VoiceOfUnreason
Deity
- Joined
- Dec 5, 2005
- Messages
- 3,663
Builder's Bargain
An Open Exercise in Constraint

- Leader Hammurabi
- Difficulty Noble
- Speed Normal
- Map Hub
- Size Standard
- Events Disabled
- Huts Disabled
Handicaps
INFRASTRUCTURE shall be understood to mean all buildings, national wonders, and world wonders constructed in a city. Edit: late clarification - the Palace is NOT infrastructure; it may be ignored in your planning, and it may be moved at the players discretion
INVESTMENT shall be understood to mean the number of hammers required to construct the building at normal speed, without modifiers (in other words, the number that shows up in the 'Pedia. In particular, please note that investment does not depend on the number of hammers that you actually invest - if there's a monument in the city, that costs 30 hammers, regardless of how it got there.
With those definitions in mind, here are the rules
1) For each city in your empire, you may invest 100 hammers in infrastructure anywhere you like. These hammers are available immediately upon the city joining your empire.
2) For each pair of cities, you have 500 hammers that you may invest in either of the two cities (but may not be transfered elsewhere). These hammers are only available when the pair is completed. Pairs are determined by the order the cities join the empire - the capital with city #2, city #3 with city #4.
2a) Pairs are permanent, once established.
2b) You may draw on the pool of 500 only while you control both cities. If a rival controls one of the pair, the pool is suspended, and may not be used for further construction.
2c) If a city is destroyed, the pool of 500 is dead.
Example: at 1000 BC, I have 5 cities. This means I have 5 * 100 hammers to invest anywhere I like. In addition, I have 500 hammers to share between Babylon and Akkad, and 500 more to share between Dur Kurigalzu and Nippur. When I found Sippar, I will get 100 more hammers added to the general pool, and 500 hammers to be invested in Sippar or Borsippa.
3) Once you decide where to invest hammers, you cannot change that location. In other words, once you start constructing a granary, the hammers for the granary are budgeted to that city, and cannot be shifted away (you may, however, abandon the granary for some other building in that city).
4) If you lose budget (a city is captured, so you lose 100 discretionary hammers, or a paired city is captured), buildings come off the build queue at once.
5) If you go over budget (a city is captured, and you have already spent the hammers), you may make no further investment until the budget is recovered.
Note: the city capture rules aren't deliberately complicated, but since getting your cities captured is a bad idea anyway, don't sweat them.
6) If by some device you think you can exercise some loophole by deliberately allowing a city to be captured, it's against the rules (and spirit). So don't ask.
Rulesets
BUILDER RULESET: CITIES refer only to those cities founded by your settlers. Captured/Acquired/Flipped cities may be developed without constraint.
GENERAL RULESET: CITIES include all cities in your empire. Captured cities should be paired just as though you had founded them (in other words, when you capture city #6, it gets paired with city #5). Infrastructure that survives capture counts toward the investment cap. Capturing too many goodies in a city is not a forfeit BUT you can only construct more buildings if you can cover what's already there.
In short, the general ruleset is intended to apply the constraints to all cities, without screwing you over if the AI blew your budget. You may, however, want to choose the ordering of your captures to minimize the risks. Razing cities because they blow your budget map is in play.
UNIBUILDER RULESET: CITIES include only those cities you found - you may not capture cities, nor acquire them in a peace settlement or extortion. Culture flips are allowed. Victory must be Space (Apollo mission and space parts do not count as "infrastructure").
Theme
The intention here is to show builders that a well played game doesn't require building everything in sight. So please grab the general ruleset, and publish a well played game that will look familiar to a beginner. Or show off with a constrained space win.
One last thing....
the SAVE