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Succession Game X: Clueless Nubians

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  • Succession Game X: Clueless Nubians

    Main rules

    New Play order:

    Maquiladora
    Tellius
    HuangShang
    EPW
    E

    Note: We can play in any order, just post before you start. Obviously we (try to) keep the same order for turns afterwards.

    - Turns per player: 20 turns for the first round, 15 turns for the second and third round, and 10 turns for every round after that.
    - Loose 3 day (72hrs) limit on passing turn on.
    - No tile improvements under cities (unless unavoidable).
    - No Right-Clicking bug use.
    - Obviously no other cheating.
    - Renaming of cities and armies is allowed, but post it.

    Mod: Ages of Man IV

    Difficulty: 5/6 (Very Hard)
    Barbarians: 3/4 (Raiders)

    Map: Gigantic
    Type: Earth

    Wet - Dry: 5/10
    Warm - Cold: 6/10
    Ocean - Land: 7/10
    Island - Continents: 7/10
    Uniform - Diverse: 9/10
    Goods: 8/10

    Our Civ: Nubia
    Number of AI's: 10
    Pollution: On
    Bloodlust: On

    AoM IV specific rules:

    Quickstart Option: Yes

    Surrender Option: Yes - default 6:1

    Add Realism: Yes

    ===================================

    Besides the usual Toolmaking and Stone Working, we start with Agriculture (Warriors) and Religion (Shrine).

    5000 BC Set first research to Projectile Weapons, to give our first ranged unit, done in 76 turns.

    Empire sliders: Rations 2kg, Workday 14hrs, Wages 20gld.

    4980 BC Dongola founded along unknown river running through plains.

    Rush-bought a Spearman for 1800 gold to explore for ruins immediately.

    4960 BC Move new Spearman west, find and open ruin: a city disbanded to move further west from Dongola.

    Rush-bought another Spearman in Dongola.

    4940 BC Misratah founded east of Dongola on (a different?) river, started Spearman.

    Started Nomad in Dongola.

    4920 BC Rush-bought Spearman in Misratah.

    4900 BC Selima founded west of Dongola.

    Three cities built, now 22 turns to Proj. Weapons.

    4660 BC After opening 4 ruins in a row that found NOTHING inside, we find a Nomad.

    Found Illizi(annoying name!) north of Dongola right on the spot the nomad was found.

    Rename Illizi to Lizi.

    ===================================

    Nomad is almost done in Dongola, was intended for a city north of Selima, but you may find a better spot. You'll also have Slingers to play with.

    Turn 19, played, saved and that's it. Save attached to next post.

    Hopefully it'll all run smoothly...
    Attached Files
    Last edited by Maquiladora; October 3, 2007, 21:23.
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

  • #2
    End of Turn 19.
    Attached Files
    Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
    CtP2 AE Wiki & Modding Reference
    One way to compile the CtP2 Source Code.

    Comment


    • #3
      Hi,

      Nice start, but go easy on the gold (I usually spend a max of 200-3000 on rush buying in the first 50 turns.

      I'd like to go third, I'm curious to see how you guys open the game.

      Looking forward to it.

      I suppose the tileset is not giving you any problems?

      T.
      Only tyrants need worry about tyrant-killers

      Comment


      • #4
        I need to get some other sprites for AoM when I started it I t said I was missing gg033. So I'm going to dig those things up
        Formerly known as "E" on Apolyton

        See me at Civfanatics.com

        Comment


        • #5
          Originally posted by Tellius
          Hi,

          Nice start, but go easy on the gold (I usually spend a max of 200-3000 on rush buying in the first 50 turns.

          I'd like to go third, I'm curious to see how you guys open the game.

          Looking forward to it.

          I suppose the tileset is not giving you any problems?

          T.
          Well we have nothing else to spend it on yet (besides festivities, but happiness is 79 already anyway) so I figure we may as well spend it now and speed up our start. It hasn't come back to bite me in my other 2 AoM IV games so fingers crossed.

          New tileset no problems at all, great job Just takes some adjusting if you're used to the swamps from CtP1.

          I need to get some other sprites for AoM when I started it I t said I was missing gg033. So I'm going to dig those things up
          Sounds like a strange error, certainly those should be there on a clean install. That particular sprite seems to be the silver good.

          =============

          BTW hope you all don't mind I went ahead and started things, it just felt like the setup was taking a long time and we might have been losing interest, so it always seems better to just start these things as soon as possible, while the interest is still there.
          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
          CtP2 AE Wiki & Modding Reference
          One way to compile the CtP2 Source Code.

          Comment


          • #6
            Originally posted by Tellius
            I'd like to go third, I'm curious to see how you guys open the game.
            I'll go after you then since I still need to find these sprites, and why i dont have them
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • #7
              E, if you can't do a reinstall (just need to download AoM2 Full and AoM4 updates, about 550mb), I can attach here the files you need.

              Protra or Tellius you're up next.
              Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
              CtP2 AE Wiki & Modding Reference
              One way to compile the CtP2 Source Code.

              Comment


              • #8
                Hi,

                New tileset no problems at all, great job Just takes some adjusting if you're used to the swamps from CtP1.
                Thanks a lot, but up until now, you've just seen the terrain itself, which is still mostly by E, Walter and I just made some adjustments in hills (very good job by Walter) and grass. Wait till you see all those tile imps, that's where the beauty lies (ancient and medieval suburbs, various mines and farms, fort and fortification, latifundia...)
                When you say "if you're used to the swamps from CtP1" I guess you mean to say that you still think of the grass as swamps - cause that's what they were of course in CtP1... I always felt they look amazingly like grass, other peopel thought so also.

                Protra, will you do turn 2, I'll do turn 3, E will probably be next.

                BTW hope you all don't mind I went ahead and started things
                No problemo, you were absolutely right to start while there was indeed still much interest!

                Greetz

                T.
                Only tyrants need worry about tyrant-killers

                Comment


                • #9
                  Originally posted by Tellius

                  Thanks a lot, but up until now, you've just seen the terrain itself, which is still mostly by E, Walter and I just made some adjustments in hills (very good job by Walter) and grass. Wait till you see all those tile imps, that's where the beauty lies (ancient and medieval suburbs, various mines and farms, fort and fortification, latifundia...)
                  I purposely avoided looking through the whole tile file, so it would be a pleasant surprise when we came to build those new tile imps.

                  So Protra you're up now. It's 20 turns each this first round, so we move more quickly through the start. Good luck.

                  BTW anyone can download the save I attached to see how we're doing. As this is the first turn I might even suggest it, to make sure our AoM IV installations are compatible.
                  Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                  CtP2 AE Wiki & Modding Reference
                  One way to compile the CtP2 Source Code.

                  Comment


                  • #10
                    Hi,

                    Maquiladora or Portra, could you perhaps check to see if the AOM_units.txt still has government specific units such as praetorians for instance?

                    I got a disc from Stan (he made an image directly from his installation on his pc) as a thanks for the work I put into fixing the Great Library, and am unsure whether or not Stan did some changes in this regard. I know he disliked the government specific units since they tended to disrupt the AI too much. He might have tailor made some txt files to his liking.

                    I also mailed Stan to see whether or not I need to chang anything else back to default AOMIV settings.

                    Thanks

                    Tellius
                    Only tyrants need worry about tyrant-killers

                    Comment


                    • #11
                      Eagle Archer/Warrior - Theocratic Monarchy
                      Janissary - Caliphate
                      Knight Templar - Theocracy
                      Mameluke - Caliphate
                      Praetorians - Dictatorship
                      Saphia - Sultanate
                      Samurai - Dynastic Empire
                      Teutonic Knight - Theocracy

                      Plus "elite" types for each except Praetorians.

                      and also:

                      Televangelist - Democracy
                      Eco Ranger/Terrorist - Ecotopia

                      If you're really unsure about your install then I'd recommend just downloading AoMII Full and IV updates. I've got a really old AoMI install upgraded to II that I used from the CD Stan sent me, but it's been there such a long time (even though it might be unmodified), so I went for a completely clean install this time downloading those files.
                      Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                      CtP2 AE Wiki & Modding Reference
                      One way to compile the CtP2 Source Code.

                      Comment


                      • #12
                        Hi,

                        I made a fresh install, so everything must be okay now.

                        I suppose Portra hasn't started his turn yet, Maquiladora, will you act as an 'arbiter' here, and pass along the next turn to the next player as you see fit? I don't want to just jump in thinking the 72 hour period has passed and make someone very angry

                        T.
                        Only tyrants need worry about tyrant-killers

                        Comment


                        • #13
                          Originally posted by Tellius
                          Hi,

                          I made a fresh install, so everything must be okay now.
                          Thanks Tellius I think it'll pay off in the long run, if we run into any problems in the future then at least we've eliminated those doubts now.

                          I suppose Portra hasn't started his turn yet, Maquiladora, will you act as an 'arbiter' here, and pass along the next turn to the next player as you see fit? I don't want to just jump in thinking the 72 hour period has passed and make someone very angry
                          The first person to post and say they're about to play the next turn is good enough for me, as I did say posting before you play was required for the first turns, and the sooner the better.

                          Just to say as well, if anyone is worried about messing up then don't be. I would seriously rather we lose the game early, than do well but never finish.
                          Call to Power 2: Apolyton Edition - download the latest version (12th June 2011)
                          CtP2 AE Wiki & Modding Reference
                          One way to compile the CtP2 Source Code.

                          Comment


                          • #14
                            Turn 2

                            Hi,

                            Since there is no news from Portra, I'll be continuing the game this evening (Belgian time).

                            I'll continue the process of exploring (I'd like to have 6 explorers on the map the first 50 turns), and the aim towards turn 60 should be 5 or 6 cities with 2 to 3 defenders per city (but of course by then, we should be pulling back some of the explorers so they can act as such).

                            I'll keep you posted!

                            Tellius
                            Only tyrants need worry about tyrant-killers

                            Comment


                            • #15
                              i checked my AoM one disc and the missing sprtes aren't there. they also aren't in my aomII or aomIV download. I cant even find three anymore. can someone upload their unit and goods sprites plz.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment

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