Aggie
Deity
I want to try out a rough warmonger game without a couple of tools that give the human that extra punch. Are we able to conquer the world without these?
VARIANT RULES AND STUFF (editted after remarks anarres, Greebley; June 17th 17.56 PM CET)
-No artillery units (catapults, trebuchets, cannons, artillery, mobile artillery)
-No bombers
-No armies
-We cannot initiate MA's or MPP's, but we can accept them if the AI offers (we are not forced to).
-ALWAYS accept peace if the AI offers it, as the AI will do for you.
-'Use or lose' units: you have to use the units in the turn order. It is not allowed to cycle through them. This is to simulate the AI way of using units.
-We cannot attack a city unless there is a speed 1 unit adjacent to said city
-Upgrading more than 1 unit/turn not allowed. To simulate the fact that the AI can't handle this one as well.
-Pillaging can only be done by defensive units.
-Domination/Conquest are the only victory types allowed.
-Deity level
-(EDIT: June 19th 16.40 CET) Random Civ, random map, random AI, random barbarians, standard size
-C3C 1.22
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.
"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.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER
Aggie
Greebley
grs
anarres
Beam
I probably can use a couple of players with deity warmonger experience.
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. I will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.
VARIANT RULES AND STUFF (editted after remarks anarres, Greebley; June 17th 17.56 PM CET)
-No artillery units (catapults, trebuchets, cannons, artillery, mobile artillery)
-No bombers
-No armies
-We cannot initiate MA's or MPP's, but we can accept them if the AI offers (we are not forced to).
-ALWAYS accept peace if the AI offers it, as the AI will do for you.
-'Use or lose' units: you have to use the units in the turn order. It is not allowed to cycle through them. This is to simulate the AI way of using units.
-We cannot attack a city unless there is a speed 1 unit adjacent to said city
-Upgrading more than 1 unit/turn not allowed. To simulate the fact that the AI can't handle this one as well.
-Pillaging can only be done by defensive units.
-Domination/Conquest are the only victory types allowed.
-Deity level
-(EDIT: June 19th 16.40 CET) Random Civ, random map, random AI, random barbarians, standard size
-C3C 1.22
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.
"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.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER
Aggie
Greebley
grs
anarres
Beam
I probably can use a couple of players with deity warmonger experience.
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. I will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.