cripp7
Playin' Bored
8 City Challenge
Taken loosely from Madscientist's Role Play Challenge: The Perfect Germans!
Capital: Must be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for unit production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS. We also need an academy here.
GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change and has to have the National Park & NE. Any Specialist may be run here.
Military: Best EARLY location of a production monster city. Besides a Barracks and Stable, only the core buildings for production and essential health. Only Military from here, and we should mazimize farms and mines here. H.E. MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.
Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Only Scientist Specialists here, but it is NOT and GS farm.
Production: May be versatile early, but the future home of the Ironworks and production powerhouse. Can support the Military city as needed.
Espionage city: Globe here (to use for drafting if needed) A scotland yard goes here, as well as the three espionage buildings. We can only run spies.
Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.
Money city: We must aggressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goes here. Merchant specialists only. Also corps go here if we go that route.
World Wonders and Great People can be built/used as we see fit. Wonders must not pollute the gene pool
All GPs must be settled in their prospected city. ie: GS in science, GM in money, etc...
Settings
Map: Continents
Size: Standard
Speed: Epic
Level: Emperor
Leader: Random
Victory
Domination, Requires Complete Kills, Raze Cities
We must protect ourselves after the 8 cities are established. We can capture cities before to merge into our empire, but once we have our 8 we must not enter any war. If war is declared on us, we can go out and raze a few border cities until we can declare peace. We can't bust out until the Industrial age with Tanks, Marines, Arty. The only thing left on earth is our 8 cities! The whole map must be visable, no barbs settling in.
Roster
Taken loosely from Madscientist's Role Play Challenge: The Perfect Germans!
Capital: Must be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for unit production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS. We also need an academy here.
GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change and has to have the National Park & NE. Any Specialist may be run here.
Military: Best EARLY location of a production monster city. Besides a Barracks and Stable, only the core buildings for production and essential health. Only Military from here, and we should mazimize farms and mines here. H.E. MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.
Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Only Scientist Specialists here, but it is NOT and GS farm.
Production: May be versatile early, but the future home of the Ironworks and production powerhouse. Can support the Military city as needed.
Espionage city: Globe here (to use for drafting if needed) A scotland yard goes here, as well as the three espionage buildings. We can only run spies.
Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.
Money city: We must aggressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goes here. Merchant specialists only. Also corps go here if we go that route.
World Wonders and Great People can be built/used as we see fit. Wonders must not pollute the gene pool
All GPs must be settled in their prospected city. ie: GS in science, GM in money, etc...
Settings
Map: Continents
Size: Standard
Speed: Epic
Level: Emperor
Leader: Random
Victory
Domination, Requires Complete Kills, Raze Cities
We must protect ourselves after the 8 cities are established. We can capture cities before to merge into our empire, but once we have our 8 we must not enter any war. If war is declared on us, we can go out and raze a few border cities until we can declare peace. We can't bust out until the Industrial age with Tanks, Marines, Arty. The only thing left on earth is our 8 cities! The whole map must be visable, no barbs settling in.
Roster
- cripp
- Brian
- Matrix
- Meiz
- Spellcraft
- yena