ToddMarshall
Maniac - Stellar Wingman
The One Built City Space Race Idea:
Civ: Babalon
Difficulty: Demigod
Map: Between Small and Medium (90 X 90)/Temperate/Flat/Pangea/ 20% land
Barbarians are Raging
Opponents 6 - The 6 Expansionist civs with no cheap cultural buildings (Zulu, Mongols, Americans, Hittites, Inca, Portugeese)
Varient Rules:
We may only build One city ever.
We may obtain up to 5 more cities maximum (with an exception noted below) and must propaganda/flip/capture them. They must be capable of joining boarders with one of our current cities on first boarder expansion (or upon fist boarder expansion by a recently captured city so we wouldn't have to sit arround 5 or so turns waiting to capture a city in rapid succession) which must be done asap by rushbuy or whip of a culture building, even if it isnt ordinarily a prudent thing to do (we are allowed to let it get 1 shiled in the box first to save the double price rushing), and the city may work no citizens until it has a trade route and joined boarders with the capital.
Once we take ownersip of a city, it is our city and may never be abandoned or replaced. If it is razed, then we just have to plug along with no more than 5 total cities the rest of the game. If it is captured, we must make every reasonable effort to recapture it.
I know this doesn't sound too tough, but the kicker is that we are going for space ship victory, with all but culture and domination enabled. (Yes, this means we have to build the UN.......)
Note: Space race now needs Robotics (and Uranium) for Stasis chamber
Also, to keep this from becoming a milking effort, we may only declare war under the following circumstances.
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. RoP can be obtained with neighbors for this if necesary (sailing arround seems kinda silly )
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. Again, vital RoP's allowed.
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 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".
Note: The sabotage production espionage mission would NOT void these points. Keep that in mind.
One point for conducting all our wars "alliance free."
One point for avoiding all RB "dastardly" actions other than war declarations.
Turns will be 20 turns for the first round (you can take 10 if you want, but are allowed 20), 10 turns after that.
Our cultural mindset is we just want to be left alone to live in peace and happyness in our little shangra-la, but these other civs keep crowding in on us. Finally, we can take it no more and sweep out a nice path arround our capital . Later on, even this isn't enough, so we seek refuge in space away from these barbarians.
Roster:
Maniac
Ridgelake
Charis
Matt_G
Meldor
Skyfish
I tried to slot people according to what I percieved to be their best "time window", though somehow I doubit I'll have guessed right on everyone.
Rules for this series are simply that we avoid any of the Realms Beyond listed exploits, and also avoid the Negative Science exploit and Multiple Demand exploit. I'm sure everyone signed up allready knows these and knows where to find them so I won't elaborate further
Game will be at a relaxed pace because of C3C induced SG overload on some of the crew and with the holiday season uppon us. 48 hours to "get it" and 96 hours to complete. (Thats almost a week in total there. If you need longer than that I encourage you to swap rather than ask for a skip (unless you really need a skip). Swaping is fine and dandy by me. I probably don't even NEED time rules with this group of battle hardened SG'ers, but.....
Civ: Babalon
Difficulty: Demigod
Map: Between Small and Medium (90 X 90)/Temperate/Flat/Pangea/ 20% land
Barbarians are Raging
Opponents 6 - The 6 Expansionist civs with no cheap cultural buildings (Zulu, Mongols, Americans, Hittites, Inca, Portugeese)
Varient Rules:
We may only build One city ever.
We may obtain up to 5 more cities maximum (with an exception noted below) and must propaganda/flip/capture them. They must be capable of joining boarders with one of our current cities on first boarder expansion (or upon fist boarder expansion by a recently captured city so we wouldn't have to sit arround 5 or so turns waiting to capture a city in rapid succession) which must be done asap by rushbuy or whip of a culture building, even if it isnt ordinarily a prudent thing to do (we are allowed to let it get 1 shiled in the box first to save the double price rushing), and the city may work no citizens until it has a trade route and joined boarders with the capital.
Once we take ownersip of a city, it is our city and may never be abandoned or replaced. If it is razed, then we just have to plug along with no more than 5 total cities the rest of the game. If it is captured, we must make every reasonable effort to recapture it.
I know this doesn't sound too tough, but the kicker is that we are going for space ship victory, with all but culture and domination enabled. (Yes, this means we have to build the UN.......)
Note: Space race now needs Robotics (and Uranium) for Stasis chamber
Also, to keep this from becoming a milking effort, we may only declare war under the following circumstances.
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. RoP can be obtained with neighbors for this if necesary (sailing arround seems kinda silly )
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. Again, vital RoP's allowed.
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 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".
Note: The sabotage production espionage mission would NOT void these points. Keep that in mind.
One point for conducting all our wars "alliance free."
One point for avoiding all RB "dastardly" actions other than war declarations.
Turns will be 20 turns for the first round (you can take 10 if you want, but are allowed 20), 10 turns after that.
Our cultural mindset is we just want to be left alone to live in peace and happyness in our little shangra-la, but these other civs keep crowding in on us. Finally, we can take it no more and sweep out a nice path arround our capital . Later on, even this isn't enough, so we seek refuge in space away from these barbarians.
Roster:
Maniac
Ridgelake
Charis
Matt_G
Meldor
Skyfish
I tried to slot people according to what I percieved to be their best "time window", though somehow I doubit I'll have guessed right on everyone.
Rules for this series are simply that we avoid any of the Realms Beyond listed exploits, and also avoid the Negative Science exploit and Multiple Demand exploit. I'm sure everyone signed up allready knows these and knows where to find them so I won't elaborate further
Game will be at a relaxed pace because of C3C induced SG overload on some of the crew and with the holiday season uppon us. 48 hours to "get it" and 96 hours to complete. (Thats almost a week in total there. If you need longer than that I encourage you to swap rather than ask for a skip (unless you really need a skip). Swaping is fine and dandy by me. I probably don't even NEED time rules with this group of battle hardened SG'ers, but.....