While the general Hall of Fame is an ongoing competition, we like to run time-definite competitions between updates that we call Gauntlets. Standard Hall of Fame rules (*) still apply, but any games meeting the settings will be counted towards the Gauntlet.
*There is no Civ V HOF Mod as of yet, so please play these games in the spirit of the Civ IV Hall of Fame Rules. Please review these before playing.
Settings:
The earliest finish date wins, with score as a tiebreaker.
While each map can only be played once, players are more than welcome to generate new maps and submit multiple games. Also, as everyone is playing their own distinct maps, there is no need for spoiler limitation within the thread. In fact, we encourage detailed posting of strategy and gameplay.
To qualify for this gauntlet please complete your game and post both your 4000BC save and your turn after victory save in this thread.
*There is no Civ V HOF Mod as of yet, so please play these games in the spirit of the Civ IV Hall of Fame Rules. Please review these before playing.
Settings:
- Version: 1.0.0.621 minimum
- Victory Condition: Cultural (though all victory conditions must be enabled)
- Difficulty: Emporer
- Starting Era: Ancient
- Map Size: Standard
- Map Type: Ice Age
- Speed: Quick
- Civ: Japan
- Opponents: Any, 7 opponents only, default option (8 civs in total), 16 City States only
- Resources: Standard
- Must Not Be Checked: No Barbarians, New Random Seed, Random Personalities, Save Policies
- Must Be Checked: No Ruins
- Date: 4th December 2010 to 4th January 2011
The earliest finish date wins, with score as a tiebreaker.
While each map can only be played once, players are more than welcome to generate new maps and submit multiple games. Also, as everyone is playing their own distinct maps, there is no need for spoiler limitation within the thread. In fact, we encourage detailed posting of strategy and gameplay.
To qualify for this gauntlet please complete your game and post both your 4000BC save and your turn after victory save in this thread.