Rules for this variant: Blatant Rip-off from GMA-02, thanks to GmaHarriet. There was no way I could make these any more concise, and they are all great guidelines for any game of Civ3.
We will play as the Indians in a variant on the Non-Oscillating War. The basic framework is taken from Arathorn’s War Academy article, though I have edited out the parts that will not apply to this game.
Quote:
Originally Posted by Arathorn: “Comprehensive Guide to Variants”
Non-Oscillating War (NOW): . . . . [edited]. . . .As each is eliminated, the next must be declared on before the end of the turn. Other wars are allowed, and alliances are encouraged. Sandbagging or not finishing off a defeated foe simply to not go to war with the next one on the list is illegal.. . . . [edited]
We will change this variant as follows:
The growth of our empire dictates the beginning of our War to end all wars. When we get 5 cities built, we must immediately declare war on our first opponent. This will be determined by order of contact, i.e., the first civ we meet will be that opponent.
Once a civ is targeted for elimination, we may not have peace with them. They must be eliminated. At all times after the beginning of the first war, we must have at least one civ targeted for elimination. Other wars with “non-targeted” civs are allowed. Once one Target Civ is eliminated, the next civ we contacted after the first civ becomes the new Target Civ and war must be declared by the end of the turn. Rinse and repeat until we win.
Timelines: 48 to grab, 144 after that to play. (7 days total) I expect it will move more quickly than that, but that guarantees weekend days in everyone’s turnsets.
Turnsets: The first player’s turnset will be 20 turns and 10 for each player’s set thereafter. If turns become longer in the later game we may go to smaller sets.
Other rules of SGFN05:
Rule #1 of SGFN05: We're all friends here. We will learn as much from our mistakes as from our successes. Criticism of your turnset or questioning your decisions is not a personal attack. Don't use it as one, don't take it as one. This is also a Democracy, any major decisions like non targeted war declarations by us, Rights of Passage, Mutual Protection Pacts and what techs we pursue should be voted on by the team. This is not to say that you have no say so, on the contrary. What powers you do have are mostly the same as solo games, just nothing that will turn us onto a damaging path that the rest of the team would not agree to. Use your common sense.
Rule #2: Detailed logs. We can't spot mistakes unless we can see what's been done. Granted, we can't all be CommandoBob, but the whole team needs to be able to make sense of your turnset. (NOTE: CB, you've become famous for your logs. )
Rule #3: There are no stupid questions. If you're in the middle of your turnset and either: (a) realize that you're in over your head; or (b) have hit a crossroads that needs a group decision, stop and ask. Discussion is greatly encouraged.
Rule #4: When in doubt on cheats, exploits or bugs, consult. If you can find someone online to ask, great. In the absence of that, I like to use GOTM rules as a guide. They are always accessible, even if no other team members are online. If they need modification or if we decide not to use one of those rules, I'll put it in the informational post once a decision has been reached. GOTM rules can be found here:
http://gotm.civfanatics.net/games/rules.php
Rule #5: Have fun. I hope everyone enjoys this one and learns lots.
And Bede’s rules - I don't expect any conflict between Bede's rules and the GOTM, but if there is one, please follow Bede's rules:
Rule #6: No false peace treaties. Pointy stick research is a long and honorable tradition but breaking a peace treaty secured with technology and installment payments before the treaty has run its course will not be allowed. Any treaty secured by gold per turn or resources on our side must be honored for the full twenty turns.
Rule #7: "The trading reputation is golden" say LKendter, and so it is. That means no deliberate act on the player's part that will cause the premature end of any deal involving gold per turn or resources from our side. Losing the "Trade Rep" has consequences that will affect the entire course of the game, and not for the better. Being unable, ever again, to buy tech for gold per turn or resources, or supplying resources for a lump sum payment, changes the dynamics of the game so much that what had been a game of building, diplomacy and warfare, becomes a game of war or rumors of war, unending. I can play that sort of game, at Deity, and win, but I don't like to; it takes way too many options off the table.
Unfortunately the game does not recognize the difference between random events and player actions when considering the impact of a broken trade route. So volcanic eruptions can destroy a road and break a deal, barbarian galleys appearing on a coastline can break a trade route, war not involving the two principals in a deal can break a trade route, and the demise of one of the parties to a deal can break a trade route. So when considering a resources or gold per turn deal for cold cash, World Maps, or technology, look around carefully and make sure those risks are minimal
Rule #8: RoP rape is not a permitted tactic, nor will the use of RoP's or scouts to deny a resource to an opponent by parking a unit on it before it can be roaded.
Rule #9: No worker automation, ever, and limit the use of go-to orders to situations that are detailed in the notes to the save. It is really annoying to press enter on the first turn of a set and have little figures scampering all over the landscape. It is even more annoying to chase them down and turn them off.