CTIV Planning Thread

The problem is, there is only one "line" in this list: if you choose Military Tradition you'll get Alphabet, Literature, Drama and Music as well. But that means also you won't get Animal husbandry which is 2nd tier tech.
 
Quick note on CTIV-2:

I'll probably start the thread tonight or tomorrow night, but I won't have a starting position/first 20 turns until this weekend.
 
I'm reposting the CTIV-3 ideas from earlier, plus adding a couple others:

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).

New ideas:

Anarchy International: REVOLUTION at the start of every player's turn (in Turn 1, not Turn 0). If there is something else to switch to, you must switch--in every category. No other variant rules. Will NOT be a Spiritual Civ.

Death from Above: Can not declare war on another Civ until Flight is researched. Before Flight, any wars must be fought defensively. After Flight, must declare war on every other civilization and remain in war until end of game. No land units/cities outside of our borders can be attacked by land troops unless hit by airpower first. Conquest will be only victory condition enabled.
 
Your ideas are absolutely crazy. Not that it's a bad thing...

I think we can make Miller Lite a little easier: How about: "Only build a non-mill improvement on any non-resource square that will not accept any mills." This opens up the cottage spam on flatlands, and farms on riverbends and freshwater lakeshores, though, so it might be too easy.

I hope the anarchy game is on a low difficulty. And give the players say, additional turns (e.g. 12 or 13 turns on Normal Speed) to make up for the anarchy.

Death from Above sounds interesting. I'll sign up when you get around to it.
 
I want to alert everyone of the following:

1) I tried a couple of Miller Lites, and it was stupefying. So that's dead.
2) Anarchy International and Tech Slaves, in retrospect, seems too confined for an SG so I've abandoned them
3) Death from Above will be CTIV-5 or -6, however, I won't be starting that one for a long while
4) There's still a slot in CTIV-4: Blind Leading the Blind :D

And finally, I'm officially allowing this thread to die. We've got enough people interested in SGs now that I don't think I need to pre-fill rosters, and since the next game might not appear for several months, it makes no sense having this thread. Thanks to those who participated, see you in the next CTIV! (Did I mention there's still a slot in CTIV-4?)
 
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