microbe
Cascaded Mansion
- Joined
- Nov 16, 2003
- Messages
- 4,596
So here comes my first SG.
The idea is to not do any serious research. We hate research. We want to make money and rule the world, and we deem science a way for that purpose only. We can buy, steal, extort techs, but we never fund research ourselves except minimum. The variant rule is very simple: we can only do min research.
So we will be playing Rome (commercial and militaristic). The two traits fit the theme the best IMO, and the UU will rule the ancient ages.
This means the science bar can never be more than 10% (unless at the beginning when income is low, 10% might be outputting 0 sci, so in this case you can try 20% or higher but stop at the first percentage when science output is non-zero), and we cannot hire more than one scientist. In one word, we cannot self-research a tech faster than 50-turn. We are stingy and will only invest the bare minumum in research!
I want to try it on demigod/standard map/continent. So I need a bunch of deity players. We need good trading and warmongering skills (yes, we'll have a lot of wars).
I can play both 1.15 and 1.22, but I prefer 1.22.
I prefer that no scientific civ in this game. I probably will make sure only we start with Alphabet so no other commercial civs either.
Sign up (please indicate if you can play 1.22):
Aggie
gozpel
barbslinger
betazed
microbe
And the basic rule is that no exploits and no breaking deals/peace treaties on purpose. I'll adopt Aggie's ruleset for now:
BANNED TACTICS
These are the exploits that I want to avoid in the game:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Dogpiling": Adding multiple workers to cities to increase population beyond the food supply.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
Anyone interested?
The idea is to not do any serious research. We hate research. We want to make money and rule the world, and we deem science a way for that purpose only. We can buy, steal, extort techs, but we never fund research ourselves except minimum. The variant rule is very simple: we can only do min research.
So we will be playing Rome (commercial and militaristic). The two traits fit the theme the best IMO, and the UU will rule the ancient ages.
This means the science bar can never be more than 10% (unless at the beginning when income is low, 10% might be outputting 0 sci, so in this case you can try 20% or higher but stop at the first percentage when science output is non-zero), and we cannot hire more than one scientist. In one word, we cannot self-research a tech faster than 50-turn. We are stingy and will only invest the bare minumum in research!
I want to try it on demigod/standard map/continent. So I need a bunch of deity players. We need good trading and warmongering skills (yes, we'll have a lot of wars).
I can play both 1.15 and 1.22, but I prefer 1.22.
I prefer that no scientific civ in this game. I probably will make sure only we start with Alphabet so no other commercial civs either.
Sign up (please indicate if you can play 1.22):
Aggie
gozpel
barbslinger
betazed
microbe
And the basic rule is that no exploits and no breaking deals/peace treaties on purpose. I'll adopt Aggie's ruleset for now:
BANNED TACTICS
These are the exploits that I want to avoid in the game:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Dogpiling": Adding multiple workers to cities to increase population beyond the food supply.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
Anyone interested?