Conquests 1.22
Level: Demi-god
Climate: ARID.
LandForm: CONTINENTS.
Map Size: STANDARD.
Ocean Coverage: 80%.
Temperature: TEMPERATE.
World Age: 4 BILLION YEARS.
Barbarians: Raging
Desired Victory Conditions: Diplomatic or Space. All conditions are enabled. SGL's are off.
We are King Hiram of Phoenicia, the master trader and merchant of the pre-classical Mediterranean. Our trading partners are:
France
India
Rome
Iroquois
England
Greece
Korea
This will be a game of seeking commercial advantage.
Accordingly there are a number of restrictions:
1) No standing army that exceeds the unit support levels (workers and settlers included) except during wartime. When the war is over excess troops must be demobilized in a convenient town until unit support drops to zero. Restriction is lifted in Democratic government.
2) Offensive warfare limited to the acquistion of tradeable resources.
3) Every city must carry its own weight! No city may spend more money on infrastructure than it generates in uncorrupted commerce or tax revenue.
4) Research limited to knowledge that brings commercial advantage, e.g. in the Ancient Age Bronze Working (for the Colussus) Code of Laws, Currency. If a technology does not confer commercial benefit it must be purchased.
5) All fields worked by citizens must generate commerce (river, road, resource...). If there are more citizens than improved fields the surplus become specialists.
6) Allowed governments are Despotism, Republic or Democracy
7) Trading Reputation is absolutely essential. If we lose our trading reputation it is mandatory retirement. There is an exception for "Acts of God" like volcanic eruptions, but not for trade routes broken by barbarian interdiction or acts of war.
8) No Great Wonders unless they are Industrious, Seafaring or Commercial.
Allowed Great Wonders (I think this is complete):
Colussus - Commercial
Mausoleum of Marsallos - Seafaring
Great Lighthouse - Seafaring
Pyramids - Industrious
Magellan's Voyage - Seafaring-Commercial
Smith's Trading Company - Commercial-Seafaring
Hoover Dam - Industrious
Manhattan Project - Industrious
United Nations - Commercial
No restriction on Small Wonders
One special scenario rule change: the Golden Age flag has been removed from the NuMerc. So the only way to trigger a Golden Age is with Great Wonders.
Concept based on RBCiv Epic 25 Numismatic Numidians, originally sponsored by Charis.
Ground Rules (Thanks again to LKendter)
The following tactics are PROHIBITED:
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative cash flow exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker automation of any kind is prohibited.
Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
Please add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
Twenty four hours to post a got it, forty-eight hours to play and post new save and log, seventy two hours allowed from posting of save. Skips are automatic after first twenty-four hours elapsed.
Here is the starting point
And the global view
And the save is attached.
Roster:
Tomoyo
Cuivienen
Ginger Ale
Bezhukov
Bede
Level: Demi-god
Climate: ARID.
LandForm: CONTINENTS.
Map Size: STANDARD.
Ocean Coverage: 80%.
Temperature: TEMPERATE.
World Age: 4 BILLION YEARS.
Barbarians: Raging
Desired Victory Conditions: Diplomatic or Space. All conditions are enabled. SGL's are off.
We are King Hiram of Phoenicia, the master trader and merchant of the pre-classical Mediterranean. Our trading partners are:
France
India
Rome
Iroquois
England
Greece
Korea
This will be a game of seeking commercial advantage.
Accordingly there are a number of restrictions:
1) No standing army that exceeds the unit support levels (workers and settlers included) except during wartime. When the war is over excess troops must be demobilized in a convenient town until unit support drops to zero. Restriction is lifted in Democratic government.
2) Offensive warfare limited to the acquistion of tradeable resources.
3) Every city must carry its own weight! No city may spend more money on infrastructure than it generates in uncorrupted commerce or tax revenue.
4) Research limited to knowledge that brings commercial advantage, e.g. in the Ancient Age Bronze Working (for the Colussus) Code of Laws, Currency. If a technology does not confer commercial benefit it must be purchased.
5) All fields worked by citizens must generate commerce (river, road, resource...). If there are more citizens than improved fields the surplus become specialists.
6) Allowed governments are Despotism, Republic or Democracy
7) Trading Reputation is absolutely essential. If we lose our trading reputation it is mandatory retirement. There is an exception for "Acts of God" like volcanic eruptions, but not for trade routes broken by barbarian interdiction or acts of war.
8) No Great Wonders unless they are Industrious, Seafaring or Commercial.
Allowed Great Wonders (I think this is complete):
Colussus - Commercial
Mausoleum of Marsallos - Seafaring
Great Lighthouse - Seafaring
Pyramids - Industrious
Magellan's Voyage - Seafaring-Commercial
Smith's Trading Company - Commercial-Seafaring
Hoover Dam - Industrious
Manhattan Project - Industrious
United Nations - Commercial
No restriction on Small Wonders
One special scenario rule change: the Golden Age flag has been removed from the NuMerc. So the only way to trigger a Golden Age is with Great Wonders.
Concept based on RBCiv Epic 25 Numismatic Numidians, originally sponsored by Charis.
Ground Rules (Thanks again to LKendter)
The following tactics are PROHIBITED:
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
The negative cash flow exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another landmass.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker automation of any kind is prohibited.
Worker blockades are prohibited. This prevents things such as fortifying workers along the coast to stop invasions, blocking troops from going through your territory with workers, etc. Workers activity doing something along the coast is fine. The workers must be actively doing something.
You may not declare war on a civ if you are currently shipping cash and / or goods to the civ.
Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
Please add the following line to your Civ3 .ini file - noAIpatrol=0. Adding "noAIpatrol=0" to the .ini file turns the annoying patrolling back on for the AIs, but also restores movement to the barbarians.
Twenty four hours to post a got it, forty-eight hours to play and post new save and log, seventy two hours allowed from posting of save. Skips are automatic after first twenty-four hours elapsed.
Here is the starting point

And the global view

And the save is attached.
Roster:
Tomoyo
Cuivienen
Ginger Ale
Bezhukov
Bede