grandad1982
Deity
- Joined
- Dec 4, 2007
- Messages
- 2,552
Hello and welcome to A Spiritual Odyssy!
After the succesfull conclusion of Expansive Dreams its time to get this SG up and running.
So with out more delay, at all, what so ever, in any way, cutting straight to the point....
Our GLORIOUS LEADER!
Justinian is SPI/IMP so he gets anarchy free civic and religion swaps, double production speed when building Temples and the Cristo Redentor, a 50% production boost when building Settlers and finally a 100% boost to GG birth rate.
The Byzanine UU and UB.
A pimped knight minus the 1st strike resitance.
More horse based shinanigans. A higher culture slider to happyness conversion than standard Theaters and a futher bonus with access to horses.
Our starting techs are Mysticism and The Wheel.
The game settings
I opted for Monarch over Emporer for a couple of reasons. First this is the first varient game I've hosted so I'm not sure how that will affect the difficulty and secondly I still don't feel massively happy on Emporer. Maybe the next game will step up a level....
And finally.... our start Location
***I apologise for the crazy screens but Photobucket won't let me display at my resolution with out paying for it! In future I will only use the 17" setting so screens will be less clear but fit on the page properly***
For this game we are going to try a variation based on a suggestion by Sirloin.
Now some aspects of this suggestion I consider to be to restricive such as needing to control the Holy City to switch to a religion. So based on this idea these are my suggestions for the varient rules.
1. If a rival civilisation is in the same state religion as us we can DoW and all their cities are fair game.
2. If our potential victim is a different state religion to us and we can't convince them to swap to our state relgion (using diplomacy or espionage) then we can only annex cities containing our state religion.
These rules are not set in stone yet. They are up for disscussion and can be amended if the team is in agreement (majority rules). Once the game starts the rules will be fixed in place and we will be sticking to them. Unless we really don't want too....
We will be playing 48/72 got it and play. Please feel free to skip and swap as needed but try to do so sooner rather than later. If you can play but its just outside of the 72 hours (with in reason) then thats fine as long as you let us know and the team are happy with it.
The play structure will be 20 turns in the BCs and 10 turns in the ADs. If there is a more logical stopping point, such as a tech coming in or a settler being ready etc, then please feel free to play to that point but don't take the piss!
The Roster
Sirlion - up now
Grandad1982 - on deck
cripp7
Pindrus
narri
?
Finally the save
After the succesfull conclusion of Expansive Dreams its time to get this SG up and running.
So with out more delay, at all, what so ever, in any way, cutting straight to the point....
Our GLORIOUS LEADER!
Spoiler :
Justinian is SPI/IMP so he gets anarchy free civic and religion swaps, double production speed when building Temples and the Cristo Redentor, a 50% production boost when building Settlers and finally a 100% boost to GG birth rate.
The Byzanine UU and UB.
Spoiler :
A pimped knight minus the 1st strike resitance.
More horse based shinanigans. A higher culture slider to happyness conversion than standard Theaters and a futher bonus with access to horses.
Our starting techs are Mysticism and The Wheel.
The game settings
Spoiler :
I opted for Monarch over Emporer for a couple of reasons. First this is the first varient game I've hosted so I'm not sure how that will affect the difficulty and secondly I still don't feel massively happy on Emporer. Maybe the next game will step up a level....
And finally.... our start Location
Spoiler :
***I apologise for the crazy screens but Photobucket won't let me display at my resolution with out paying for it! In future I will only use the 17" setting so screens will be less clear but fit on the page properly***
For this game we are going to try a variation based on a suggestion by Sirloin.
Spoiler :
I've had an idea for a SG variant that I'd always wanted to try that maybe you'd consider for this game. Its a war variant that jives well with the Spiritual trait, but it has significant diplomatic challenges:
Denomination Domination. Its in the style of a religious war, but instead of destroying the unbelievers (non-state religion), its about purifying the various factions of your own state religion to make sure they follow the path exactly how you think is right. In other words:
Win by domination, but we're only allowed to declare war or capture cities of a civ that shares our state religion. We can change religions as often as we like, BUT we can't switch to a religion unless we control its holy city.
So this game would be about controlling religions, probably founding as many as we can, spreading them heavily, and balancing the diplomatic shockwaves we'd be dealing with by continuously attacking our allies and their friends. We would have to be very careful about religions that we didn't control, because if someone else founds one and spreads it heavily within their empire, it could be extremely difficult to get them to convert, especially since we'd never be able to share their religion for diplomatic bonuses, which would ultimately make them immune to our attacks.
Now some aspects of this suggestion I consider to be to restricive such as needing to control the Holy City to switch to a religion. So based on this idea these are my suggestions for the varient rules.
1. If a rival civilisation is in the same state religion as us we can DoW and all their cities are fair game.
2. If our potential victim is a different state religion to us and we can't convince them to swap to our state relgion (using diplomacy or espionage) then we can only annex cities containing our state religion.
These rules are not set in stone yet. They are up for disscussion and can be amended if the team is in agreement (majority rules). Once the game starts the rules will be fixed in place and we will be sticking to them. Unless we really don't want too....
We will be playing 48/72 got it and play. Please feel free to skip and swap as needed but try to do so sooner rather than later. If you can play but its just outside of the 72 hours (with in reason) then thats fine as long as you let us know and the team are happy with it.
The play structure will be 20 turns in the BCs and 10 turns in the ADs. If there is a more logical stopping point, such as a tech coming in or a settler being ready etc, then please feel free to play to that point but don't take the piss!
The Roster
Sirlion - up now
Grandad1982 - on deck
cripp7
Pindrus
narri
?
Finally the save