Seeing as I am only in 4 sucession games right now, I decided needed to be in more, so I am hosting one .
Size: Large
Land: Archipelago 60% water
Barbarians: Sedentary
Climate: Normal
Temperature: Temperate
Age:4 billion
Difficulty: Monarch or Emperor
All victory except Wonder conditions are on and cultural conversions are on
Civ: The Netherlands
C3C: 1.15
Normal Aggression
Variant: The Dutch are usually, in Civ, a peaceful and building civ. Not in this game. We will play as the Dutch, and at 0 AD, we will delcare war on every nation we know. Also, at 500, 1000, 1500, and 2000 AD (if we make it that long) we must also declare war on every civ. We must stay at war for at least 20 turns. After this 20 turn time period expires, we may make peace, although it is not mandatory. So that means that trades and agreements will have to be broken if they are still going on when these time periods occur.
Roster:
andvruss-just played
Cuivienen-up now
AndrewN-on deck
Corrado
Skunk
Rik Meleet
Prohibited Tactics:RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.
Size: Large
Land: Archipelago 60% water
Barbarians: Sedentary
Climate: Normal
Temperature: Temperate
Age:4 billion
Difficulty: Monarch or Emperor
All victory except Wonder conditions are on and cultural conversions are on
Civ: The Netherlands
C3C: 1.15
Normal Aggression
Variant: The Dutch are usually, in Civ, a peaceful and building civ. Not in this game. We will play as the Dutch, and at 0 AD, we will delcare war on every nation we know. Also, at 500, 1000, 1500, and 2000 AD (if we make it that long) we must also declare war on every civ. We must stay at war for at least 20 turns. After this 20 turn time period expires, we may make peace, although it is not mandatory. So that means that trades and agreements will have to be broken if they are still going on when these time periods occur.
Roster:
andvruss-just played
Cuivienen-up now
AndrewN-on deck
Corrado
Skunk
Rik Meleet
Prohibited Tactics:RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.
Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.
Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.
Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.