Aggie
Deity
Our previous 5CC was a great success. We were able to get rid of the other tribes after a very difficult start. But we agreed that the lethal bombers were too powerful. This -believe it or not- made the end a bit too easy. That is why we are going to up the difficulty:
-No bombers
-No armies
-A civ without a relatively normal UU (unlike the Sipahi of the Ottomans)
Map: standard, pangaea, 70% water, random conditions
Civ: to be discussed
Opponents: 7 random, normal aggression, sedentary barbs
Victory conditions: all enabled, our aim is conquest. Respawn and culture-linked starts are off.
Our definition of a 5CC is that AT NO POINT may we ever have more than five cities. We CANNOT have extra cities midway through a turn. If we wish to take an opponent's city, we must abandon one of our own BEFORE taking another.
ROSTER (edit: June 24th, 8.00 AM CET)
gozpel
Aggie
LKendter
Hotrod0823
microbe
CarlosMM
microbe or Greebley will take the last spot.
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. Gozpel will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.
Please state your opinion on what civ to use. Participants should be deity-competent, as this will be a very challenging game. We will also need plenty of discussion on gameplan, especially regarding early offensive war on deity.
BANNED TACTICS
These are the exploits that I want to avoid in the game:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.
-No bombers
-No armies
-A civ without a relatively normal UU (unlike the Sipahi of the Ottomans)
Map: standard, pangaea, 70% water, random conditions
Civ: to be discussed
Opponents: 7 random, normal aggression, sedentary barbs
Victory conditions: all enabled, our aim is conquest. Respawn and culture-linked starts are off.
Our definition of a 5CC is that AT NO POINT may we ever have more than five cities. We CANNOT have extra cities midway through a turn. If we wish to take an opponent's city, we must abandon one of our own BEFORE taking another.
ROSTER (edit: June 24th, 8.00 AM CET)
gozpel
Aggie
LKendter
Hotrod0823
microbe
CarlosMM
microbe or Greebley will take the last spot.
24hrs to post a "got it" notice, and up to 48hrs after that to finish and post your turns. Gozpel will start with 25 turns. Next up can take 15/20 turns, and the next leader 10/15, then 10 each turn after that.
Please state your opinion on what civ to use. Participants should be deity-competent, as this will be a very challenging game. We will also need plenty of discussion on gameplan, especially regarding early offensive war on deity.
BANNED TACTICS
These are the exploits that I want to avoid in the game:
"Phony Peace Treaty": Making Peace Treaties without having the intention to stay at peace, just to get cheap techs or money.
"Palace Jump"; Jumping the palace by disbanding the capital. Rushing a palace or building it brick by brick is OK.
"RoP Rape": Using Right of Passage to move whole armies into attack position.
"Throwaway Cities": It is possible to go everywhere by settling, moving a setter one tile further in, abandoning the old city, founding a new one, etc...etc... A city shouldn't be abandoned in the same turn as it is settled.
"Resource Piracy": Sitting on resources or deny a civ access to a tile inside the borders of the rival while at peace.
"Seed Corn": It is not allowed to buy the LAST TWO workers from the AI before 1000 BC.
"Negative cash research": The penalty of negative cash is only one unit/improvement. So there are cases where this can be worthwile. Science spending must be lowered when the cash would go below zero.
OTHERS:
Things that I didn't name but are in the spirit of what I mention above I would like to have discussed.