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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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I’m thinking that as we move into summer we should start another succession game -- something simple, something easy -- the lazy hazy days of summer. My current working thought is: each player gets to found one and only one city -- so seven players, seven cities; nine players, nine cities; (211 players, 32 cities because we’ll never get through the roster.) We are effectively a conclave of mayors, running our collective city-states. You run your city & any available units on the map during your set of turns -- at the end, place your city on either domestic or military advisor (Auto). Next player opens & plays his city, the available units, and then puts his city back onto automatic status. So we cycle through…
Conquered cities are placed on domestic or military advisor & left that way for the rest of the game. “Free” cities via huts are dealt with in the same way. During the player’s turn, he can micro manage his city anyway he wants to, but the remaining empire is run by the delegated domestic & military advisors. (If you want, you can help RB whatever is in the works in any city.)
I’m also thinking that we should use the “go-to” command and/or the long movement as much as possible. By setting up the automatic movement we’ll make the turns faster, have less flexibility and hamstring ourselves with fewer degrees of freedom. So the “available units” are those not on auto-pilot -- at least half of the settlers/engineers should also be on automatic (once the entire set of cities are founded.)
Fortified units can attack out of their cities when the attack is at the door. Units can also be called up to move up to three spaces from cities to chase down bandits, barbarians, invaders and other riff-raff. -- This is the only time when a player can disturb the otherwise preplanned city activity of a fellow mayor. Naturally, said units should be returned to the appropriate city as soon as possible after the emergency is over.
Players may choose the governments of Republic or Democracy, or if ALL agree, Communism. And just like these governments, we agree to work one or two months a year & delegate or go on vacation for the rest of the time.
Up for discussion -- do we want an “extra” city for all to play with -- perhaps the capital, or SSC? Do we want some “city rules” such as each city must provide a militia unit, a settler for the common good, (can opt for an addition settler for the city’s own development), and two other units for the national defense (one for the away team and one for domestic security)? Do we want to have a friendly competition for the grandest city among our fellow mayors (which of course will only add risk that the entire republic could go down in the soup…)
As pointed out to me before, we’re planning on MGE, Deity, Large Map & Raging Hordes, because the conclave of mayors want the room for hunting and have targets to shoot at.
Players will play the lesser of: 15 turns or two hours real time the first round, 10 turns or two hours real time each successive round -- short write up should take no more than fifteen minutes of that time. After all, this is a lazy effort, minimal thought, reasonable challenge. But since we don’t want to be too lazy about this, each player will play within 48 hours of the previous player’s post, otherwise it is an automatic skip. If we have at least five players by the end of this month, we’ll kick off June first; otherwise we’ll start with the summer solstice.
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Old n Slow
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Vienna, VA
Jun 2002 time: 00:28
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We have in order of sign up:
Old n Slow
atomant
Straybow
obiwan18
Bob_Smurf42
with SG 1 & Hydey on the yet to commit list.
Two votes for a common SSC.
Straybow, if you want to fade out for 45 minutes out of every TV hour, feel free to only count the 15 minutes of playing time during commercials -- besides with the majority of the empire on automatic, play “should” be easy. The goal here is simple, easy, lazy.
Bob_Smurf42, any unit “flashing” is available for movement. Any unit “lost” (sometimes I’ll see a unit on ‘go to’ step forward, then step back, then step forward again -- clearly this unit could use a little help & no mayor would begrudge you that freedom, with similar courtesies expected in return), same story. Commodity choices and use of arriving camels/trucks are up to the player actively on the job.
Atomant, the choice of Military, Domestic, or Both is of course up to the mayor of the city.
I don’t think that any of us use governors -- hence the new experience for us. I tried them recently on Prince level -- had half of my cities on automatic for a while to see what would happen -- most ended up building white goods, but one started a Wonder (didn’t get it finished in time, however) I haven’t checked to see if a wonder started, then automated, would stay wonder building either…
As far as captured cities go, just because they are on automatic doesn’t mean that they are not valuable, nor provide useful service. I’m willing to consider a modification mid game or later for up to three turns of player control solely for the generation of camels & trucks depending upon the trade routes already in place, but otherwise I think that the new cities to the republic don’t get equal rights, don’t get mayor council votes and don’t get player controlled services. Of course, this also means that existing mayors don’t get extra cities to control and gain all of that unequal extra power.
Similarly, new cities may cause disruption to the democracy with significant infrastructure loss -- when the conqueror steps in, citizen placement & general luxury levels will need to account for this -- until appropriate infrastructure is in place. If the new city is in a critical military situation, then that advisor should be in charge & stuff RB’d as required.
Just because a city is on automatic doesn’t mean that the citizen placement will be ideal -- we’re all going to want our folks to do the best for the country as a whole.
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atomant
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Aussie, no longer lost in Africa
Jul 2002 time: 15:28
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BC3300: Change oldeville warrior to settler. This ought to give the next player something to do
BC 3250 Explore
BC 3200 Explore
BC 3150 Explore
BC3100 North Western Warrior finds hut. Pops hut with glee. Grrr get 25 gold, wanted unit or settler….. Slowville builds warrior as per rules I leave it on auto. Send explorer exploring (eastwards)
BC3050
BC3000
BC2950
BC2900 Discover code of laws, select ceremonial burial
BC2850 Olde Town builds settlers, change to horsie.
BC2800 Pirates land near olde town, we are in trouble. Rush build horsie.
BC2750 Horsie attacks barbarian archer, defeats one. Other left. Slowville builds horse, I send wondering warrior back home.
BC2700 Warrior defeats horse. (sounds like scissors paper rocks) set both on the path to recovery.
BC2650 Explore Move units
2600 Western warrior finds huts, pops to reveal…. a horde of barbarian change Olde town from horse to settler.
BC2550 Western warrior killed by Barbed horse.
BC2500 Barb horse gets drunk on fermented barley and disbands in a drunken fit.
BC2450 explored
BC2400 explored
BC2350 Moved horses along respective rivers. Found city of Ant’s Nest
BC2300 Move units, admit boredom. Pop hut, get Code of Laws. Retire to more entertaining pursuits. Ant’s Nest set to Auto military. Over to the next lazy player
Attachment: barren_burbsb3000.sav
This has been downloaded 3 time(s).
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:28
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2300 horsie had one move left?
2200 hut (67,97): Advanced Tribe is so impressed with conquistador Straybow they offer to join our glorious empire! Straycoco annexed.
Distance from the capital is problematic under Despotism…
2150 hut (74,82): 50g
2100 Oldtown births Settlers unit, starts building a tower with a light on it (for the present, anyway).
2050 Some genius decides to venerate the parched bones of former kings.
Ceremonial Burial instituted. Straybum wants… a shrubbery! And another shrubbery! And a little fence, with path winding between them for the two-level effect. Figures Pottery will be necessary for all the planters and watering pipes.
1950 hut (68,80): 25g
1850 Slowville spawns Settlers unit, which I ordered Automated ( immediately moves onto the mountain). That's what we agreed, right?
Aptly named Slowville governor is building another Settler
hut (66,86): 50g
1650 hut (55,95): 50g
1500 hut (61,95): Villagers teach scholar Straybow the secrets of Masonry. He politely accepts their gifts, realizing that it will come in handy for building future monuments.
1450 hut (74,108): Horsies supported by Straycoco.
1300 Another hut spotted up north. Leave for next ruler.
I just realized I should've switched Oldtown to Temple after CB was discovered. Is it worth switching now? The next ruler can make that call.
I disbanded Warriors to rush Settlers, but governor won't obey my orders 
Please turn on the "Both" advisor in Straycoco next turn after the Settlers are produced.
Attachment: ru_b1300.sav
This has been downloaded 3 time(s).
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