- Joined
- Aug 15, 2001
- Messages
- 19,617
World Size = Standard
Pangaea, 40% land, warm, and 5 billion years.
NOT culturally linked, NO restarting players.
Difficulty = Deity
Barbarians = NONE - I refuse to deal with late game overload of barbs.
# Civs = 8 (including us)
Civilization = Germany
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot
The following tactics are PROHIBITED:
RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. In addition, I feel this turns the game into a mathematic formula. Sorry, but I want cities built for resources, rivers, luxuries and to feel like a civilization that is expanding.
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
Declaring War exploit: Using the declare war action to break trade deals including sending gpt / luxuries to another civ.
Demand leave territory exploit: Unless it is a clear sneak attack, you may not demand the AI leave your territory if it could stop you from sending gpt / luxuries to another civ.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demands exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
The negative science 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.
Pangaea, 40% land, warm, and 5 billion years.
NOT culturally linked, NO restarting players.
Difficulty = Deity
Barbarians = NONE - I refuse to deal with late game overload of barbs.
# Civs = 8 (including us)
Civilization = Germany
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot
The following tactics are PROHIBITED:
RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. In addition, I feel this turns the game into a mathematic formula. Sorry, but I want cities built for resources, rivers, luxuries and to feel like a civilization that is expanding.
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
Declaring War exploit: Using the declare war action to break trade deals including sending gpt / luxuries to another civ.
Demand leave territory exploit: Unless it is a clear sneak attack, you may not demand the AI leave your territory if it could stop you from sending gpt / luxuries to another civ.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demands exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
The negative science 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.