ChrTh
Happy Yule!
CTIV-2: The Money Game
Land Type: Archipelago
Climate: Random
Sea Level: Random
World Size: Standard
Difficulty: Noble
The Civilization we will be playing is: CHINA (Qin Shi Huang)
The goal of this game is to corner the market! ... Of course, this isn't SMAC, so we can't
So, instead, we'll just play along with the financial path and we'll see what happens.
I rolled up a fake start to test a couple ideas. Let us praise Sid that this is not our actual start:
In terms of variant rules, this is what I was thinking.
TECH
-----
We're allowed to research Hunting and Fishing at any time.
First Goal: Currency. 4th in a beeline*.
Second Goal: Banking. 16th in a beeline. We're allowed to research one tech not on the Banking beeline, and we're allowed to research Archery and Sailing.
Third Goal: Economics. 23rd in a beeline. We're allowed to research one tech not on the Economics beeline.
Fourth Goal: Corporation. 29th in a beeline. We're allowed to research one tech not on the Corporation beeline.
Fifth Goal: Industrialization. 48th in a beeline. We're allowed to research two techs not on the Industrialization beeline.
*By beeline, I mean--click the tech in question, whatever is required to reach it has to be researched (although in any order allowed). The exceptions don't have to be done immediately (in other words, you might want to wait until you're half-way to Banking before researching an off-the-beeline tech).
CITY IMPROVEMENTS
---------------------
Required Builds (all cities of size 3 or higher must build once available unless there is a military requirement -- they can finish what they're working on first; in case of National Wonders, must build asap)
----
Banks
Grocer
Harbor
Market
Forbidden Palace
Wall Street
Preferred Builds (Try very hard to build)
----
Courthouse
Forge
Colossus
Eiffel Tower
Great Lighthouse
Statue of Liberty
Versailles
Note that specific wonders will not be required victory conditions, however, all efforts should be made to build them. Note that a Wonder might require a tech not on the beeline; this should be taken into consideration when choosing techs.
CIVICS
-------
We have some preferred Civics as well. While not required to switch once available, there should be a compelling reason not to.
Preferred Civics
----
Legal:
Bureaucracy
Free Speech
Economy:
Mercantilism
Free Market
EXPLOITS
---------
Don't do them.
Roster:
ChrTh (UP)
afpunk (On Deck)
Methos
Conroe
Bede
Everyone in the roster please confirm your involvement. Also, feel free to chime in on the variant rules, including any ideas to add/change/remove.
I'll be posting the starting position and playing the first 20 turns this weekend.
Land Type: Archipelago
Climate: Random
Sea Level: Random
World Size: Standard
Difficulty: Noble
The Civilization we will be playing is: CHINA (Qin Shi Huang)
The goal of this game is to corner the market! ... Of course, this isn't SMAC, so we can't
So, instead, we'll just play along with the financial path and we'll see what happens.
I rolled up a fake start to test a couple ideas. Let us praise Sid that this is not our actual start:
In terms of variant rules, this is what I was thinking.
TECH
-----
We're allowed to research Hunting and Fishing at any time.
First Goal: Currency. 4th in a beeline*.
Second Goal: Banking. 16th in a beeline. We're allowed to research one tech not on the Banking beeline, and we're allowed to research Archery and Sailing.
Third Goal: Economics. 23rd in a beeline. We're allowed to research one tech not on the Economics beeline.
Fourth Goal: Corporation. 29th in a beeline. We're allowed to research one tech not on the Corporation beeline.
Fifth Goal: Industrialization. 48th in a beeline. We're allowed to research two techs not on the Industrialization beeline.
*By beeline, I mean--click the tech in question, whatever is required to reach it has to be researched (although in any order allowed). The exceptions don't have to be done immediately (in other words, you might want to wait until you're half-way to Banking before researching an off-the-beeline tech).
CITY IMPROVEMENTS
---------------------
Required Builds (all cities of size 3 or higher must build once available unless there is a military requirement -- they can finish what they're working on first; in case of National Wonders, must build asap)
----
Banks
Grocer
Harbor
Market
Forbidden Palace
Wall Street
Preferred Builds (Try very hard to build)
----
Courthouse
Forge
Colossus
Eiffel Tower
Great Lighthouse
Statue of Liberty
Versailles
Note that specific wonders will not be required victory conditions, however, all efforts should be made to build them. Note that a Wonder might require a tech not on the beeline; this should be taken into consideration when choosing techs.
CIVICS
-------
We have some preferred Civics as well. While not required to switch once available, there should be a compelling reason not to.
Preferred Civics
----
Legal:
Bureaucracy
Free Speech
Economy:
Mercantilism
Free Market
EXPLOITS
---------
Don't do them.
Roster:
ChrTh (UP)
afpunk (On Deck)
Methos
Conroe
Bede
Everyone in the roster please confirm your involvement. Also, feel free to chime in on the variant rules, including any ideas to add/change/remove.
I'll be posting the starting position and playing the first 20 turns this weekend.