Settings: K-Mod v1.46, No Tech Trading, Immortal, Continents, Large world size, Cold climate, Medium sea level, Normal speed, role-playing rules (see below).
Disabling tech trading robs the human player of unfair advantages over the role-playing AI. The tech trading mechanics is so powerful and exploitable that it is often (practically always?) disabled in multiplayer games.
Rules that prevent exploitation and abuse of questionable game rules and AI weaknesses:
1. No first tech deselecting: once you select a tech after founding the capital, don't clear the selection. [Rationale: This trick looks like a bug that the game should prevent. I think the AI does not do it, so this is an unintuitive and unfair human advantage.]
2. No deliberate GPT subsidizing (with subsequent cancellation) of the AI to get more GPT for resources.
3. No "liberating" cities just to please the AI or cripple their economy or to get better espionage multipliers. Don't found cities with the intention to liberate or gift them. The exception is colonies: you may found cities and then establish a colony. You may liberate conquered cities or cities founded with the intention to keep, but unexpectedly overwhelmed by foreign culture.
4. No pillaging of neutral territory. [Rationale: The AI doesn't do it, so this is an unfair human advantage. During a war between two AIs, when a city is captured and is revolting, the AI should strongly object to neutral human player's pillaging of its countryside.]
Peacemaker rules:
1. Human player may wage only just wars. Declaring a war against A is just if the two conditions below are met:
3. Aggressive actions against non-offending civilizations are forbidden. A civilization is considered offending if the human player is currently at war with it or can declare a just war on it. The list of aggressive actions:
5. Don't gift military units to offending civilizations.
6. Human player may not build Manhattan Project.
7. If Nuclear Non-Proliferation Treaty resolution comes up, human player must vote for it.
8. If human player is the Secretary General and there are no other resolutions that are useful to the player to be voted on, the Nuclear Non-Proliferation Treaty resolution must be put forward unless it has already been passed. If the Nuclear Non-Proliferation Treaty resolution has already been passed, human player may not put it forward again because there is a risk of repeal.
9. No first use of nuclear weapons. Conditions for using nuclear weapons against another civilization are similar to the just war conditions with nuclear strike substituted for war declaration. That is, human player may only launch nukes on A if A nuked a non-nuke-offending B and A is still at war with B. Note: launching a nuke does not make a civilization eligible for aggressive actions (see above) and does not justify a war against it; launching a nuke impacts only nuclear counterstrike justification.
I've won one Emperor game constrained by the rules above. But this Immortal game proved to be so challenging that I lost miserably. I am curious if more experienced players can beat it and if yes, then how. Hopefully not by ruthlessly abusing some game or AI flaw that I missed in the rules above
Disabling tech trading robs the human player of unfair advantages over the role-playing AI. The tech trading mechanics is so powerful and exploitable that it is often (practically always?) disabled in multiplayer games.
Rules that prevent exploitation and abuse of questionable game rules and AI weaknesses:
1. No first tech deselecting: once you select a tech after founding the capital, don't clear the selection. [Rationale: This trick looks like a bug that the game should prevent. I think the AI does not do it, so this is an unintuitive and unfair human advantage.]
2. No deliberate GPT subsidizing (with subsequent cancellation) of the AI to get more GPT for resources.
3. No "liberating" cities just to please the AI or cripple their economy or to get better espionage multipliers. Don't found cities with the intention to liberate or gift them. The exception is colonies: you may found cities and then establish a colony. You may liberate conquered cities or cities founded with the intention to keep, but unexpectedly overwhelmed by foreign culture.
4. No pillaging of neutral territory. [Rationale: The AI doesn't do it, so this is an unfair human advantage. During a war between two AIs, when a city is captured and is revolting, the AI should strongly object to neutral human player's pillaging of its countryside.]
Peacemaker rules:
1. Human player may wage only just wars. Declaring a war against A is just if the two conditions below are met:
a) A declared war on B and this war is still ongoing;
b) at the moment of the war declaration in condition (a), B was not fighting a war it declared on another civilization. [That is, A could not be considering B an aggressor and declaring war to defend another civilization.]
Notes:b) at the moment of the war declaration in condition (a), B was not fighting a war it declared on another civilization. [That is, A could not be considering B an aggressor and declaring war to defend another civilization.]
1) Human player is under no obligation to declare any war, even if it is clearly just.
2) Human player must be certain of condition (b) to declare a just war, i.e. meet all players or prove isolation from unmet players before declaring a war.
3) Once in a state of war (justly declared by human or declared by the AI on human), human player is under no obligation to make peace at any particular time.
4) Human player must not consider declaring a war on a vassal. Human player may declare a just war on A, even if it would be unjust to A's vassals.
2. Human player may not raze cities. Exceptions: auto-razing recently founded cities is allowed when the game does not present the player with a choice; Barbarian cities may be razed.2) Human player must be certain of condition (b) to declare a just war, i.e. meet all players or prove isolation from unmet players before declaring a war.
3) Once in a state of war (justly declared by human or declared by the AI on human), human player is under no obligation to make peace at any particular time.
4) Human player must not consider declaring a war on a vassal. Human player may declare a just war on A, even if it would be unjust to A's vassals.
3. Aggressive actions against non-offending civilizations are forbidden. A civilization is considered offending if the human player is currently at war with it or can declare a just war on it. The list of aggressive actions:
a) Aggressive espionage. There are only 3 non-aggressive espionage missions: Spread Culture, Steal Technology, Perform Counterespionage.
b) Trade embargo: a third-party request must be declined and a diplomatic resolution must be defied.
c) Asking others to stop trading or declare war or putting forth a resolution to that effect.
d) Demanding tribute.
4. In addition to rule 3 (c), human player X may not ask others to stop trading or declare war on civilization A currently at war with X if A would not be considered offending by others (i.e. if A declared on the human player X while X fought self-declared just war on yet another civilization B). Human player may not put forward a diplomatic resolution to that effect either. If another civilization puts forward such a resolution, human player may not vote Yes; however both No and Defy are acceptable votes.b) Trade embargo: a third-party request must be declined and a diplomatic resolution must be defied.
c) Asking others to stop trading or declare war or putting forth a resolution to that effect.
d) Demanding tribute.
5. Don't gift military units to offending civilizations.
6. Human player may not build Manhattan Project.
7. If Nuclear Non-Proliferation Treaty resolution comes up, human player must vote for it.
8. If human player is the Secretary General and there are no other resolutions that are useful to the player to be voted on, the Nuclear Non-Proliferation Treaty resolution must be put forward unless it has already been passed. If the Nuclear Non-Proliferation Treaty resolution has already been passed, human player may not put it forward again because there is a risk of repeal.
9. No first use of nuclear weapons. Conditions for using nuclear weapons against another civilization are similar to the just war conditions with nuclear strike substituted for war declaration. That is, human player may only launch nukes on A if A nuked a non-nuke-offending B and A is still at war with B. Note: launching a nuke does not make a civilization eligible for aggressive actions (see above) and does not justify a war against it; launching a nuke impacts only nuclear counterstrike justification.

I've won one Emperor game constrained by the rules above. But this Immortal game proved to be so challenging that I lost miserably. I am curious if more experienced players can beat it and if yes, then how. Hopefully not by ruthlessly abusing some game or AI flaw that I missed in the rules above

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