Aggie
Deity
AG8 -my first Sid SG- ended with a win. I then tried a more random Sid Space game -AG12- and we lost big time. But it was an interesting game nevertheless. I want to try this variant one more time.
VARIANT RULES, ETC...
-Space Race is the only victory type that counts as a win, but all standard victory types are enabled.
-Sid level
-Map size in standard, barbarians are roaming. The rest is...random!
-OK, random... except for the fact that I will play 25 turns on a map to ensure that we have a fighting chance.
BANNED TACTICS
These tactics are banned in my SG's. I got my inspiration from RBCiv, with a few slight differences:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs, cities or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"Mass troop jumping": When you give away a city to another tribe, all the troops from that city are transported to your capital. This can be exploited. Especialy in scenarios where you need to take an important city (for example a possible 20K city) and after that want to get your troops home safely. It is OK to give away a city with up to two defenders in it.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
"Great Library slingshot": When you capture the Great Library city before you have Education and keep it one turn, you will get ALL the technologies known by at least two other tribes. You can get from the Middle Ages into the Modern Age with this tactic. The Great Library slingshot is not a valid tactic in my SG's. You are allowed to capture the Great Library city as one of a number of cities to weaken the owner. But it can't be a campaign to capture this city alone, hold it for a turn and then abandon it. THIS IS A BIGGIE IN THIS GAME!
Other tactics:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
PLAYERS
Grs (indefinite skip)
Doc Tsiolkovski
Aggie
Mark1031
LKendter
Microbe
roster is full
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. I will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.
VARIANT RULES, ETC...
-Space Race is the only victory type that counts as a win, but all standard victory types are enabled.
-Sid level
-Map size in standard, barbarians are roaming. The rest is...random!
-OK, random... except for the fact that I will play 25 turns on a map to ensure that we have a fighting chance.
BANNED TACTICS
These tactics are banned in my SG's. I got my inspiration from RBCiv, with a few slight differences:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs, cities or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"Mass troop jumping": When you give away a city to another tribe, all the troops from that city are transported to your capital. This can be exploited. Especialy in scenarios where you need to take an important city (for example a possible 20K city) and after that want to get your troops home safely. It is OK to give away a city with up to two defenders in it.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
"Great Library slingshot": When you capture the Great Library city before you have Education and keep it one turn, you will get ALL the technologies known by at least two other tribes. You can get from the Middle Ages into the Modern Age with this tactic. The Great Library slingshot is not a valid tactic in my SG's. You are allowed to capture the Great Library city as one of a number of cities to weaken the owner. But it can't be a campaign to capture this city alone, hold it for a turn and then abandon it. THIS IS A BIGGIE IN THIS GAME!
Other tactics:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
PLAYERS
Grs (indefinite skip)
Doc Tsiolkovski
Aggie
Mark1031
LKendter
Microbe
roster is full
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. I will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.