eldar01: No Wonders? (or Research) No Problem! (Monarch)

eldar

ChiefTank
Joined
Apr 19, 2004
Messages
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Location
Mechanicsburg, PA
I've been itching to start an SG for a while, and finally came up with an idea.
So here it is:

S/W: C3C 1.22
Level: Monarch
Map: Standard, 7 opponents, everything else Random
Variant: No Wonders, No Research

Variant Rules:
1. We may never build a Great Wonder (we may, however, build Small Wonders to our little hearts' content). We may never OWN a Great Wonder - any cities with GWs in must be razed. In the extremely unlikely event that a city with a GW flips to us, we must rebuff the rebels.
2. Research at 0% at all times, we may never hire a scientist, and must immediately fire any assigned by the Governer.

This includes the UN, but all VCs will be on. If we can pull off a Diplo win with these conditions, so be it (and it'd be nice and impressive, too).

Roster (FULL):
eldar
jurimax
Bede
viper275
FreeTheSlaves
Admiral Kutzov

I've rolled 5 starts (see below), once we have a roster, we can pick one and get going.

Etiquette:
24 hour pick-up/skip notice, 48 hour play.
Automatic skip if there's no notice or sign of playing within the relevant time limit.

We'll use the standard LK etiquette/rules as well, unashamedly cribbed from the SG he's just kicked off:

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.

Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass.


Standard LK 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.
7) Once you post a skip notice it is irrevocable.
8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.
 
>>>SAVE<<<

eldar01_Celts.jpg
 
Hi eldar, I'd like to join if you don't mind.
I know my SG experience isn't that big, only 2 games (which are still going),
tmarcl1 and Jurimax 1.
Both are Monarch games I enjoy (in 1 I haven't even played :mischief: )
very much, I just have too much time on my hands so ...

Greetz Jurimax

PS both games can be found thru my sig
 
BTW, I like all the starts almost equally, except the German one (this could however be the most interesting).
And will we be allowed to build small wonders?

Greetz Jurimax
 
Yep, SWs are definitely allowed.
As for the starts: the Celt and Inca (if we can find fresh water with the Inca) look almost too easy: obvious Settler farms from the off.
The Zulu one, too much desert, too many mountains, despite the FP wheat.
The Japanese one looks interesting, though there is tundra about.
The German one, yeah, it sucks. Bet if you move to the river, there's a cow, though (not peeked!) ;)

Neil. :cool:
 
Count me in.

Like the Celts.

How about adding a No Research variant? Shouldn't make it any harder but would sharpen our trading skills.
 
Hmm... you're on :) We'll take the Celts then as the bare-chested ones make great pointy stick "scientists" ;) well into the MA.

[Edit] Also wondering if this should be advertised in Ision's 'Wonder Addiction' thread!

Neil. :cool:
 
I like the Celtic start, No Research has really helped me and no wonders should be interesting. I'll join.
 
No research :eek:
This will definitely be an experience to remember (for me that is ;) )

And indeed the Celts are famous for their pointy stick scientists :ninja:

Greetz Jurimax

BTW, welcome brother Bede [edit] and you too viper
 
Welcome on board, viper. That's 60% of the Emp trainer we have now, just as long as we don't get our bare-chested swordsmen and Elephants mixed up, we'll do okay :)

Neil. :cool:
 
What do you guys think about the barb fix? Will you use it for this game? (I normally play with it, but could do without)

Greetz Jurimax
 
I'm all for it. Besides, Barbs are Random... there may not be any!

Neil. :cool:
 
Hey! If that last slot is still not taken can I join the roster?

I am an Emperor/Demigod player & I like trading & war.
 
@Doc,
Your comment makes the whole game even more intiguing :lol:
 
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