Cities 'n Conscription - Victory at Rifling Closed for signups. This game will revisit the stunning success of ICS01 http://forums.civfanatics.com/showthread.php?t=261986 , this time at a higher difficulty level. Civ/Leader: Asoka [Spi/Org, Mining/Mysticism, Fast Worker, Mausoleum] Size: Standard Type: Inland Sea Speed: Normal Difficulty: Immortal Other: Random events off (enough partisans and tower shields for me) Version: BTS 3.13, regular (Unaltered gameplay mods okay) Variant suggestion #1: ICS01: Every city must be exactly 3 tiles removed from another of our cities. This places all our cities in a perfect square grid, as tight as possible. Variants it seems we won't be using: Spoiler : Variant suggestion #2: ICS01 relaxed: Every city must be no more than 4 tiles removed rom another of our cities. Diagonal steps count twice. This relaxes the restrictions, but still guarantees a lot of overlap and prevents us from rushing or efficiently border-grabbing. Variant suggestion #3: No restrictions, but still forcing ourselves to play a ICS style. My goal is to eventually do this on Deity, but maybe not quite yet. Roster Zherak_Khan (CET, GMT +1) stuge mystyfly ungy shyuhe r_rolo1 Regular SG rules apply. I am going to try to whip out the start and post a turn 0 screenshot eventually. I propose a strategy similar to ICS01, building a strong capitol with limited expansion while doing an Oracle->CoL. Q1: We want religions. We are going to want to get CoL and Theology first anyway, which are two religions, and seizing the early religions on Immortal can be tough. On the other hand, we need those religious techs somewhat fast anyway, so maybe we should try to get the benifit anyway. Q2: Our gameplan focuses on seizing AP, SM and UoS. Theology lightbulb with GPP from Oracle and a few priests? (First or second GP? We had second GP reasonably early in ICS01.) Divine Right lightbulb eventually? (We need at least one, maybe two shrines.) Else, we need to have a decent research towards paper (which was not a problem in ICS01) and a production powerhouse (to build those wonders). Q3: How tight city-grid? I advocate a just-as-tight as ICS01, i.e. as tight as possible, unless there are some peaks, deserts, or maybe just some resources we don't want to found atop of. This is all about the power of ICS, so no slipping back into no-overlap mode! Q4: General city layout: We want 1 Great People/Prophet Farm, very possibly the capitol. We want 1 Production powerhouse, very possibly the capitol, in part to build the three wonders, in part to settle GGs and build stuff we don't draft. (We can also chop wonders, if we have to.) We want 1 GlobeTheatre, for drafting purposes. We want a few, 2-5 Commerce cities, cottaged, to keep our economy going. These will in so far as possible be spared from drafting and whipping. The rest of our cities are pure ICS-cities. Thus, they need, more or less in order of preference: - Granary - Courthouse - SR Temple/Monastery - Barracks Cities with significant hammer output may also get a Forge. These cities should be regularly whipped and drafted. Improvements are pure farm and mine, unless low-food calls for windmills or similar. Civics: We seem to be moving towards Repr/Merc/Slav/Nationalism/Theocracy, but Spi means we get to switch around. The general idea is: - Expand and get triple-wonder-religious-economy going. - Get Rifling and Nationalism. - Draft and win.