Here is the turn order:
Spain: Wittlich
Portugal: con
France: Rhoth
England: Paddy
Netherlands: Betaxus
And the game is off!!!
Good luck to one and all (except Rhoth)!
1490AD Turn sent to Con.
And here are the rules copied over from Rhoth's post in our last game:
Rules of the game
There are some FUNDAMENTAL rule changes everyone should be aware of, to make the game more fair.
- The game automatically has Accelerated Production on which makes it different than the SP version.
- OCEAN tiles take 2 movement points away, COASTS and SEAS only take 1.
- There are 4 "sea lanes" between Europe and the Americas, which allow fast travel. Make sure to watch where you send your ship, as moving onto an ocean tile is costly.
- Archers and Longbowmen do NOT have a defensive bombard
- Medieval Infantry, Musketeers, Musketmen, and Conquistadores can do amphibious assaults
- Pikemen do NOT require iron
- You CANNOT build cities on jungles or forests until you have chopped them.
- The resources have changed. check the civilopedia for this.
- The tech tree is different so check it out.
- Many units and some wonders are different than they are in a stock Civ3 game so just check out the Civilopedia for the changes.
- And the big change is TREASURE
Treasure Resources (produces a treasure every X turns)
Furs (12 turns)
Gems (5 turns)
Gold (3 turns)
Silver (5 turns)
Spice (10 turns)
Sugar (10 turns)
Tobacco (8 turns)
When you want a treasure, you have to build a city next to it. the treasure has to be within the city's radius, and it has to be connected to the city. when that is done, the city can build a special building (for example, a city near a gold can build a "Gold Mine"). That building will produce a treasure every X turns (see above), and the treasure unit is immobile. ANOTHER unit must come, pick it up, and bring it back to YOUR CAPITAL CITY. when it arrives you get 1000 victory points and 200 gold.
We have already agreed to no fighting in continental europe/starting locations, but two other 'rules' I'd like to see are:
1. no moving your capital. it's too big an exploit when you're taking treasure there.
2. no "treasure whoring". you COULD build a cities around a gold resource like this:
XXX
CXCXC
XXGXX
CXCXC
XXX
but i think thats quite an exploit, using 1 gold resource to generate 6 treasures every 3 turns. i'm sure if we all use common sense, and play for fun, this rule will be self fufilling.
Spain: Wittlich
Portugal: con
France: Rhoth
England: Paddy
Netherlands: Betaxus
And the game is off!!!
Good luck to one and all (except Rhoth)!

1490AD Turn sent to Con.
And here are the rules copied over from Rhoth's post in our last game:
Rules of the game
There are some FUNDAMENTAL rule changes everyone should be aware of, to make the game more fair.
- The game automatically has Accelerated Production on which makes it different than the SP version.
- OCEAN tiles take 2 movement points away, COASTS and SEAS only take 1.
- There are 4 "sea lanes" between Europe and the Americas, which allow fast travel. Make sure to watch where you send your ship, as moving onto an ocean tile is costly.
- Archers and Longbowmen do NOT have a defensive bombard
- Medieval Infantry, Musketeers, Musketmen, and Conquistadores can do amphibious assaults
- Pikemen do NOT require iron
- You CANNOT build cities on jungles or forests until you have chopped them.
- The resources have changed. check the civilopedia for this.
- The tech tree is different so check it out.
- Many units and some wonders are different than they are in a stock Civ3 game so just check out the Civilopedia for the changes.
- And the big change is TREASURE
Treasure Resources (produces a treasure every X turns)
Furs (12 turns)
Gems (5 turns)
Gold (3 turns)
Silver (5 turns)
Spice (10 turns)
Sugar (10 turns)
Tobacco (8 turns)
When you want a treasure, you have to build a city next to it. the treasure has to be within the city's radius, and it has to be connected to the city. when that is done, the city can build a special building (for example, a city near a gold can build a "Gold Mine"). That building will produce a treasure every X turns (see above), and the treasure unit is immobile. ANOTHER unit must come, pick it up, and bring it back to YOUR CAPITAL CITY. when it arrives you get 1000 victory points and 200 gold.
We have already agreed to no fighting in continental europe/starting locations, but two other 'rules' I'd like to see are:
1. no moving your capital. it's too big an exploit when you're taking treasure there.
2. no "treasure whoring". you COULD build a cities around a gold resource like this:
XXX
CXCXC
XXGXX
CXCXC
XXX
but i think thats quite an exploit, using 1 gold resource to generate 6 treasures every 3 turns. i'm sure if we all use common sense, and play for fun, this rule will be self fufilling.
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