T-hawk
Transcend
ROSTER rotations for easy reference:
1: T-hawk/Speaker/Rubberjello/Dark Savant/6thGenTexan
2: T-hawk/Dark Savant/Speaker/6thGenTexan/Rubberjello
3: T-hawk/6thGenTexan/Dark Savant/Rubberjello/Speaker
4: T-hawk/Rubberjello/6thGenTexan/Speaker/Dark Savant
Here's yet another idea I've been kicking around for a while. This is a COMPETITIVE game between the players involved. (Hopefully it will be good-natured and fun competition despite the title.
)
Starting with the player turn after we enter Republic government, each player, for each of ther turns, scores points equal to the percentage increase in the "From Cities" income from the beginning of their play interval to the end. For example, if the F1 screen reports the "From Cities" income as 400 when I download the save file at the start of my turns, and I raise it to 560 when I upload the file again ten turns later, I score 40 points.
VARIANT RULES:
- We must enter Republic government as soon as we can and may not revolt after that.
- RBCiv exploits off limits as usual.
PLAY FAIR:
- No abandoning or giving away cities.
- No temporarily lowering the lux slider to increase cash/science income at the end of your turn.
- No giving away gold or income or overpaying to deprive the next player of our cash income. (Paying market price for anything including a monopoly tech is okay.)
DURING EACH PLAYER'S TURN:
- No more than one worker/settler merge.
- No more than one building sale.
- No more than one disbanded unit.
All civilization affairs - research, building, rushing, diplomacy, war - are up to each player to conduct as he/she thinks will best benefit the goal. This could lead to some interesting situations...
The Forbidden Palace comes to mind for one - who's going to want to start it if it won't finish on their 10 turns? Perhaps a player will conduct war to grab extra cities on their turns, even if it leaves land indefensible and doomed for the next player?
This game will have liberal timing rules, since we will want to keep the roster in order and avoid skips as much as possible. 48 hours to claim, 96 total to play.
I am thinking Standard map, 40% land, Pangaea, Emperor difficulty. Civ is up for discussion, although I think it should be industrious (we will definitely have fewer workers) and commercial (for obvious reasons).
This game will be limited to five players (including myself), although we can run another game of the same idea if there's enough interest.
So, any wanna-be robber barons out there?
1: T-hawk/Speaker/Rubberjello/Dark Savant/6thGenTexan
2: T-hawk/Dark Savant/Speaker/6thGenTexan/Rubberjello
3: T-hawk/6thGenTexan/Dark Savant/Rubberjello/Speaker
4: T-hawk/Rubberjello/6thGenTexan/Speaker/Dark Savant
Here's yet another idea I've been kicking around for a while. This is a COMPETITIVE game between the players involved. (Hopefully it will be good-natured and fun competition despite the title.

Starting with the player turn after we enter Republic government, each player, for each of ther turns, scores points equal to the percentage increase in the "From Cities" income from the beginning of their play interval to the end. For example, if the F1 screen reports the "From Cities" income as 400 when I download the save file at the start of my turns, and I raise it to 560 when I upload the file again ten turns later, I score 40 points.
VARIANT RULES:
- We must enter Republic government as soon as we can and may not revolt after that.
- RBCiv exploits off limits as usual.
PLAY FAIR:
- No abandoning or giving away cities.
- No temporarily lowering the lux slider to increase cash/science income at the end of your turn.
- No giving away gold or income or overpaying to deprive the next player of our cash income. (Paying market price for anything including a monopoly tech is okay.)
DURING EACH PLAYER'S TURN:
- No more than one worker/settler merge.
- No more than one building sale.
- No more than one disbanded unit.
All civilization affairs - research, building, rushing, diplomacy, war - are up to each player to conduct as he/she thinks will best benefit the goal. This could lead to some interesting situations...
The Forbidden Palace comes to mind for one - who's going to want to start it if it won't finish on their 10 turns? Perhaps a player will conduct war to grab extra cities on their turns, even if it leaves land indefensible and doomed for the next player?
This game will have liberal timing rules, since we will want to keep the roster in order and avoid skips as much as possible. 48 hours to claim, 96 total to play.
I am thinking Standard map, 40% land, Pangaea, Emperor difficulty. Civ is up for discussion, although I think it should be industrious (we will definitely have fewer workers) and commercial (for obvious reasons).
This game will be limited to five players (including myself), although we can run another game of the same idea if there's enough interest.
So, any wanna-be robber barons out there?
