Erik Mesoy
Core Tester / Intern
After fatal game drops in EM 1 through 4, EM5 managed a solid Domination victory with help from a great team. The curse is broken, and this game bases itself on that idea.
Civ: America. Land of superstition, horrorscopes*, UFOs**, the inventors of Voodoo***, etc. Rel/Exp for this game. Our mission is to leave superstitions and curses behind us as we journey to the stars.
If a city founded by us flips to someone else, it is regarded as a Cursed site. During the (shortest of) the next 100 years/5 turns, we may not move troops within its 9 square radius (so no recapturing), or demand it as part of a peace treaty.
If we capture or demand it after that period, it is cursed and may not build cultural improvements except a Temple.
If it flips back, the city is to be treated with respect (no whipping) and must concentrate on cultural improvements.
If a city founded by someone else flips to us, it is a sign of favor from the RNG. Name it RNG Shrine #, and no non-cultural building may be started there while a cultural improvement is available.
If one of these cities then flips back, it is so cursed that we fear its curse and may never own it again.
Exception: The civ owning the city is wiped out by another civ. In this case, read the rules for our-city-flips-to-someone-else.
Ancient Curse: If a Scout is slain by a Barb within 2 squares of a camp (if fog, assume a camp), we may not scout near that area again during the Ancient Age.
Medieval Curse: We must stay in Monarchy throughout the Middle Ages. The King is a holy person and can cleanse places, cast out demons, break curses etc etc. (no in-game King though.)
Industrial Curse: This new energy source known as "Coal" is causing pollution. Our superstitious people, however, believe that Pollution is dealt by foul spirits contained in it- why else would coal be black? As such, they try to keep it away from society.
Coal must be pillaged entirely on any turn where we discover a new tech. Feel free to have a worker gang ready to hook it up again, though
.
Modern Age: The Age of Reason. Science has at last triumphed, and practitioners of the occult are restricted to their own homes and the asylums. No special rules.
Short: Cities flipping to us are to be revered. Cities flipping away are cursed. Spaceship victory is our target.
America, normal world, Civ3 1.29f.
Opponents: Babs, Egypt, Iros, Japan, Aztecs, India, Random.
I am hoping for feedback before I start, especially from the RBD crew. There are probably some loopholes and uncovered areas.
*In my book, basing your actions on horoscopes and basing your friends on that is in the same area as discriminating on race/age/sex etc.
**Funny. In old days, people saw trolls, werewolves, bogiemen, nisser, nøkken, draugen, these days they see UFOs. Coincidence?
***Voodoo never existed the way a lot of folks fear it. Vodun was a quasi-religion, then Hollywood took that, stretched it double thin, added B-movie horrors such as Zombies, and called it all Voodoo.
Civ: America. Land of superstition, horrorscopes*, UFOs**, the inventors of Voodoo***, etc. Rel/Exp for this game. Our mission is to leave superstitions and curses behind us as we journey to the stars.
If a city founded by us flips to someone else, it is regarded as a Cursed site. During the (shortest of) the next 100 years/5 turns, we may not move troops within its 9 square radius (so no recapturing), or demand it as part of a peace treaty.
If we capture or demand it after that period, it is cursed and may not build cultural improvements except a Temple.
If it flips back, the city is to be treated with respect (no whipping) and must concentrate on cultural improvements.
If a city founded by someone else flips to us, it is a sign of favor from the RNG. Name it RNG Shrine #, and no non-cultural building may be started there while a cultural improvement is available.
If one of these cities then flips back, it is so cursed that we fear its curse and may never own it again.
Exception: The civ owning the city is wiped out by another civ. In this case, read the rules for our-city-flips-to-someone-else.
Ancient Curse: If a Scout is slain by a Barb within 2 squares of a camp (if fog, assume a camp), we may not scout near that area again during the Ancient Age.
Medieval Curse: We must stay in Monarchy throughout the Middle Ages. The King is a holy person and can cleanse places, cast out demons, break curses etc etc. (no in-game King though.)
Industrial Curse: This new energy source known as "Coal" is causing pollution. Our superstitious people, however, believe that Pollution is dealt by foul spirits contained in it- why else would coal be black? As such, they try to keep it away from society.
Coal must be pillaged entirely on any turn where we discover a new tech. Feel free to have a worker gang ready to hook it up again, though

Modern Age: The Age of Reason. Science has at last triumphed, and practitioners of the occult are restricted to their own homes and the asylums. No special rules.
Short: Cities flipping to us are to be revered. Cities flipping away are cursed. Spaceship victory is our target.
America, normal world, Civ3 1.29f.
Opponents: Babs, Egypt, Iros, Japan, Aztecs, India, Random.
I am hoping for feedback before I start, especially from the RBD crew. There are probably some loopholes and uncovered areas.
*In my book, basing your actions on horoscopes and basing your friends on that is in the same area as discriminating on race/age/sex etc.
**Funny. In old days, people saw trolls, werewolves, bogiemen, nisser, nøkken, draugen, these days they see UFOs. Coincidence?
***Voodoo never existed the way a lot of folks fear it. Vodun was a quasi-religion, then Hollywood took that, stretched it double thin, added B-movie horrors such as Zombies, and called it all Voodoo.