LotR7 is about to start....but RBP11b finished, too, so I've got an open slot...for a fun game.
LotR8 will be a bit of a diversion from the difficult last few games in the series. I've tentatively titled it "Schizophrenic Fun" or something of that nature.
I'm looking for comments in this thread, so I can start it either later this week or next week.
Difficulty: Monarch (or Regent)
Civ: Up for discussion
Map size: Large
Opponents: Max #
Map type: All random
Variant:
I can't tell if we're one schizophrenic leader/family or if we're mimicking some of the difficulties in transition in power, or if we're part of some mad monkey cult.
Each player plays 3d6 (3-18, determined by rolling 3 dice) turns, under a variant set of rules, through 1000 AD. At 1000 AD, each player only gets 2d6 turns.
The variant is determined by rolling two six-sided dice, taking their product, and consulting this table....
Reports are encouraged to be "in character" as much as possible, and actions are, too.
To keep things honest, each player is only allowed ONE veto stamp per turn. When you get the game, you are only allowed to change the build order in ONE city. And you can't just wait and change it later. If the previous owner started the Colossus, you keep building the Colossus (exception, when a wonder is built, the city building that wonder may be freely cascaded by player's choice). Unless, of course, the variant rule says otherwise.
===========================================
To discuss:
- Who wants to play?
- Better/different monkey rules? I like this list quite a bit and spent some time on it, but I'm always willing to see suggestions....
- Religious civ? Random? All the revolutions could be rough if we're not religious, but ..... Well, winning is not high on my priority list for this game.
- Anything else?
Arathorn
LotR8 will be a bit of a diversion from the difficult last few games in the series. I've tentatively titled it "Schizophrenic Fun" or something of that nature.
I'm looking for comments in this thread, so I can start it either later this week or next week.
Difficulty: Monarch (or Regent)
Civ: Up for discussion
Map size: Large
Opponents: Max #
Map type: All random
Variant:
I can't tell if we're one schizophrenic leader/family or if we're mimicking some of the difficulties in transition in power, or if we're part of some mad monkey cult.
Each player plays 3d6 (3-18, determined by rolling 3 dice) turns, under a variant set of rules, through 1000 AD. At 1000 AD, each player only gets 2d6 turns.
The variant is determined by rolling two six-sided dice, taking their product, and consulting this table....
Code:
1 Zealot must declare war on everyone and stay at war with
them all your entire turn
2 Robin Hood must give away one of our cities to the lowest-
scoring surviving civ
3 Oaf tactless mode, which means no initiating diplomacy and
no counter-offers if the AI offers you something
4 Anti-plutocrat must end each of your turns with less than 10
gold in the treasury
5 Trade Baron all luxes/resources that we can acquire/sell
must be bought/sold from every other civ (e.g. if we have
spare iron and the Zulus are the only civ which doesnt, we
must sell them iron. If they cant afford it, we have to give it
to them. Similarly, if somebody has spices for sale, a Trade
Baron must do everything in his/her power to purchase those
spices.)
6 Hawk each city completing a non-military build (anything but
military unit or barracks) must build something military (unit or
barracks)
8 Sentimentalist NO spending on science and no scientists
(long for the good old days)
9 Regent in Power player must "skip" 1-6 turns before
beginning play. Skipping turns means shift-enter to move no
units and accepting default builds and pop-ups.
10 Revolutionary must revolt at beginning of turns, even if the
final government is the same as the in-coming government
12 Builder each city completing unit of any type must next
start a building
15 Egotist all available wonders (minor or major) must be
started by a city, if possible
16 Suffragist all slaves must be disbanded, joined to cities, or
returned to their native civ
18 Peoples Choice the government must be as free as
possible, so democracy, republic, communism, monarchy,
despotism in descending order. If the government is less free
than is possible, a revolt occurs and a new form of
government must be established
20 Tyrant personal power is important. Government must be
communism, monarchy, or despotism, selected in that order
24 Hippie peace must be made with all civilizations as soon as
possible, even if it means paying for it
25 Science Freak science must run as high as possible
without going into negative balance (no exploiting)
30 Insecure every in-coming city build order must change.
Lux and science slider must change. Any on-going deals that
can be cancelled must be cancelled. All worker actions (or as
many as can be reasonably found) must be changed.
36 Overloaded roll twice and do both, ignoring this roll if re-
rolled. If the roles contradict (e.g. Science Freak and
Sentimentalist, re-roll the second until something possible
occurs)
Reports are encouraged to be "in character" as much as possible, and actions are, too.
To keep things honest, each player is only allowed ONE veto stamp per turn. When you get the game, you are only allowed to change the build order in ONE city. And you can't just wait and change it later. If the previous owner started the Colossus, you keep building the Colossus (exception, when a wonder is built, the city building that wonder may be freely cascaded by player's choice). Unless, of course, the variant rule says otherwise.
===========================================
To discuss:
- Who wants to play?
- Better/different monkey rules? I like this list quite a bit and spent some time on it, but I'm always willing to see suggestions....
- Religious civ? Random? All the revolutions could be rough if we're not religious, but ..... Well, winning is not high on my priority list for this game.
- Anything else?
Arathorn