I am happy to present Imperium Romanorum, a new feud-type IAAR! I have tried to simplify the mechanics to get back to a more GaP-esque game, while also adding a bit here and there to make my own contributions. We'll try to make it longer with this one! I have some giant spreadsheets that should help a lot with the updates, and I have streamlined everything else for ease of use. Without futher adieu let the game begin! Thank you civleader for great inspiration for this, and all my games. Thank you Yahzuk for the inspiration for the format of my ruleset. Thank you everyone else who has contributed (some named later, some not). I am lucky and unlucky to have found a mod that will allow me to play hotseat with mods enabled. Here are the mods I have used and a short description of them: Spoiler : City Plot Claim Range Extension (Increases the distance of plots that can be claimed by a city's culture from 5 tiles to 10. It does not add new rings of workable tiles) City-State Diplomace Mod (CSD) (Reduces the importance of Gifts of Gold to City-States, adds new diplomatic units that raise influence, along with buildings that increase and/or modify the units. Also changes the Patronage Tree a bit.) Costum Advanced Setup Screen (Allows for mods in hotseat. Thank you god for this mod) Food Economy - Tradable Bonus Resources (Food resources now tradeable, Food resources give +1 Food in each city with a granary) Goody Huts - No Maps (Removes barbarian camp location discovery as possible goody hut outcomes) Have Fun (Substitute for Firetuner) IGE (Substitute for Firetuner) Puppet Empire (Allows found of puppet cities) Satellites Reveal Map (Alters Satellites tech to reveal map (with fog) as in CivIV) Units - Population (Razed cities produce refugee units that can be settled in a city to increase population) When changes due to mods arise, I will be sure to point them out and explain them to my fullest ability. OPEN FOR BUSINESS!