- Joined
- Aug 15, 2001
- Messages
- 20,063
World Size = Standard
Pangaea, 40% water, warm, and 5 billion years.
Difficulty = Deity
Barbarians = None.
# Civs = 7
NOT culturally linked, NO restarting players.
Culture victory will be turned OFF.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch.
How this is a variant:
The science cost will be INCREASED 50%.
Expect a lot more 40-turn gambits.
However, expect us to have to fight long before the industrial age.
Experience required:
Previous deity win.
Signed up:
LKendter
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
Declaring War exploit: Using the declare war action to break trade deals including sending gpt / luxuries to another civ.
Demand leave territory exploit: Unless it is a clear sneak attack, you may not demand the AI leave your territory if it could stop you from sending gpt / luxuries to another civ.
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.
Demands 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.
Pangaea, 40% water, warm, and 5 billion years.
Difficulty = Deity
Barbarians = None.
# Civs = 7
NOT culturally linked, NO restarting players.
Culture victory will be turned OFF.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
We are playing with the 1.21 patch.
How this is a variant:
The science cost will be INCREASED 50%.
Expect a lot more 40-turn gambits.
However, expect us to have to fight long before the industrial age.
Experience required:
Previous deity win.
Signed up:
LKendter
The following tactics are PROHIBITED:
RoP Rape - if you have to ask...
RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.
Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.
False Peace Treaties (must wait for the 20 years to end).
Declaring War exploit: Using the declare war action to break trade deals including sending gpt / luxuries to another civ.
Demand leave territory exploit: Unless it is a clear sneak attack, you may not demand the AI leave your territory if it could stop you from sending gpt / luxuries to another civ.
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.
Demands 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.