Bam-Bam
Hammerhead
OK folks, time for my first SG. I have toyed with several concepts, but recent discussions about bugs, exploits, and the like have pushed me in this direction.
I cannot claim pride of authorship in this concept, it is a repeat of Sirian's (and others') concept from Realms Beyond Civilization Epic 12, The Gauntlet. For more information on the original, look here.
This one managed to humble a few players accustomed to winning deity games.
The basics follow:
* No purchasing workers. No workers through diplomacy by any means, including peace.
* No upgrading units. Ever. You build a unit, it remains that type of unit "for life".
* You may not pillage your own lands. (Includes no disconnecting your own resources).
* No trading away of your last unit of any given resource. You must keep one for yourself.
* No scrolling through cities during the production phase, "between turns".
* No prebuilding of any kind. No placeholders. Ever. You are NOT allowed to change projects. Or rather, if you change city projects from one to another, you MUST wipe out any shields stored in the box by first changing to Wealth, which will erase all but one shield, then (and only then) may you assign a city to a new item.
*No merging of workers or settlers into cities.
There is no restriction on changing projects when the shield storage box is empty (because a project has just completed, or if the city has been running wealth while "waiting" for a new option to come available). Note that forced labor or cash rushbuys are still allowed, as is disbanding units in cities (with the accompanying shield conversion); but you are not allowed to rush a cheap item from zero storage, change to wealth and retain one shield, then rush a large item on the same turn (to shortcut the double cost of rushing from zero). Only one rush per city per turn, for this game.
Difficulty: Deity
Civilization: Mongols
World Size: Standard
Opponents: Seven Random
Terrain: Continents, 70% water, rugged
Climate: Cold
Barbarians: Roaming
Rules: Standard
Victory: Any
Nota Bene: I have modified the Keshik so it treats both mountains AND hills as grassland.
As far as other rules--avoid all RB exploits. Also, avoid the RCP strategy, let's build cities without trying to expose the mathematics of the Civ3 rank corruption calculator. To avoid the rank corruption bug--we will keep our palace where it starts.
Who is up for the challenge?
- Bam-Bam
EDIT: Here is the starting location
Signed up:
Bam-Bam
Sirian
Hotrod
6thGenTexan
Urugharakh
JMB (out until October 3)
I cannot claim pride of authorship in this concept, it is a repeat of Sirian's (and others') concept from Realms Beyond Civilization Epic 12, The Gauntlet. For more information on the original, look here.
This one managed to humble a few players accustomed to winning deity games.
The basics follow:
* No purchasing workers. No workers through diplomacy by any means, including peace.
* No upgrading units. Ever. You build a unit, it remains that type of unit "for life".
* You may not pillage your own lands. (Includes no disconnecting your own resources).
* No trading away of your last unit of any given resource. You must keep one for yourself.
* No scrolling through cities during the production phase, "between turns".
* No prebuilding of any kind. No placeholders. Ever. You are NOT allowed to change projects. Or rather, if you change city projects from one to another, you MUST wipe out any shields stored in the box by first changing to Wealth, which will erase all but one shield, then (and only then) may you assign a city to a new item.
*No merging of workers or settlers into cities.
There is no restriction on changing projects when the shield storage box is empty (because a project has just completed, or if the city has been running wealth while "waiting" for a new option to come available). Note that forced labor or cash rushbuys are still allowed, as is disbanding units in cities (with the accompanying shield conversion); but you are not allowed to rush a cheap item from zero storage, change to wealth and retain one shield, then rush a large item on the same turn (to shortcut the double cost of rushing from zero). Only one rush per city per turn, for this game.
Difficulty: Deity
Civilization: Mongols
World Size: Standard
Opponents: Seven Random
Terrain: Continents, 70% water, rugged
Climate: Cold
Barbarians: Roaming
Rules: Standard
Victory: Any
Nota Bene: I have modified the Keshik so it treats both mountains AND hills as grassland.
As far as other rules--avoid all RB exploits. Also, avoid the RCP strategy, let's build cities without trying to expose the mathematics of the Civ3 rank corruption calculator. To avoid the rank corruption bug--we will keep our palace where it starts.
Who is up for the challenge?
- Bam-Bam
EDIT: Here is the starting location

Signed up:
Bam-Bam
Sirian
Hotrod
6thGenTexan
Urugharakh
JMB (out until October 3)