*looks up from book*
Few people know of how important the Ethiopians are to the world. Called the Land of the Gods by Egypt, it appears in the Iliad and the Odyssey, it was the home to Pharaoh Taharqa, who was called by Strabo, along with Cyrus and Xerxes, one of the ancient world's best military commanders (most likely due to the defense of Jerusalem against the Assyrian army.) So, while Zara is not one of the country's best...
Zara Yaqob
Emperor - Beyond the Sword
Size - Normal
Speed - Epic
Big and Small Map
======================
Victory conditions....
Win in either Cultural, Religious or Space Style.
We must go to the defense of any Civ who owns the Holy City of our chosen religion (and seek to maintain a small garrison there).
We may not found a religion.
Taking my cue from a fine SG idea I saw, we will separate into three advisory groups to honor Ethiopian history...
The Cultural Group, the Religious/Diplomatic Group and the Space Team.
Each group is of course trying to win their victory condition, and led Ethiopia to glory by their hand. To block any overly unfair moves, there will be Core Rules.
Core Rules:
1) You MAY interrupt, but NOT CANCEL BUILDINGS in progress UNLESS the city is under imminent threat of attack.
2) Wonders and/or civics changes need two teams to agree on building/using them. All teams MUST vote. Entering Wars also need two teams to vote in favor as well. Also, Wonders can't be interrupted unless troops are WITHIN city limits!
3) In the case of diplomatic votes, the religious/diplomatic team will have say over how to vote. In addition, all missionary Go-To orders must be obeyed. Furthermore, if available, the diplomatic team has full control over the building of the UN and the AP.
4) In the case of the Space Elevator and Casings, the Spacers will have full control over building of them (when and where).
5) Cultural team gets full control on GA,
Space for GSci and
Religious Diplomacy for GP.
GG, GSpy and GE usage needs 2 factions to agree.
6) Culture CANNOT be built by a CITY.
7) Two members, one team and one vote. So, work out those disputes!
==
I'm good with these. To facilitate faster play, as things go along I will ask teams to choose a general position on how they wish to respond to diplomatic entreaties...which, unless for war, the team playing can choose to ignore...mind you, there is an element of Karma...
====
So, looking for 4-6...
Cultural Group (Full)
1) classical_hero
2) mystyfly
Religious/Diplomatic Group (Full)
3) vra379971
4) Yamps
Space Group (Full)
5) LKendter
6) Quechua
Few people know of how important the Ethiopians are to the world. Called the Land of the Gods by Egypt, it appears in the Iliad and the Odyssey, it was the home to Pharaoh Taharqa, who was called by Strabo, along with Cyrus and Xerxes, one of the ancient world's best military commanders (most likely due to the defense of Jerusalem against the Assyrian army.) So, while Zara is not one of the country's best...
Zara Yaqob
Emperor - Beyond the Sword
Size - Normal
Speed - Epic
Big and Small Map
======================
Victory conditions....
Win in either Cultural, Religious or Space Style.
We must go to the defense of any Civ who owns the Holy City of our chosen religion (and seek to maintain a small garrison there).
We may not found a religion.
Taking my cue from a fine SG idea I saw, we will separate into three advisory groups to honor Ethiopian history...
The Cultural Group, the Religious/Diplomatic Group and the Space Team.
Each group is of course trying to win their victory condition, and led Ethiopia to glory by their hand. To block any overly unfair moves, there will be Core Rules.
Core Rules:
1) You MAY interrupt, but NOT CANCEL BUILDINGS in progress UNLESS the city is under imminent threat of attack.
2) Wonders and/or civics changes need two teams to agree on building/using them. All teams MUST vote. Entering Wars also need two teams to vote in favor as well. Also, Wonders can't be interrupted unless troops are WITHIN city limits!
3) In the case of diplomatic votes, the religious/diplomatic team will have say over how to vote. In addition, all missionary Go-To orders must be obeyed. Furthermore, if available, the diplomatic team has full control over the building of the UN and the AP.
4) In the case of the Space Elevator and Casings, the Spacers will have full control over building of them (when and where).
5) Cultural team gets full control on GA,
Space for GSci and
Religious Diplomacy for GP.
GG, GSpy and GE usage needs 2 factions to agree.
6) Culture CANNOT be built by a CITY.
7) Two members, one team and one vote. So, work out those disputes!
==
I'm good with these. To facilitate faster play, as things go along I will ask teams to choose a general position on how they wish to respond to diplomatic entreaties...which, unless for war, the team playing can choose to ignore...mind you, there is an element of Karma...
====
So, looking for 4-6...
Cultural Group (Full)
1) classical_hero
2) mystyfly
Religious/Diplomatic Group (Full)
3) vra379971
4) Yamps
Space Group (Full)
5) LKendter
6) Quechua