The spirit is to play cowboys and to use our horses and guns to fight enemity at its source: their capitol. This game will be monarch as I don't really know what to expect from the variant. It'll be some kind of almost passive, almost defiant, fast moving. Variant explanation: Fast moving: We will be a civ with a mounted UU, any of the fast ones but the Aztecs, Zulu, Inca, Celts and Japs (they are not mounted). We will take the wheel as first tech. Our only allowed units will be chariots+upgrades, tanks, MA and MI. Planes and boats are ok, but not desireable. Non-politically defiant: You may never sign MPP, ally with another civ or embargo against one. "(...)You may never pay for peace (a peace treaty must either be straight-up or the opponent gives a concession to you. A deal where a tech costs 20 gpt normally and you pay 10 gpt for that tech as part of a peace treaty is fine). Any troops on your soil must be given a boot order every turn. No capturing foreign cities or demanding them in diplomacy. No foreign workers merged into existing cities. If an AI razes one of your cities, that civ must be eliminated." IE we can sign RoP. We can give in to demands before having produced our first UU - which we must seriously consider an urgent matter. Almost passive, cowboy way: We may never attack an enemy city unless it is their capitol. In other words, we declare war and send a cavalry stack to raze their capitol, then raze their new capitol, etc. Unless we get very high culture, I think it'll be safer to just raze our way. The world: C3C 1.22 Landmass: Standard 60% water pangea. Climate: Warm, Wet, Scrapy. Difficulty: Monarch Barbarians: Sedentary Civ: China Opponents: All mounted UU opponents Victory conditions: All enabled, aiming at Diplomatic, but will go for conquests if we have a too easy time conquering the world on monarch (conquests must be achieved with cavalry at most, before motorized transport is researched). All others prohibited Roster: - Yours truly - BigNHuge - Meteor Punch - Abegweit - General Mayhem Roster rolling: 24hrs got it, 48hrs total to play. Any "on deck" player who sees no "got it" 24hrs after is allowed to just play it without asking. The roster will roll on as it is written, but I will keep track of schedule singularities and players will be allowed to delay/advance their turn in the roll according to the given situations. Just make sure you keep us informed, and this also means everyone must be clear about "got it's" when we are about to play our 10 turns, so we don't overlap.