To my knowledge, only 3 (edit: by "3" I mean "4") 3CC AWs have been played (1 win on R, 1 "loss" (time ran out) on R, and 1 loss on M). This was the last one played (on M): http://forums.civfanatics.com/showthread.php?t=105200 IMO, PTW/vanilla is the best version to play this on (leaders aren't useless). Difficulty: Monarch Map size: Standard Settings: 60% Pangaea, Normal (Temperate, 4 billion, etc) Barbarians: Roaming Civilization: To be decided All rules default except auto-respawn and culturally linked 8 random opponents 10 turns per player, 36h to post a "got it" and 72 more to post the save. (this rule is flexible) Clarifications on what a 3CC AW is: - The 3CC part means that only 3 cities can be owned at the end of each turn. That means that capturing one city (to get an army) and razing it before the turn ends is acceptable. - The AW part means that war must be declared on all civs by the end of the turn you contact them on (you may trade anything except per turn deals like luxuries and resources) and peace treaties can never be signed. Roster -Qoou -Tasslehoff -choxorn -glenmets -killerkid -If someone who's played in one of other 3 3CC AWs decides to play, they can join in the middle of the game. Basically, once we fill the roster we'll decide on a civ and a start location. My suggestions for the civs are: Japan - militaristic and have sams (awesome MA units). Persia - scientific and industrious and have immortals. Scandinavia - militaristic and have berserkers (6,2 is pretty good for early MA; the AI will probably have cavs by then). China - militaristic and industrious and get knights with 1 extra movement. Ottomans - scientific and industrious and have sipahi (although without UU's we might not get to Military Tradition). Germans - scientific and militaristic (the best possible traits, but we won't be able to use their UU).