I am really questioning the standard deity model of buying techs. I won't bore you with all of the details beyond a simple example: In LK79 we can research a tech for $680, but can't buy it for $815. I want to try a game with what I think may be a better tech model. Difficulty = Deity Civilization = Carthage Pangaea, 60%, warm, wet, 5 million No barbs World Size = Standard Signed up: LKendter Open slot Open slot Open slot Open slot Remember 10 turns per round - STRICT 24 hours got it, total 48 to complete. Variant rules: Variant rules: 1) We must self-research at maximum positive cash flow. We are still allowed to turn down research the last turn. 2) We may not research at negative if that will leave us less then $100 in cash. 3) We may not build the GL. We must raze the GL city. The raze rule expires when we own education. 4) We may shut of research temporarily with the ToE if NO mandatory techs can be completed before the ToE is done. 5) Minimum research is not allowed. 6) We may only buy techs from the AI if the cash we pay is 50% or less of the self-research cost. The remaining 50% can be from techs we own, luxuries, resources or peace treaty. This amount is the raw dollar amount. If research is a total of $80, then buying is a total of $40 max. To check the value of a tech is easy. If 12 beakers give writing in 23 turns, then the estimated cost is $276. 7) We can't trade away our only resource / luxury to get techs. 8) Research is prohibited on optional techs except the following specific techs: Literature, Republic, Military Tradition, Nationalism, and Sanitation. 9) When in doubt remember the goal - to test if self-research is really that bad at deity. Signup requirements: A previous win at deity. This will be harder then average deity. =========================================== 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). 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. Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit. Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect. Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace. Mass troop jumping - You can't give away a give a city to transport a large amount of troops to another land mass. Standard LK house rules: 1) Worker automation of any kind is prohibited. 2) No worker purchases during the first 50 turns to avoid civ crippling. 3) Declaring war / demanding leave solely for the purpose of getting out of trade deals. This includes nonsense spying simply to force a war. Stealing techs is fine. 4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design. 5) Our trading reputation is golden - please respect it. 6) Complete your turn. It is frustrating to get a 1/2 completed turn. 7) Once you post a skip notice it is irrevocable. 8) If I skip a player to due a missed got it, or over due turn the turn is invalid if the next player has posted a got it.