- Joined
- Aug 15, 2001
- Messages
- 20,006
LK51 - Emperor - World Map
World Size = Beyond Hugh
Difficulty = Emperor
Barbarians = (open to debate)
# Civs = 19 (including us)
Civilization = Up for debate
Culture victory will be turned OFF.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot
To make this one a bit harder then last - I propose a limitation of NO buying of workers. This will weaken our civ, and make the opposition a bit strong. In addition, we will have to spend more time building workers.
This game will start August 3 / 4 after my vacation.
I will have limited board access, but certainly no time to play any civ
For the civilization debate:
Previously played:
China (eastern Asia)
Germany (Europe)
(Both before I made any mods to Marla's map.)
Australia (need I say?)
Brazil (south America)
Songhai (western Africa)
Never played before:
North America
The following tactics are PROHIBITED:
NEW
RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. In addition, I feel this turns the game into a mathematic formula. Sorry, but I want cities built for resources, rivers, luxuries and to feel like a civilization that is expanding.
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.
World Size = Beyond Hugh
Difficulty = Emperor
Barbarians = (open to debate)
# Civs = 19 (including us)
Civilization = Up for debate
Culture victory will be turned OFF.
Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete.
Signed up:
LKendter
Open slot
Open slot
Open slot
Open slot
To make this one a bit harder then last - I propose a limitation of NO buying of workers. This will weaken our civ, and make the opposition a bit strong. In addition, we will have to spend more time building workers.
This game will start August 3 / 4 after my vacation.
I will have limited board access, but certainly no time to play any civ
For the civilization debate:
Previously played:
China (eastern Asia)
Germany (Europe)
(Both before I made any mods to Marla's map.)
Australia (need I say?)
Brazil (south America)
Songhai (western Africa)
Never played before:
North America
The following tactics are PROHIBITED:
NEW
RCP (Ring City Placement) - A new tactic that exploits a hole in the corruption calculation. 3 cities at the same distance from the FP / palace suffer the same amount of lower corruption. In addition, I feel this turns the game into a mathematic formula. Sorry, but I want cities built for resources, rivers, luxuries and to feel like a civilization that is expanding.
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.