war. If a minor is not known at this stage, at the first reasonable opportunity the player must attack the major.
No diplomacy may be used with the major AIs, except for the purposes of spying on their available techs. No trades, sales, purchases of any kind are allowed with the major civs. No bribing the AI to war is permitted (not even minor AI civs). All AI initiated trades must be turned down.
No tech/trade good sales to minors, although you may purchase a trade good/tech from a minor (cash only, no bct trades).
No freighters may be built. Ever.
Map settings.
Large/Occasional/Tight
All Bright AIs with default allignment settings
Only players who have played and won 3 Masochistic games may sign up, with preferences going to RB members, particularly Zed, Bam Bam, Jaxom, Sirian, Isit and myself (all players who have either expressed interest, or who are very experienced, or both).
-Smegged
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#193
by Citizen CypherPax - 2/24/2004 10:16:56 AM
I just caught the thread about the Always War game - I used to play that style exclusively until maso. I have a number of Medium, Abundant, Painful games that I would rank as the most challenging I played -- and my rules were more lax:
1. Have to invade all planets, no influence star bases, terror star strikes, or influence resource development allowed.
2. Have to play with cultural victory on -- and still need to win militarily. (Turning this on in ordinary maso games makes them much more challenging as you have to attack militarily stronger AIs in the endgame to keep the game going. The reason the AI is vulnerable to culture bombing is that if you play with this condition on, you'll win prior to being able to culture bomb).
3. No building freighters (can accept foreign trade)
4. Can only trade with minors and when making peace with majors-- part of the benefit of attacking someone should be spoils of war. It's not as easy to exploit as it sounds -- the AIs begin to dislike you when you continually attack them -- and by the time you can really get a good deal you don't need it. When you wipe them out they stop playing... If you don't wipe them out and they're bankrupt, they surrender to someone else.
5. Can alpha strike. I'd be very impressed if you anyone could win this without taking out an AI or two early.
6. Play Evil - this actually seems to hurt relations with everyone... Brad's even claimed it's harder to play evil on a number of occassions.
Note: Starting toward a corner is not bad in this style of game as all the AIs are so close that being in the middle is sort of suicidal.
I'd be interested in SG but I can only play for sure on Wednesdays (my wife's night out)... and I might screw up your schedule.
By the way, I lost playing this rules about 40% of the time and I found moving up to maso and not playing aggressively much, much easier. I was never able to pull it off on crippling - so I'll acknowledge that anyone who does is a better player than I am!
Cheers,
Cypher
[Message Edited]
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#194
by Citizen Zed F - 2/25/2004 10:25:44 AM
I'd be interested in SG but I can only play for sure on Wednesdays (my wife's night out)... and I might screw up your schedule. |
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I'm not sure whether this means that you can only play on Wednesday, but I don't think that's what you're trying to say. I think you're saying you might be able to play other days, but aren't sure. If so, welcome to the club!
Our usual schedule is when your turn comes up, you have 24 hrs to post got it (or skip me), and 48 from your "got it" post to play. If you don't post got it within 24 hours, you get skipped, though often you may get a bit of extra time. For AW games, once the ship count starts to get up there and turns start to take longer, we often either (a) shorten the amount of months you play on your turn, or (b) give you extra RL time to finish your turn.
Normally one can finish a turn in one night unless unit count starts making turns drag too much. Do you think that you could usually finish a turn given 48 hours to do so, and if not post a skip me message? If so, that's sufficient for participation. You don't *have* to be able to play when your turn comes up.
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