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  • #61
    Originally posted by Old n Slow

    Any final thoughts or recommendations for our opening strategy?
    pray?

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    • #62
      Originally posted by Old n Slow
      One day left until we start.

      Any final thoughts or recommendations for our opening strategy?
      2 questions, and a thought.

      Questions: do all these rules apply from the get-go, or do they get added as the author of each rule plays? And are they added at the beginning of the author's turns, or the end?

      Thought: Regardless of how my questions are answered... I'm glad I'm playing second!
      "I'm a guy - I take everything seriously except other people's emotions"

      "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
      "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

      Comment


      • #63
        This has gone from fanciful/interesting to bizarre/potentially unplayable.

        Therefore I'm in. (Glad to see you got MGE, rjm@sleepers. Don't forget to patch it to current version!)

        ( * -Jrabbit still mulling over some silly rule thoughts. )
        Apolyton's Grim Reaper 2008, 2010 & 2011
        RIP lest we forget... SG (2) and LaFayette -- Civ2 Succession Games Brothers-in-Arms

        Comment


        • #64
          The rules take effect when posted, so we will hold Jrabbit accountable to play by whatever rules he proposes -- and if he should choose to post them earlier, them others are obligated to abide by them. So our beginning settlers may discover huts in their field of vision that they won’t be able to open.

          As far as cycling through the governments, until we know them all (or have SoL) we’ll just cycle through as best as we can…

          Iirc, the latter colors statistically have more chances for free techs -- food for thought…

          I’ll do one more check for comments and advice…and then start the silliness tonight.
          Those with lower expectations face fewer disappointments

          Comment


          • #65
            In Honor of the 3 Stooges...

            The Silly Rules Game

            4000BC -- Despot Soupy Sales of the Americans notes that we start off with green & two techs -- Alphabet & Code of Laws (whoo-hoo). Restarts are off, and one settler starts a road while the other moves west (thinks he's a truck?).

            3950BC -- The settler bumps into the sea and founds...Wabbit. We mull over our choices; BW, CB, HBR, Mas, Pot, WC. Hmmmm, we think and think and finally decide on BW!

            3850BC -- The settler finishes with a road (which is used by the citizenry) and moves north and sees a hut due north at [(28,80) 43]. He steps forward, hoping, hoping and gets...an Archer; hmmm offense, defense, some search, supported by Wabbit (oh the joys and sorrows of early founding).

            3800BC to 3500BC (move, move, move, move, move, move, move)

            3450BC -- Found Bozo to the West, with a Whales & Fish (other fish are foregone).

            3400BC -- Discover BW and have more tech choices to mull over...CB, HBR, Map, and Write...Write looks so tempting...We select CB! See another hut due east at [(34,82)43] and the Archer steps into the trees and gets $50 in coin

            3350BC -- spend some of that coin to push Wabbit's development of a Settler

            3300BC to 3150BC (move, move, move)

            We have two warriors defending, and one archer out searching -- next player gets to decide whether the Archer should be a defender against barbs (pull back) or the army vs. the neighbors (why else would we have two tehcs at start with such wonderful grassland? Unless... we're all alone on a small rock.) A Warrior & Settlers are under production, so we're on the move!

            We're first n Pop, Land and 8 other categoires and have two 2nds and a third in the rest. Time to check out the three stooges 75th anniversery. Let's get out there and throw some pies!
            Attached Files
            Those with lower expectations face fewer disappointments

            Comment


            • #66
              I see the save... should be able to d/l and play tomorrow
              "I'm a guy - I take everything seriously except other people's emotions"

              "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
              "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

              Comment


              • #67
                Originally posted by -Jrabbit
                (Glad to see you got MGE, rjm@sleepers. Don't forget to patch it to current version!)
                Which is current version? And can you tell me where to get it without giving offence to the powers that be?

                RJM at Sleepers
                Fill me with the old familiar juice

                Comment


                • #68
                  A summary of the rules todate please.....
                  "the bigger the smile, the sharper the knife"
                  "Every now and again, declare peace. it confuses the hell out of your enemies."

                  Comment


                  • #69
                    Old n Slow -- Trucks drive west
                    STYOM -- Research techs in order
                    atawa -- Must change government every four years (oedo year)
                    Straybow -- Sacrifice a builder (settler or engineer) with each happiness improvement, and a builder per camel for each happiness wonder
                    rjmatsleepers -- Move the capitol with every government change
                    Jrabbit -- Rule TBD
                    La Fayette -- units with move=1 move vert/horizontally, units with move = 2 or 3 on the diagonal
                    BobSmurf42 -- Cycle through the governments when changing
                    atomant -- Build units with a defensive attitude until Leadership (no Horse, Cat, Char, Ele, Knight, and Cruc, (Cannons delayed))
                    Those with lower expectations face fewer disappointments

                    Comment


                    • #70
                      atawa -- Must change government every four years (oedo year)
                      rjmatsleepers -- Move the capitol with every government change
                      We better start making some money after we invent both mon and mas

                      Comment


                      • #71
                        The disastrous turns of Despot STYOM...

                        (...and it all started so well)

                        STYOM takes over rulership of the silly lands.

                        3150: Moves worker off grass, onto forest to produce Settler in 2 turns Archer continues to explore due East, finds water.

                        3100: STYOM notes that thanks to starting on the tile we started on, as opposed to one diagonal to it, we can not take advantage of any 'sweet spots' for specials until we have mapmaking Or until Engineers (2-move unit)

                        3050: Ceremonial Burial discovered; researching... Currency! Wabbit builds Settler, starts... Warriors. We don't have any Settlers to spare for human sacrifices... yet So martial law is the way to go. Bozo finishes Warriors, starts.... Colossus. Since Trade is a loooong way off, we'll need an early start on some wonder before we switch to a better one. Colossus may not be the best choice for Bozo due to the corruption, which we will always have to live with due to the constant government changes.

                        3000: Blackclicking suggests tiny rock island Exploration continues.

                        2900: Chuckles founded. Building Warriors.

                        Herodotus claims us to be the largest Civ in the world. Silly bastard.

                        2750: Aaaaah! Barbarian pirates near Chuckles! Chuckles is undefended!

                        2700: Barbs land 2 Archers near Chuckles. Without Horsemen to kill them, rushing a Phalanx last turn would be pointless. We may need to pay to keep the city.

                        We pay 50g to the Vandals to keep Chuckles. Cheaper than the cost of rushing a new Settler, so worthwhile, methinks.

                        2650: Wabbit builds Warriors, starts Settler. Chuckles builds Warriors, starts Settler.

                        2550: Currency discovered, and we choose to research... Horseback Riding!

                        2500: We finish exploring our tiny rock homeland. No more specials except one offshore fish, no huts. This could get tricky...

                        2450: Barbarian pirates return to the waters off Chuckles

                        2400: 2 Archers land near Chuckles. Uh oh.

                        2350: Chuckles destroyed by Barbarians, and we now have 2 barb Archers lurking in our lands!
                        Wabbit changes production to Phalanx. We'll rush it if the barbs get close.

                        2250: Hmm, would like to place our Archers on Forest to draw the (weakened) barbarian attack, but I'm not allowed to move there

                        2150: Barb archer obligingly moves to a position adjacent to our Archers, and is killed (no vet status though).
                        Phalanx in Wabbit, now building Settlers. More barbarian food.

                        STYOM feels he has made enough of a hash of this game and passes the mantle to the next vict- errr, contestant.

                        This IS tricky. I don't know if there was anything we could do to save Chuckles even if we could build Horsemen, since we don't have Horse Riding yet. Keeping the Archers back for defense would have helped, but I wanted to explore a bit and scout some city sites. My bad
                        Attached Files
                        "I'm a guy - I take everything seriously except other people's emotions"

                        "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                        "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                        Comment


                        • #72
                          I guess its my turn now, but as I'm turning in ain about 10 min I'll play tomorrow night.

                          Comment


                          • #73
                            Yeah, right

                            Originally posted by Old n Slow
                            Any final thoughts or recommendations for our opening strategy?
                            What, you want silly rules and strategy?
                            (\__/) Save a bunny, eat more Smurf!
                            (='.'=) Sponsored by the National Smurfmeat Council
                            (")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)

                            Comment


                            • #74
                              My searching for strategy was mainly to see if I should wander & pop huts before founding or found ASAP. Second to that was a thought about perfectionist placement (to our limited capability) or more of an ICS way of thinking. Neither seems to be a big deal for now.

                              It looks like we’ll need a few coins in the treasury to buy off vandals, since our dips won’t come on line until…a …long…time…from…now.

                              We may need to found our cities with defenders at the outset -- do we need a barracks?

                              Too bad about Chuckles Maybe we'll get a Chuckles II

                              STYOM -- Good work with the Archer -- looks like he’ll be the core of our army for a thousand years.
                              Those with lower expectations face fewer disappointments

                              Comment


                              • #75
                                Barbs showing up twice in my turns was not what I was hoping for

                                Also, I was disappointed by the terrain, and the lack of huts. Even without all the rules, we have less than an ideal start.

                                ICS is the way to go, I think. There are no really good perfectionist sites, and even if there were, we couldn't found cities on them (see my original post about starting on the wrong tile ).

                                A barracks could be helpful. Putting down a few more cities first would seem to take precedence, but that didn't work so well during my turns
                                "I'm a guy - I take everything seriously except other people's emotions"

                                "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
                                "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

                                Comment

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