Thanks to Admiral Kutzov for suggesting that I start this and helping me get down the final ideas.
World Size: Standard
Civilization: Vikings
Difficulty: Regent
Landmass/Water Percent: 60% water, continents
Temperature, Climate, Age: 5 billion years, arid, dry
Barbarians: Sedentary
Patch: C3C 1.22
Victory Condition: Only Domination and Conquest are allowed
Variant Rules:
Players
viper275
Admiral Kutzov
BigNHuge
Kaiser Berger
bed head7
Rules
I'm using slightly modified GOTM rules.
Allowed
Island block
If you fill the coast of a certain island with units, even non-military, the AI won't be able to land, thus isn't able to conquer that island, until it has marines.
ICS (Infinite City Sprawl)
Build a lot of cities very close next to each other. This way you simply have more cities which are in the beginning just as big as normal.
Not Allowed
Scout resource denial
Place a scout on a square where there is a resource and in (future) enemy territory. As long as you have peace with them you can leave him there undisturbed and the other will never be able to build a road to it.
Pop-Rushing
In despotism and communism it is possible to use cities purely for unit rush building. Workers can be added to such a city and then the city can then use them to rush build units. This is disallowed, so do not create these kind of cities. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.
Worker dogpile
Let all your workers join a city with a hospital and continue to build workers and let them join that city. There's no size limit so your city will become huge and you loose only one population per turn. All the workers become specialists and add to your score.
Free Palace Jump
When disbanding your capitol your palace will appear in the biggest other city. Your former capitol can be rebuilt by the settler it created. This way you've moved you capitol for free.
Ship hopping
While at sea, you can unload a ship on the same square where there is another ship and that ship can take over the load. This way you can move your units to any location in one turn. But it takes a lot of effort.
Gold mine
You can make cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.
The negative science exploit
You can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building.
Do not automate workers.
24 hour got it and a 48 hour play time.
World Size: Standard
Civilization: Vikings
Difficulty: Regent
Landmass/Water Percent: 60% water, continents
Temperature, Climate, Age: 5 billion years, arid, dry
Barbarians: Sedentary
Patch: C3C 1.22
Victory Condition: Only Domination and Conquest are allowed
Variant Rules:
Always War (AW): When you meet an opponent (as soon as they appear on the F2/F4/Shift-D diplomacy screen, you’ve met them), you must declare war on them – THAT turn. You can make initial deals for hard goods only (no gpt deals, no alliances, no resource/luxury trades). Opening the diplomacy window to spy techs, cities, resources, etc. is allowed. Signing peace for even a single turn is prohibited.
Players
viper275
Admiral Kutzov
BigNHuge
Kaiser Berger
bed head7
Rules
I'm using slightly modified GOTM rules.
Allowed
Island block
If you fill the coast of a certain island with units, even non-military, the AI won't be able to land, thus isn't able to conquer that island, until it has marines.
ICS (Infinite City Sprawl)
Build a lot of cities very close next to each other. This way you simply have more cities which are in the beginning just as big as normal.
Not Allowed
Scout resource denial
Place a scout on a square where there is a resource and in (future) enemy territory. As long as you have peace with them you can leave him there undisturbed and the other will never be able to build a road to it.
Pop-Rushing
In despotism and communism it is possible to use cities purely for unit rush building. Workers can be added to such a city and then the city can then use them to rush build units. This is disallowed, so do not create these kind of cities. Pop rushing one or two regular citizens to finish a building or to build a unit is within the rules and the spirit of the game. What is against the rules is joining workers to cities for the purpose of pop rushing.
Worker dogpile
Let all your workers join a city with a hospital and continue to build workers and let them join that city. There's no size limit so your city will become huge and you loose only one population per turn. All the workers become specialists and add to your score.
Free Palace Jump
When disbanding your capitol your palace will appear in the biggest other city. Your former capitol can be rebuilt by the settler it created. This way you've moved you capitol for free.
Ship hopping
While at sea, you can unload a ship on the same square where there is another ship and that ship can take over the load. This way you can move your units to any location in one turn. But it takes a lot of effort.
Gold mine
You can make cities give wealth and production at the same time. First set the cities to produce wealth. At the beginning of the next turn when another city is done building something else you can go to other cities with the arrows above and change the production of the cities that produce wealth to e.g. some unit. That will get production as well.
The negative science exploit
You can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building.
Do not automate workers.
24 hour got it and a 48 hour play time.

