Nad
Known Troublemaker
Another beautiful day, another great succession game....?
The idea behind this game is to make a space race more difficult and tense. Even on deity, most space races become a formality if a human player is in touch with the AIs in the mid-industrial ages, because at that stage the self-reinforcing cycle of selling techs to the AI at exorbitant prices thus funding your own research while bankrupting others, becomes overwhelming. Tech stealing becomes a very handy tactic that can dig a human player out of any difficult situation, and all-in-all, many players regard the late industrial and modern ages as a boring part of a peaceful game, a mundane cycle waiting for a ship to launch. That is what this game will hopefully avoid....
The variant rule in this game is that we will not have access to a treasury...at the end of every turn, we may never have more than 10 gold, the starting treasury. Income can be as high as we can get it, but before we hit "end turn", we must make sure there is no more than 10 gold in the treasury. We can use the cash however we want, on rushing, upgrading, luxes, science, trading, gifts etc, but we may never store it....thus it becomes very difficult to buy or steal techs for a lump sum later in the game, and it also becomes virtually impossible to bankrupt opponents if we cannot keep any cash ourselves.
This variant rule has some serious implications on the game. REPUTATION IS KEY. The most gold we will ever have at any point is one turn's income + any we can make from one turn's diplomacy. It is very unlikely we will be able to buy techs for lump sum...buying in gold per turn will be our only hope for most of the game, so woe betide he who soils our rep unneccasarily! Wall Street is useless when you have a max of 10g in your treasury...and we may well be researching ourselves for most of the game, since if we can't keep gold, we may as well spend it...all-in-all, this should hopefully turn out different to a typical deity game.
Map Settings: Standard size, archipelago, 60% water
Climate, Rainfall, Age: random
Barbarian activity: sedentary
Victory conditions: all are open, we are aiming for a space launch
Rules: Respawn is off, culture-linked start is off
Civ: open to discussion, religious may be very useful to survive anarchy without a treasury; 7 random oponents
Etiquette: a flexible 24/48 to keep the game running smoothly
Signed up:
Nad
Firm Interest (please check in and reconfirm):
Aggie
Jack Merchant
Melifluous
I would like a roster of 6 or 7 players, so 2 or 3 slots are still available. This will probably be a difficult game, so it would be useful if interested players have at least emperor-level competence. If you are interested, please also register what your opinion on the civ we should play is.
The idea behind this game is to make a space race more difficult and tense. Even on deity, most space races become a formality if a human player is in touch with the AIs in the mid-industrial ages, because at that stage the self-reinforcing cycle of selling techs to the AI at exorbitant prices thus funding your own research while bankrupting others, becomes overwhelming. Tech stealing becomes a very handy tactic that can dig a human player out of any difficult situation, and all-in-all, many players regard the late industrial and modern ages as a boring part of a peaceful game, a mundane cycle waiting for a ship to launch. That is what this game will hopefully avoid....
The variant rule in this game is that we will not have access to a treasury...at the end of every turn, we may never have more than 10 gold, the starting treasury. Income can be as high as we can get it, but before we hit "end turn", we must make sure there is no more than 10 gold in the treasury. We can use the cash however we want, on rushing, upgrading, luxes, science, trading, gifts etc, but we may never store it....thus it becomes very difficult to buy or steal techs for a lump sum later in the game, and it also becomes virtually impossible to bankrupt opponents if we cannot keep any cash ourselves.
This variant rule has some serious implications on the game. REPUTATION IS KEY. The most gold we will ever have at any point is one turn's income + any we can make from one turn's diplomacy. It is very unlikely we will be able to buy techs for lump sum...buying in gold per turn will be our only hope for most of the game, so woe betide he who soils our rep unneccasarily! Wall Street is useless when you have a max of 10g in your treasury...and we may well be researching ourselves for most of the game, since if we can't keep gold, we may as well spend it...all-in-all, this should hopefully turn out different to a typical deity game.
Map Settings: Standard size, archipelago, 60% water
Climate, Rainfall, Age: random
Barbarian activity: sedentary
Victory conditions: all are open, we are aiming for a space launch
Rules: Respawn is off, culture-linked start is off
Civ: open to discussion, religious may be very useful to survive anarchy without a treasury; 7 random oponents
Etiquette: a flexible 24/48 to keep the game running smoothly
Signed up:
Nad
Firm Interest (please check in and reconfirm):
Aggie
Jack Merchant
Melifluous
I would like a roster of 6 or 7 players, so 2 or 3 slots are still available. This will probably be a difficult game, so it would be useful if interested players have at least emperor-level competence. If you are interested, please also register what your opinion on the civ we should play is.