Aggie
Deity
I like to try the theme of my first SG again (AG1 - I dream of dromons (deity)).
That game ended in the modern age and was big fun. However, the intention of the game was to win it before Magnetism. So I want to play this again with that goal in mind.
VARIANT RULES:
- We must build a massive fleet of naval units (starting with curraghs).
- We must get the Great Lighthouse. If we don't succeed in building it ourselves, we have to declare war on the civ that has it and capture it ASAP. But we are NOT allowed to break ongoing deals with a civ to achieve this.
- We have to go for Map Making (Writing is our first tech to research). A Philosophy detour is allowed, but then the free tech must be Map Making (if we don't have it by then via trade and can't get it in the turn we get Philo).
- We must constantly be in a genuine war (real fighting) with at least one civ in the Dromon era. So as soon as we have one Dromon we have to declare war on someone and stay at war with at least one civ until the end of the game. We may make peace with one civ, but have to declare war on another civ the same turn, unless we are already at war with more than one at that point (EDIT: I added the comment that this is meant for the Dromon era).
- We must use the bombardment-ability of our Dromon units while attacking coastal cities. The naval Dromons have to redline the forces inside a city before our ground forces are allowed to attack. The top defender must be redlined.
- We may not upgrade our Dromons.
- Our goal is Domination or Conquest.
- We are not allowed to learn the tech Magnetism.
SETTINGS:
-Deity
-Standard sized archipelago map, 80% water
-We start on our own island
-No barbarians (they were a terrible pain in the previous game)
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
-Aggie
-CarlosMM
-Gaythaar
-grs
-bed_head7
-6thgentexan
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.
Anyone interested? I'm thinking about playing this one with a team of 6.
That game ended in the modern age and was big fun. However, the intention of the game was to win it before Magnetism. So I want to play this again with that goal in mind.
VARIANT RULES:
- We must build a massive fleet of naval units (starting with curraghs).
- We must get the Great Lighthouse. If we don't succeed in building it ourselves, we have to declare war on the civ that has it and capture it ASAP. But we are NOT allowed to break ongoing deals with a civ to achieve this.
- We have to go for Map Making (Writing is our first tech to research). A Philosophy detour is allowed, but then the free tech must be Map Making (if we don't have it by then via trade and can't get it in the turn we get Philo).
- We must constantly be in a genuine war (real fighting) with at least one civ in the Dromon era. So as soon as we have one Dromon we have to declare war on someone and stay at war with at least one civ until the end of the game. We may make peace with one civ, but have to declare war on another civ the same turn, unless we are already at war with more than one at that point (EDIT: I added the comment that this is meant for the Dromon era).
- We must use the bombardment-ability of our Dromon units while attacking coastal cities. The naval Dromons have to redline the forces inside a city before our ground forces are allowed to attack. The top defender must be redlined.
- We may not upgrade our Dromons.
- Our goal is Domination or Conquest.
- We are not allowed to learn the tech Magnetism.
SETTINGS:
-Deity
-Standard sized archipelago map, 80% water
-We start on our own island
-No barbarians (they were a terrible pain in the previous game)
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
-Aggie
-CarlosMM
-Gaythaar
-grs
-bed_head7
-6thgentexan
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.
Anyone interested? I'm thinking about playing this one with a team of 6.