Well, that's good because I'm not going to have bloody time to do it anyway.

. meldor finally responded in pm and said he'd be back saturday evening. Ill be moving saturday and early sunday so I'll start it up sunday evening. Everyone has until then to put their 2 cents worth in. Looks like its a normal old Babs space race setup. Any comments or suggestion for tweaks to the rules need to be in by sat night. Ive revised the rules just a bit, mainly because I had a couple test runs that looked completely hopeless w/o these options.
When we can declare war:
1) VS a civ that has a city boardering our capital, or is at least closest to our capital and touching boarders with our "core" we may declare war at any time IF it is being done as part of the core expansion. The first time we declare on a particular civ in this way, we may accept alliances from other civs IF we do it on the turn we declare. ROP's may be made IF they are made as a part of the alliance deal (so that the instant the alliance dies they die too). For this first war we may do whatever we want to that civ for 20 turns, afterwhich we must make peace. We should be prepared to take whatever cities we need from a civ in one war if at all possible (its allways been easily possible in my testing). Reason for this change is to allow for a little "pointy stick" research. In a couple of my tests we fell HOPELESSLY behind w/o this.
IF we have to declare war on a civ a second time for core expansion, we can NOT get alliances and MUST make peace as soon as they'll talk to us after we have reached our objective.
After we complete the Apollo Project and have discovered Fission we may declare war on a civ IF it is the only feasable way of obtaining a needed space ship part resource (Aluminum, Uranium or Rubber). Razing and colonizing is the prefered. If the only feasible way to get the resource is to capture a city, then we are alowed to. Those cities may build ONLY the following buildings and never any units: Temple OR Colosseum (to expand boarders for flip prevention or to bring the resource in range), walls, and Civil Defense.
And last, If appears we are HOPELESSLY behind on our ship, we may declare war on our leading rival for the purpose of razing the capital or denying aluminum or uranium. No alliances allowed, we have to do this on our own, and we have to make peace as soon as we have crippled their ship building ability.
MPP still allowed, but we may not attack enemy units on their territory if we declare via this triggering.
If war is delcared on us, we can still do our worst to whoever declares on us, and we may make alliances and rop's riders with anyone as long as its done the first turn after war is declared on us.
Scoring: THREE points for keeping our capital the #1 city in the world at all times after its temple is built.
One point for for each part we finish ahead of our closest rival (maximum 3 parts), only if we dont declare "spaceship sabotage" war on anyone.
TWO points for not having to declare war on anyone as a "spaceship sabotage".
One point for conducting all our wars "alliance free."
One point for avoiding all RB "dastardly" actions other than war declarations.
Only Mod element remaining will be the map size (90 x 90) with 7 civs. I will generate a map in the editor but will only look at the minimap (ill cover up most of the screen to prevent spoiler info as much as possible) to make sure we are on a real pangea with all civs on the same landmass. Since I won't know which start is ours or any real terrain info it should be negligable to none info wise. IF when I load it up we have a horrible starting spot, ill just rinse and repeat. All map settings will be "small map" except its actual size.
Turns will be 20 turns for the first round (you can take 10 if you want, but are allowed 20), 10 turns after that.
All other rules/settings remain as originally posted.
How's this sound?