To be fair, I was following the recipe set by Krill pretty closely, and novice did the hard parts, so it's more like I'm eating the stew I chopped the vegetables for--quit ruining my analogy!
Anyway, I'm not that familar with the changes done to SMEG offhand--I mean, I know the big concepts, but especially the latest stuff is really weird (and that last-minute civic rebalancing is a mess) and I haven't played any single-player games with the mod yet (that weren't directly testing something while I was working on it)
I'm only in 3 games currntly, so I started a new one with Q.
This one is not in the tournament, so anybody can read and comment.
As my opponents have noticed, I'm not good at starting games.
I need some help to become at least decent in the first stage of the game :
placing citys, building sequence, tech path.
So please help.
I'm varn Gossam. Q plays Arendal Phaedra
mirror, small, just us, Always war, Blessings of Amatheon, All Unique, Monarch difficulty, small lakes
I'm looking to set up a test game for SMEG mod. Ideally it will be setup as a PB game to enable rapid turn progression, however it can be run as a PBEM depending on number of players.
There are still some things that are not as yet coded but are easily house ruled:
Exclusivity of Harbour, Quay and Shipyard city improvements. - Don't build more than one of these in a city.
Limit of one (1) copy of each national wonder for all civs except IND. - Don't build more than one of these unless you are IND
Replacement of SPI leader trait - Don't pick a SPI leader
Civs: remove both starting techs, and add the trait that provides the production bonus to the UB. Civs therefore give 1 trait, a UU and a UB.
Leaders: Give 2 traits.
So below is how the traits would be allocated to the civs:
This game needs to be setup as a snake pick with no more than 12 players, but can be run with as few as 4. The following rules need to be in place (this is a test game, so certain random effects need to be minimised:
In addition, there are a few more settings:
Sign ups will be limited to 12 maximum, 4 minimum, with sign ups closed 48 hours after the Fourth team signs up.
Snakepick with restricted Leader and Civ. - more on this at the bottom.
See starts before picking.
Vassals off (standard).
No Tech Trading (standard).
Turn timer kept at 24 real world hours (48 hours for first turn, standard RB game set up).
Monarch difficulty.
Normal speed.
AI diplomacy.
Huts OFF
Espionage ON
Barbs ON
Choose Religion OFF
City Trades OFF
Map: Torus world,
Map size: If 4-5 players: small, if 6-8: standard, if 9-10: large, if 11-12: huge.
Balanced Resources
Water Style: Inland Oceans (44% water)
Scattered Improvements: 1 tile improvement per 20 tiles
Starting Units Stacked: Map makers discretion
Width: 68 tiles
Height: 36 tiles
Mountain ranges: 6%,
Improvements at Capital: Not within capitals 3rd ring
On leaders and civs: As civs are supposed to be allocated traits as demonstrated above, to stop the stacking of traits (ie picking a PHI leader with a PHI civ) each civ has been given access to every leader EXCEPT to leaders which share a trait with that civ.
ie England has FIN trait, so you can pick CRE/EXP Suryaverman with England, but you can't pick FIN/PHI Lizzie.
The current signup list is as follows. If I have missed anyone off I apologize, please just post in this thread and I can add you to the list.
Krill
Plako
Cheater Hater
Pindicator
Thoth
GermanJoey + Donovan Zoi
BRickAstley + Qgqqqqq
Final picks:
Quote:BRickAstley + Qgqqqqq - Tokugawa of Maya
Krill - Elizabeth of Inca
Cheater Hater - Peter of Mali
Pindicator - Joao of Ethiopia
Thoth - Pacal of Portugal
GermanJoey + Donovan Zoi - Sitting Bull of Germany
Plako - Willem of HRE
Edit: and before I forget, smurfs are bad, mkay? So don't bring that voodoo here please. But all players are welcome provided you agree to abide by the general RB don't fuck with double moves mindset.
I believe that this game could us spy reports, in a similar fashion to civilization. As you encounter rival wizards, spies are sent to their domains. They do not undermine their efforts but report you of their diplomatic actions with other wizards.
When an enemy wizard declares war on another enemy wizard, on your turn, the spy report appears stating, "(Wizard name) and (Wizard name) are now at war!" with the bad music of one of the two wizards played, chosen randomly at 50/50 chance. Of course, the spies will tell you if the wizard has gone to war with a wizard you haven't made contact with stating, "(Wizard name) is at war with a wizard we have not encountered yet." with the bad music of the named wizard playing while the report is up.
Of course, spies will report of alliances and wizard pacts forming between rival wizards and well as peace treaties, all with a good music of one of those wizards at 50/50 or with the named wizard if the other wizard is unknown. The spy report for peace treaty states, "The war between (Wizard name) and (Wizard name) has ended." or in case of unknown wizard "(Wizard name) has signed a peace treaty with a wizard we have not made contact with."
The spy report for an alliance states, "(Wizard name) and (Wizard name) have banded together in a military alliance!" or in case of an unknown wizard, "(Wizard name) has formed an alliance with an unknown wizard."
The spy report for a wizard pace states, "(Wizard name) and (Wizard name) have formed a wizard pact with each other." or in case of an unknown wizard, "(Wizard name) has signed a wizard pact with an unknown wizard."
Spies also will report treaty breakdowns as well, with the bad music for one of the wizards played at a 50/50 chance or with the named wizard if the other wizard is unknown. The spy report for a broken alliance will state, "(Wizard name) and (Wizard name) are no longer allies!" or in case of unknown wizard, "(Wizard name) has broken the alliance with an unknown wizard."
The spy report for a broken wizard pact will state, "(Wizard name) and (Wizard name) no longer have a wizard pact with each other." or in case of an unknown wizard, (Wizard name) has broken the wizard pact with an unknown wizard."
Of course, spies will not report if wizard of both sides are not encountered.
My wife just gave birth to our second boy this last weekend, everyone is in good health and good cheer (though little sleep). Here's a pic of the 2 year old holding the 3 day old.
MoM is one of the games i played most together with Pirates!, Moo2, Dominions and many other strategy games.
Life & Death
After I could beat the game in impossible I wanted to archieve other things. Collect the most spells by trading, exploring ruins and reading books. But one rule I could not brake and that made me feel uncomfortable. No life and death spells at the same time.
If you pick life you can summon Torin or join Elana who know life spells themselves. Bout you cannot get those heroes if you pick death, likewise you cannot cast death spells if you choose life, no Ravashak.
But I had a plan. I picked death & other elements.
Located an archangel defending a dungeon
Mind Storm-Vertigo-Black Sleep (maybe theres an other spell in the middle of the chain) Then drain life to the death.
At the end of the battle I would have an undead archangel with several cool life spells. NOT
the undead archangel had a good asortment of DEATH spells. haha so Steve Barcia knew my intentions of breaking his rules and closed that backdoor, clever.
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