Nations:
Japan (The Team)
Korea
China
Portugal
Spain
England
Netherlands
Aztecs
Barbarians: RAGING.
Climate: NORMAL.
LandForm: ARCHIPELAGO.
Map Size: STANDARD.
Ocean Coverage: 60%.
Temperature: COOL.
World Age: 3 BILLION YEARS.
World seed: 42776459
Variant Rules:
Arathorn's Defiant Variant with the added requirement of only Despotism, Feudalism, and Fascism for governments.
Roster Complete
SesnOfWthr
Sir Bugsy
DeceasedHorse
SirLenTaft
Bede
scoutsout
Start Position:
http://www.civfanatics.net/uploads7/Bede02TheStart.SAV
Strict 24hrs to post got it/24hrs from got it to post log and save/48hrs total. All requests for skips automatically honored. (Please include an order of go at the end of your turnlog).
Thanks to LKendter for developing definitive rules of non-exploitative play:
Bede's reminder to the scribes: All of us here are sufficently familiar with the mechanics of the game that detailed turn logs are not necessary. Report significant events like trades, wonder starts, wars(!), peace treaties....The reasoning, the whys and wherefores, IMNSHO, makes more interesting reading than the detailed steps of execution.
So, who wants to go first? (20 turns the first round of play, ten thereafter)
Japan (The Team)
Korea
China
Portugal
Spain
England
Netherlands
Aztecs
Barbarians: RAGING.
Climate: NORMAL.
LandForm: ARCHIPELAGO.
Map Size: STANDARD.
Ocean Coverage: 60%.
Temperature: COOL.
World Age: 3 BILLION YEARS.
World seed: 42776459
Variant Rules:
Arathorn's Defiant Variant with the added requirement of only Despotism, Feudalism, and Fascism for governments.
Arathorn said:Defiant Variant: You must never give in to a demand from an opponent, that is, you always reject demands for tribute. You may never ally, sign a Right of Passage, MPP, or embargo with another civilization. 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.
Roster Complete
SesnOfWthr
Sir Bugsy
DeceasedHorse
SirLenTaft
Bede
scoutsout
Start Position:
http://www.civfanatics.net/uploads7/Bede02TheStart.SAV
Strict 24hrs to post got it/24hrs from got it to post log and save/48hrs total. All requests for skips automatically honored. (Please include an order of go at the end of your turnlog).
Thanks to LKendter for developing definitive rules of non-exploitative play:
LKendter said:The following tactics are PROHIBITED:
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.
House rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases during the first 50 turns to avoid civ crippling.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
Bede's reminder to the scribes: All of us here are sufficently familiar with the mechanics of the game that detailed turn logs are not necessary. Report significant events like trades, wonder starts, wars(!), peace treaties....The reasoning, the whys and wherefores, IMNSHO, makes more interesting reading than the detailed steps of execution.
So, who wants to go first? (20 turns the first round of play, ten thereafter)