Power of rush buy.
Idea of this variant partially stolen from ., but come from my own wish to prove power of rush buy. I read statements that rush buy are over nerfed, which I believe is incorrect.
If I am not mistaken Town produce 7 gold + 1 shield in the right civics.
With full commerce % available at the time of democracy:
Banks + market + grocery = 100% town can produce 14 gold. With a price of rush buy at 3 gold /shield that mean with rush buy town can produce 5.5 shield/turn. Plain mine at the same time can give max 4*1.25(forge) = 5 shields or 6 shields for buildings with organized religion.
So, in the time between banking to Assembly line town is as good shield producer as any other tie. Now, I found it is a bit difficult to devise rules which let as to have level field of play early in the game and do not demand to mach of micro management on each turn. So, at the end I devised rules most suitable to force as to use rush buy for most of our shields, why still keep as competitive on high level of play.
1) Slavery is only permitted until better civics are discovered. After that we have to adopt other civics.
2) After entering Renaissance age Only 2 cities permitted to have mines/workshops/mills. HE city for military production and Iron work city for wander production. (Exception, we can always mine special resources). In all other cities the only permitted normal (Non special resources) improvements are farms, cottages and mill. Windmills can only be used on plain or tundra/ice hills, where cottages/farms can not be build. Mills can only build on tundra forest, where no any other improvements are possible.
3) Nationalism is not permitted.
I want to do it on emperor/immortal level. Personally I believe drafting is necessary for Immortal level, with some rare exceptions, but may be we can do it with out.
Map continents, to make sure we do have to research well into renaissance age.
Difficulty emperor or immortal may be start with emperor.
Speed normal.
No any other special settings.
Civ/leader to be decided.
I expect players who as minimum comfortable on playing on emperor level.
Winning condition:
I hope land on our continent would not be enough for domination and no draft make military way less attractive on high level. Power of the rush buy is most pronounced between banking and assembly line. So, Most natural winning conditions would be diplomatic and cultural.
I am open to suggestions here.
Idea of this variant partially stolen from ., but come from my own wish to prove power of rush buy. I read statements that rush buy are over nerfed, which I believe is incorrect.
If I am not mistaken Town produce 7 gold + 1 shield in the right civics.
With full commerce % available at the time of democracy:
Banks + market + grocery = 100% town can produce 14 gold. With a price of rush buy at 3 gold /shield that mean with rush buy town can produce 5.5 shield/turn. Plain mine at the same time can give max 4*1.25(forge) = 5 shields or 6 shields for buildings with organized religion.
So, in the time between banking to Assembly line town is as good shield producer as any other tie. Now, I found it is a bit difficult to devise rules which let as to have level field of play early in the game and do not demand to mach of micro management on each turn. So, at the end I devised rules most suitable to force as to use rush buy for most of our shields, why still keep as competitive on high level of play.
1) Slavery is only permitted until better civics are discovered. After that we have to adopt other civics.
2) After entering Renaissance age Only 2 cities permitted to have mines/workshops/mills. HE city for military production and Iron work city for wander production. (Exception, we can always mine special resources). In all other cities the only permitted normal (Non special resources) improvements are farms, cottages and mill. Windmills can only be used on plain or tundra/ice hills, where cottages/farms can not be build. Mills can only build on tundra forest, where no any other improvements are possible.
3) Nationalism is not permitted.
I want to do it on emperor/immortal level. Personally I believe drafting is necessary for Immortal level, with some rare exceptions, but may be we can do it with out.
Map continents, to make sure we do have to research well into renaissance age.
Difficulty emperor or immortal may be start with emperor.
Speed normal.
No any other special settings.
Civ/leader to be decided.
I expect players who as minimum comfortable on playing on emperor level.
Winning condition:
I hope land on our continent would not be enough for domination and no draft make military way less attractive on high level. Power of the rush buy is most pronounced between banking and assembly line. So, Most natural winning conditions would be diplomatic and cultural.
I am open to suggestions here.