Aggie
Deity
AG8 -my first Sid SG- ended with a win. I now want to try out a Space Race on Sid.
The type of map and preferred civ are all up for discussion. I am thinking about:
-standard sized map, wet/warm 70% land, archipelago (archipelago sounds like the best shot to have a decent portion of land at the start AND it allows trade options at the very start with seafaring).
-England, Spain, Carthage (seafaring with a good 2nd trait, agricultural and scientific might not be that strong at an archipelago Sid map)
OR:
-standard sized map, wet/warm, 70% land, continent
-Maya, Celts, Dutch.
VARIANT RULES, ETC...
-Space Race is the only victory type that counts as a win, but all standard victory types are enabled.
-Sid level
-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.
I got rid of the dogpile exploit.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER
Greebley
betazed
Mark1031
Aggie
Yom
open
There are 2 more open spots. People who join should either have beaten Sid or difficult Deity variants. This isn't going to be a walk in the park.
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.
The type of map and preferred civ are all up for discussion. I am thinking about:
-standard sized map, wet/warm 70% land, archipelago (archipelago sounds like the best shot to have a decent portion of land at the start AND it allows trade options at the very start with seafaring).
-England, Spain, Carthage (seafaring with a good 2nd trait, agricultural and scientific might not be that strong at an archipelago Sid map)
OR:
-standard sized map, wet/warm, 70% land, continent
-Maya, Celts, Dutch.
VARIANT RULES, ETC...
-Space Race is the only victory type that counts as a win, but all standard victory types are enabled.
-Sid level
-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.
I got rid of the dogpile exploit.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER
Greebley
betazed
Mark1031
Aggie
Yom
open
There are 2 more open spots. People who join should either have beaten Sid or difficult Deity variants. This isn't going to be a walk in the park.
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.