Co-op da Whoop
This series is about two-player cooperative play against two-player AI teams. This is how I started and also how I played 90% of my first fifty games of Civ4, after Fleme talked me into starting up this damn-addictive game.
Lately we thought to share our weird game setups with the rest of the forum and while doing so hopefully give some insights for cooperative play, an aspect of Civ4 not very prevalent on these forums. These are the default settings for the series:
Speed: Marathon
Map size: Large
Rivals: 5x2 AIs in teams
Difficulty: Deity, or Immortal with a serious twist
Other: Choose Religions, Simultaneous Turns
So, I guess a series isn't a series without a bullpen. Mostly what we're looking for here is feedback, ideas and suggestions. We're open to all kinds of suggestions about leader combo, catchy name for that leader combo (important!
), map settings and team-flavored variant rules for Immortal games (though lately we have been biased towards "just win" Deity), among other things. Drop a comment!
Some format-specific things to keep in mind:
- Starting techs for the leader combo are something to consider, as the team's leaders' starting techs are combined
- Maps that discourage splitting up teams, like ones that allow global pre-Astro contact, are favored
- Having 12 Civs on a map size that has 9 as default usually makes them crowded
- Even though it's tempting, we probably do not want to reuse leaders (running low on CRE ones already
)
Games so far
#1 Perilgamesh (Pericles & Gilgamesh), Deity/Fractal
#2 Shancoln (Shaka & Lincoln), Immortal/Fractal
Variant rules: Shaka cannot build buildings that give
,
,
or modifieres for them, and Lincoln cannot build military units beyond a single unit per city.
#3 Mehmeryavarman II (Mehmed II & Suryavarman II), Deity/Pangaea
With a Hatshibal intro included.
#4 Dario I½ (Darius I & Joao II), Deity/Hemispheres/2 continents
#5 Ragnagawa (Ragnar & Tokugawa), Immortal/Pangaea
Variant rule: Cannot advance beyond the Medieval era.
Ongoing
This series is about two-player cooperative play against two-player AI teams. This is how I started and also how I played 90% of my first fifty games of Civ4, after Fleme talked me into starting up this damn-addictive game.

Speed: Marathon
Map size: Large
Rivals: 5x2 AIs in teams
Difficulty: Deity, or Immortal with a serious twist
Other: Choose Religions, Simultaneous Turns
So, I guess a series isn't a series without a bullpen. Mostly what we're looking for here is feedback, ideas and suggestions. We're open to all kinds of suggestions about leader combo, catchy name for that leader combo (important!

Some format-specific things to keep in mind:
- Starting techs for the leader combo are something to consider, as the team's leaders' starting techs are combined
- Maps that discourage splitting up teams, like ones that allow global pre-Astro contact, are favored
- Having 12 Civs on a map size that has 9 as default usually makes them crowded
- Even though it's tempting, we probably do not want to reuse leaders (running low on CRE ones already

Games so far
#1 Perilgamesh (Pericles & Gilgamesh), Deity/Fractal
Spoiler result :
A decent immediate starting position, which ended up having Joao starting 9 tiles away from Pericles' capital. Two dagger DoWs from Joao/Hannibal before 1500BC put a quick end to this game.
#2 Shancoln (Shaka & Lincoln), Immortal/Fractal
Variant rules: Shaka cannot build buildings that give



Spoiler result :
A large 2½ team starting continent was subjugated by Shaka's War Elephant push, while an overseas Genghis Khan/Joao team proceeded to research Liberalism in 170AD. A big Zulu showdown with Fighters and Paratroopers put an end to Genghis Khan and Joao's terror reign, while the Americans stayed home tilling the fields.
#3 Mehmeryavarman II (Mehmed II & Suryavarman II), Deity/Pangaea
With a Hatshibal intro included.
Spoiler result :
A tight-packed Pangaea with several warlike leaders, the neighboring pariahs Boudica/Churchill were conquered with some serious Elephant effort. The game ended in a very quick fashion after Cannons/Janissaries and later Rifles were introduced, even through a double (quadruple?) DoW from the two leading teams. Noteworthy for being a game where the Khmer UU was useful!
#4 Dario I½ (Darius I & Joao II), Deity/Hemispheres/2 continents
Spoiler result :
A ridiculous game that started with Fleme rushing a neighbor with Immortals while I practically died to barbarians (2nd city razed, capital whipped to a max city size of 1). A midgame lull enabled us to recoup and meet the monstrous 60 city Shaka/Pacal overseas conglomerate. The endgame was an insane nuclear slog from a serious tech disadvantage, with over 200 nukes launched and global warming reducing the earth to desert. Finally city razing and naval superiority enabled us to have one of the Shacal vassals break free, which combined with the nuclear devastation (reduced population for the opponents) got us a diplomation end for the game.
#5 Ragnagawa (Ragnar & Tokugawa), Immortal/Pangaea
Variant rule: Cannot advance beyond the Medieval era.
Ongoing