Mikehendi
IDHEOMHRN
- Joined
- Dec 20, 2008
- Messages
- 461
Welcome everybody to my next SG! I'm proud to present to you:
MH3 - The Capital-less-ts
There are two goals in this game:
Goal 1: Try to get through the middle game (1000BC - ~1000/1300AD) without having a capital which is the cornerstone of the empire. Even worse: It will barely pay it's own upkeep!
Goal 2: Getting the maximum out of a national park city, by reviving our forest-spam-start capital at the time of biology, when it'll start building the national park (with national epic already in place)
To to achieve these goals, the folowing rules have been created:
1) From 1000BC on, the capital may no longer work tiles nor specialists, except for citizen specialists. (So it will quickly starve to size 1, working 1 citizen. If possible, we must be building National Epic, else wealth or research, else whatever we want. Empire-wide improvements which affect the capital are allowed.)
2) The capital may never borrow any of it's 20 tiles to another city (and this includes after 1000BC!) (We may settle cities which overlap with the capital, but it'll be like those tiles don't exist for the other city; we must immediately re-assign all overlapped tiles to the capital)
3) We may not build the Forbidden Palace, nor Versailles, nor move the existing palace! (State property is ok though)
4) NO COTTAGES ALLOWED! (to prevent the obvious solution by rexing and cottage spamming, quickly decreasing the cap's % value to the empire)
5) We may not attack an AI before 1 AD. This includes worker stealing. (declaring/joining a fake war for diplo reasons is allowed, as long as we don't actually send attacking units into the AI's territory)
6) During our period of capitallessness, it shall slowly construct the National Epic
7) As soon as we reach Biology, Rule 1 goes obsolete. The cap must immediately begin construction of national park (growing on resources, forest preserves and unimproved forests)
And most importantly:
0) Keep in mind the spirit of the variant, so please don't exploit any possible (loop)holes in these rules.
Other settings+ decided upon
- Must settle the capital in place.
- The start shall be as forested as possible
- There will be no city-tile improving feature in the starting settlers spot.
- Leader: Currently Ghandi, but certainly not a CRE / IMP / EXP / ORG leader.
- Difficulty level: Emperor
- Map: Fractal (standard size and climate and such)
- Speed: Normal
- No tribal villages
- No random events
Feel free to bring up to discussion any other variant rules/settings that you feel fit into this variant!
The start:
The team (playing order will be determined by a rng when the roster us full):
- Mike Hendi
- Matrix the Kitty
- Norvin Green
- Ichabod
- open
- open
MH3 - The Capital-less-ts
There are two goals in this game:
Goal 1: Try to get through the middle game (1000BC - ~1000/1300AD) without having a capital which is the cornerstone of the empire. Even worse: It will barely pay it's own upkeep!
Goal 2: Getting the maximum out of a national park city, by reviving our forest-spam-start capital at the time of biology, when it'll start building the national park (with national epic already in place)
To to achieve these goals, the folowing rules have been created:
1) From 1000BC on, the capital may no longer work tiles nor specialists, except for citizen specialists. (So it will quickly starve to size 1, working 1 citizen. If possible, we must be building National Epic, else wealth or research, else whatever we want. Empire-wide improvements which affect the capital are allowed.)
2) The capital may never borrow any of it's 20 tiles to another city (and this includes after 1000BC!) (We may settle cities which overlap with the capital, but it'll be like those tiles don't exist for the other city; we must immediately re-assign all overlapped tiles to the capital)
3) We may not build the Forbidden Palace, nor Versailles, nor move the existing palace! (State property is ok though)
4) NO COTTAGES ALLOWED! (to prevent the obvious solution by rexing and cottage spamming, quickly decreasing the cap's % value to the empire)
5) We may not attack an AI before 1 AD. This includes worker stealing. (declaring/joining a fake war for diplo reasons is allowed, as long as we don't actually send attacking units into the AI's territory)
6) During our period of capitallessness, it shall slowly construct the National Epic
7) As soon as we reach Biology, Rule 1 goes obsolete. The cap must immediately begin construction of national park (growing on resources, forest preserves and unimproved forests)
And most importantly:
0) Keep in mind the spirit of the variant, so please don't exploit any possible (loop)holes in these rules.
Other settings+ decided upon
- Must settle the capital in place.
- The start shall be as forested as possible
- There will be no city-tile improving feature in the starting settlers spot.
- Leader: Currently Ghandi, but certainly not a CRE / IMP / EXP / ORG leader.
- Difficulty level: Emperor
- Map: Fractal (standard size and climate and such)
- Speed: Normal
- No tribal villages
- No random events
Feel free to bring up to discussion any other variant rules/settings that you feel fit into this variant!
The start:

The team (playing order will be determined by a rng when the roster us full):
- Mike Hendi
- Matrix the Kitty
- Norvin Green
- Ichabod
- open
- open