tupaclives
Tupac Lives on!!
Well with all but one of my SG's having finished and me with all this free time I thought I might as well start up another SG.
Game Settings
Vanilla 1.29f
Standard
Continents
70% Water
Wet
Warm
5 Billion Years
8 Civs (7 random opponents)
Deity
All Victory Conditions enabled but Space Race is the only acceptable victory to us (mostly there to make things difficult, we have to get there before they win by culture)
Culturally Linked start locations: OFF
Respawn AI: OFF
Preserve Random Seed: ON
This is, believe it or not, the very first start I rolled up after opening Civ III!
Game Rules
As modified from LK Rules
The following tactics are PROHIBITED:
No 'Free Wealth' - Setting a city to wealth at the end of its project and then cycling through the cities at the start of the next turn and changing its project so that you still get the gold (commerce being calculated before anything else in the turn) but also get production
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
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.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker blockades - You can't fortify a bunch of workers along the coast to prevent invasions, or shut down the borders with workers. The workers must be actively doing something.
House rules:
1) Worker automation of any kind is prohibited.
2) Our reputation is golden - please respect it.
3)You ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle.
4)In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it.
5)We may keep or raze cities, and can keep slaves and you may whip at will, including captured cities or cities where all citizens are unhappy
6) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design unless previously discussed and approved by the team.
SG Rules
24 hour got it
72 hour playing time
The first player will play 30 turns, the rest of the team will play 20 turns in the first round. Once everyone has played 1 turnset all players will play 10 turn turnsets.
Roster:
tupaclives
Andronicus
CommandoBob
Merlin
Open
Also with a save like that we should probably consider some sort of variant to make things a little harder.
The Save
Game Settings
Vanilla 1.29f
Standard
Continents
70% Water
Wet
Warm
5 Billion Years
8 Civs (7 random opponents)
Deity
All Victory Conditions enabled but Space Race is the only acceptable victory to us (mostly there to make things difficult, we have to get there before they win by culture)
Culturally Linked start locations: OFF
Respawn AI: OFF
Preserve Random Seed: ON
This is, believe it or not, the very first start I rolled up after opening Civ III!

Game Rules
As modified from LK Rules
The following tactics are PROHIBITED:
No 'Free Wealth' - Setting a city to wealth at the end of its project and then cycling through the cities at the start of the next turn and changing its project so that you still get the gold (commerce being calculated before anything else in the turn) but also get production
RoP Abuse Tactics - Denying resources, blocking key tiles, RoP rape, or other ways to screw-up a civ via the RoP. A scout in AI territory has an explicit RoP and is subject to this rule.
Peace Treaty abuse - If you get concessions from the AI you must wait for the 20 turns to end before declaring another war.
Resource abuse - You can't disconnect / reconnect a resource every turn for the sake of building cheap units to upgrade with excess cash.
Ship chaining exploit - you can move a ship, unload troops to another ship in the same square not using any movement, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
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.
Worker baiting - You can't spread around and sacrifice workers to an oncoming attack. This is often done to avoid losing real units or cities. This takes advantage of the AI failure to prioritize targets.
Worker blockades - You can't fortify a bunch of workers along the coast to prevent invasions, or shut down the borders with workers. The workers must be actively doing something.
House rules:
1) Worker automation of any kind is prohibited.
2) Our reputation is golden - please respect it.
3)You ARE allowed to initially keep a city, move a settler to the same spot as the city, and then abandon and immediately resettle.
4)In addition if you need to build a city one square deeper into enemy territory just to move borders to steal a resource, go for it.
5)We may keep or raze cities, and can keep slaves and you may whip at will, including captured cities or cities where all citizens are unhappy
6) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design unless previously discussed and approved by the team.
SG Rules
24 hour got it
72 hour playing time
The first player will play 30 turns, the rest of the team will play 20 turns in the first round. Once everyone has played 1 turnset all players will play 10 turn turnsets.
Roster:
tupaclives
Andronicus
CommandoBob
Merlin
Open
Also with a save like that we should probably consider some sort of variant to make things a little harder.
The Save