CTIV update:
CTIV-1 will be officially starting tonight.
CTIV-2 I should have the starting position posted on Saturday or Sunday, but I won't be starting the game until next Thursday as I want us to get our thoughts down as to what a truly Financial position means in game turns, what techs we have to go straight for, what improvements are required, etc.
I'm also bandying about some thought for CTIV-3 (won't start until after Christmas because rosters get thin about then). Here are some ideas, let me know what you think about them:
The Tech Slaves: As a group we decide on one tech we really want (doesn't matter which one) and we click on that one, and then shift-click on Future Tech, and we have to follow the path laid out for us. (Someone else mentioned this idea in another thread, I apologize for not remembering who) All victory conditions will be enabled, however, if we don't actually research the Future Tech it's a "loss" (in other words, Renaissance Era conquest is a no-no)
Miller Lite: Our workers can only build the mill improvements: Lumber, Wind, and Water. The only exception: we can build a farm/pasture/mine/plantation/etc to get a resource--but only if a city can't work the tile (i.e. outside its working radius but within cultural borders). Everything else is the same. I'm thinking a Cultural Civ for this game (since our city placement will be 'awkward' for lack of a better word).
I'll have some more ideas up in a bit.