I'm like to try the theme of my first SG again (
AG1 - I dream of dromons (deity)).
That game ended in the modern age and was big fun. However, the intention of the game was to win it before Magnetism. So I want to try it again with that goal in mind.
VARIANT RULES:
- We must build a massive fleet of naval units (starting with curraghs).
- We must get the Great Lighthouse. If we don't succeed in building it ourselves, we have to declare war on the civ that has it and capture it ASAP. But we are NOT allowed to break ongoing deals with a civ to achieve this.
- We have to go for Map Making (Writing is our first tech to research). A Philosophy detour is allowed, but then the free tech must be Map Making (if we don't have it by then via trade and can't get it in the turn we get Philo).
- We must constantly be in a genuine war (real fighting) with at least one civ. We may make peace with one civ, but have to declare war on another civ the same turn, unless we are already at war with more than one at that point.
- We must use the bombardment-ability of our Dromon units while attacking coastal cities. The naval Dromons have to redline the forces inside a city before our ground forces are allowed to attack. The top defender must be redlined.
- We may not upgrade our Dromons.
- Our main goal is Domination or Conquest.
- The game is lost when we fail to win before the Industrial Age.
SETTINGS:
-Deity
-Standard sized archipelago map, 80% water
-We start with our own island
-No barbarians (they were a terrible pain in the previous game)
Anyone interested? I'm thinking about playing this one with a team of 6. I will start with a minimum of 5 players.
PLAYERS:
-Aggie
-CarlosMM
-Gaythaar
-grs
-open
-open