Aggie
Deity
I have played a couple of OCCC's and they were all great fun. The best of them all was emperor OCCC and -despite the fact that we barely managed to win it- it made some of us curious what would happen on demigod.
I don't want to make the game too strict on this level though.
So that's why I came with the following variant:
VARIANT RULES
-Demigod OCC, with Space or Conquest as Gold medal wins, 20K culture as Silver medal win and UN as bronze medal win.
-Small map
-AI Aggression: normal
-Opponents: 5 random AI's.
-Rules: Standard, all standard single player victories enabled
-Barbarians: No barbarians/sedentary
-Level: Demigod
-C3C 1.22
-No matter what, we stay optimistic/fatalistic and try our best. I have played a lot of games against the odds and they can be the most fun.
-EDIT (feb 5, 22:30 CET): With OCC I mean: at the end of the turn we may not have more than one city. During the turn we may have as many as we want. So we are allowed to demand cities for peace and then abandon them.
-We may not build cities ourselves!
-Popped settlers have to be joined into the city. END EDIT.
BANNED TACTICS
These tactics are banned in my SG's. I got my inspiration from RBCiv, with a few slight differences:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs, cities or money.
"Mass troop jumping": When you give away a city to another tribe, all the troops from that city are transported to your capital. This can be exploited. Especialy in scenarios where you need to take an important city (for example a possible 20K city) and after that want to get your troops home safely. It is OK to give away a city with up to two defenders in it.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
"Great Library slingshot": When you capture the Great Library city before you have Education and keep it one turn, you will get ALL the technologies known by at least two other tribes. You can get from the Middle Ages into the Modern Age with this tactic. The Great Library slingshot is not a valid tactic in my SG's. You are allowed to capture the Great Library city as one of a number of cities to weaken the owner. But it can't be a campaign to capture this city alone, hold it for a turn and then abandon it.
Others:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
microbe
ThERat
Gyathaar
Greebley
LKendter
roster is full
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. First player can do 25 turns, after that 15 turns per player, 10 turns per player in war times.
We will play a small map. Probably pangaea, but maybe archipelago when we choose to be the Vikings... After winning it on regent with the Zulu, on monarch with the Arabs and on emperor with the Germans I think that a lot of civs are good choices for demigod. I really loved the Germans and can see us playing the Ottomans as well. I think a later UU (early/mid industrial) is best, but we barely made it to panzers in the emperor game. Vikings would also be interesting. I'm also open to other choices. Let's discuss!
I don't want to make the game too strict on this level though.
So that's why I came with the following variant:
VARIANT RULES
-Demigod OCC, with Space or Conquest as Gold medal wins, 20K culture as Silver medal win and UN as bronze medal win.
-Small map
-AI Aggression: normal
-Opponents: 5 random AI's.
-Rules: Standard, all standard single player victories enabled
-Barbarians: No barbarians/sedentary
-Level: Demigod
-C3C 1.22
-No matter what, we stay optimistic/fatalistic and try our best. I have played a lot of games against the odds and they can be the most fun.
-EDIT (feb 5, 22:30 CET): With OCC I mean: at the end of the turn we may not have more than one city. During the turn we may have as many as we want. So we are allowed to demand cities for peace and then abandon them.
-We may not build cities ourselves!
-Popped settlers have to be joined into the city. END EDIT.
BANNED TACTICS
These tactics are banned in my SG's. I got my inspiration from RBCiv, with a few slight differences:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs, cities or money.
"Mass troop jumping": When you give away a city to another tribe, all the troops from that city are transported to your capital. This can be exploited. Especialy in scenarios where you need to take an important city (for example a possible 20K city) and after that want to get your troops home safely. It is OK to give away a city with up to two defenders in it.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
"Great Library slingshot": When you capture the Great Library city before you have Education and keep it one turn, you will get ALL the technologies known by at least two other tribes. You can get from the Middle Ages into the Modern Age with this tactic. The Great Library slingshot is not a valid tactic in my SG's. You are allowed to capture the Great Library city as one of a number of cities to weaken the owner. But it can't be a campaign to capture this city alone, hold it for a turn and then abandon it.
Others:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
ROSTER (15 turns in peace time, 10 turns when at war):
Aggie
microbe
ThERat
Gyathaar
Greebley
LKendter
roster is full
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. First player can do 25 turns, after that 15 turns per player, 10 turns per player in war times.
We will play a small map. Probably pangaea, but maybe archipelago when we choose to be the Vikings... After winning it on regent with the Zulu, on monarch with the Arabs and on emperor with the Germans I think that a lot of civs are good choices for demigod. I really loved the Germans and can see us playing the Ottomans as well. I think a later UU (early/mid industrial) is best, but we barely made it to panzers in the emperor game. Vikings would also be interesting. I'm also open to other choices. Let's discuss!