- Joined
- Aug 15, 2001
- Messages
- 19,619
If my first open SG in a while goes well you can expect a few more games in the future.
This is inspired by GOTM#18 game played by Zwingli as a 2CC that he actually won!
World Size = Small
Pangea = 20%, wet, warm and 5 billion years.
Difficulty = Emperor
Barbarians = Sedentary.
# Civs = 5
NOT culturally linked, NO restarting players.
Variant Rules:
We may only every have 2 cities - period.
We can't accept cities in peace.
If we capture a city by accident, we must immediately disband it.
Remember 10 turns per round - Claim the game and then total 24 hours 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.
This is inspired by GOTM#18 game played by Zwingli as a 2CC that he actually won!
World Size = Small
Pangea = 20%, wet, warm and 5 billion years.
Difficulty = Emperor
Barbarians = Sedentary.
# Civs = 5
NOT culturally linked, NO restarting players.
Variant Rules:
We may only every have 2 cities - period.
We can't accept cities in peace.
If we capture a city by accident, we must immediately disband it.
Remember 10 turns per round - Claim the game and then total 24 hours 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.