Fergei
Prince
- Joined
- Mar 31, 2020
- Messages
- 412
Reasons for this ruleset
With the competitive multiplayer scene the focus is understandably on units, combat and quick games of around 60 to 100 turns. Most victory conditions are not achievable / enabled. To reiterate, this makes perfect sense and no criticism is implied.
Many of the non-combat elements of the game are not particularly viable options. With a game limited to under 70 turns, there can be questionable value in spending a large proportion of that time making a building (rather than a unit). Plus, the focus on units can lead to longer turn timers (given that turn timers are based on a ‘per unit’ and ‘per city’ basis). AI is also understandably not incorporated (as they cannot handle 1 or 2 city elimination settings) and the main known bugs with multiplayer (i.e. defensive bombard and lack of war weariness) are mitigated to varying extents, if at all and are considered features of multiplayer play.
The Quick Civ mod that comes with the game is not considered to offer particularly viable strategic options beyond pumping out loads of units and crushing your rivals.
Types of games that this ruleset generates
The intention is to create settings where the AI can be incorporated (if there are insufficient players) and where games will, on average, typically have the following traits:
- successful warfare is still the optimum option – eliminate a rival, free up their land and settle it = challenging for a domination victory
- however, players may take into account their starting position and play style potentially elect to aim for a domination or culture victory
- a victory condition may be achieved significantly before the last turn if rival Civs do not take sufficient steps to prevent it
- players cannot simply rely on military superiority alone. They must keep track of their rivals and take steps to ensure a rival does not achieve a different victory condition.
- players must dedicate some resources to teching. They cannot rely purely on tech trading therefore just churning out early game units may not be viable
- smaller empires & militaries, so quicker turn timers (on average)
- increased potential for aggressive city placement to grab every square inch of land for a domination victory (including aggressive city placement to try and culture flip a rival city)
- Looser city placement (i.e. not Infinite City Sprawl) is buffed due to the domination victory conditions and the requirement for territory.
- Culture is buffed due to the domination victory conditions and the requirement for territory.
- Cultural and commercial buildings become more viable options compared to units
- AI not racing out to a lead, but presenting a stronger challenge after the ancient era
- AI and lower level players have a credible potential to achieve both a domination and one city culture victory
Settings posted in an example earth map (tiny) - credit to Parkin Creations for the map
With the competitive multiplayer scene the focus is understandably on units, combat and quick games of around 60 to 100 turns. Most victory conditions are not achievable / enabled. To reiterate, this makes perfect sense and no criticism is implied.
Many of the non-combat elements of the game are not particularly viable options. With a game limited to under 70 turns, there can be questionable value in spending a large proportion of that time making a building (rather than a unit). Plus, the focus on units can lead to longer turn timers (given that turn timers are based on a ‘per unit’ and ‘per city’ basis). AI is also understandably not incorporated (as they cannot handle 1 or 2 city elimination settings) and the main known bugs with multiplayer (i.e. defensive bombard and lack of war weariness) are mitigated to varying extents, if at all and are considered features of multiplayer play.
The Quick Civ mod that comes with the game is not considered to offer particularly viable strategic options beyond pumping out loads of units and crushing your rivals.
Types of games that this ruleset generates
The intention is to create settings where the AI can be incorporated (if there are insufficient players) and where games will, on average, typically have the following traits:
- successful warfare is still the optimum option – eliminate a rival, free up their land and settle it = challenging for a domination victory
- however, players may take into account their starting position and play style potentially elect to aim for a domination or culture victory
- a victory condition may be achieved significantly before the last turn if rival Civs do not take sufficient steps to prevent it
- players cannot simply rely on military superiority alone. They must keep track of their rivals and take steps to ensure a rival does not achieve a different victory condition.
- players must dedicate some resources to teching. They cannot rely purely on tech trading therefore just churning out early game units may not be viable
- smaller empires & militaries, so quicker turn timers (on average)
- increased potential for aggressive city placement to grab every square inch of land for a domination victory (including aggressive city placement to try and culture flip a rival city)
- Looser city placement (i.e. not Infinite City Sprawl) is buffed due to the domination victory conditions and the requirement for territory.
- Culture is buffed due to the domination victory conditions and the requirement for territory.
- Cultural and commercial buildings become more viable options compared to units
- AI not racing out to a lead, but presenting a stronger challenge after the ancient era
- AI and lower level players have a credible potential to achieve both a domination and one city culture victory
Settings posted in an example earth map (tiny) - credit to Parkin Creations for the map
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