- Joined
- Aug 15, 2001
- Messages
- 20,063
World Size = Standard
Continents = 40%, wet, warm and 5 billion years.
Difficulty = Monarch
Barbarians = Roaming.
# Civs = 7
NOT culturally linked, NO restarting players.
We are lazy French.
Variant Rules:
We may never employ additional workers. Our people are to lazy to work the fields. Our initial worker is our only natural worker allowed to perform actions. The only reason we may build workers is to transfer population between cities. Those workers can't perform any action except to walk to the target city.
The only way we can obtain additional workers is to let the foreigners get their hands dirty. This means buying workers, and capturing workers via war.
We must be fanatics about worker actions, as we have so few compared to the AI
Forget clearing jungles, and mining mountains. We simply won't have the labor. Do expect critical comments if I find workers working outside of our city radius.
This is the newest patch - 1.21. I have no clue when they will finally give non-USA players 1.21, but I can't stay out of date forever.
Multiple emperor wins are mandatory, as this is WAY HARDER then typical Monarch.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
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.
Continents = 40%, wet, warm and 5 billion years.
Difficulty = Monarch
Barbarians = Roaming.
# Civs = 7
NOT culturally linked, NO restarting players.
We are lazy French.
Variant Rules:
We may never employ additional workers. Our people are to lazy to work the fields. Our initial worker is our only natural worker allowed to perform actions. The only reason we may build workers is to transfer population between cities. Those workers can't perform any action except to walk to the target city.
The only way we can obtain additional workers is to let the foreigners get their hands dirty. This means buying workers, and capturing workers via war.
We must be fanatics about worker actions, as we have so few compared to the AI
Forget clearing jungles, and mining mountains. We simply won't have the labor. Do expect critical comments if I find workers working outside of our city radius.
This is the newest patch - 1.21. I have no clue when they will finally give non-USA players 1.21, but I can't stay out of date forever.
Multiple emperor wins are mandatory, as this is WAY HARDER then typical Monarch.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse (irrigating all tiles with a city building wonders, denying resources with a RoP, etc.)
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave
False Peace Treaties (must wait for the 20 years to end)
Declaring War to break trade deals including actions like the Demand exploit to force a war, or demanding to leave territory.
False Alliances (ally with several people vs. a civ then peace with that civ), and other actions that completely abuse the AI limited diplomacy ability.
Spy exploit - If you fail to plant a spy, you CAN'T try again. The exploit is: you can infinitely plant a spy until the Civ declares war.
Demand exploit - You may make ONE demand a turn per civ. The exploit is: you can demand to the end of time, and guaranteed to get a civ furious and almost to war.
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.