Yes, yes. Here is the pre-game discussion thread for COTM43 and it's more than 2 hours to game time!
Here is some pre-discussion discussion.
I've wanted to do this civ for some time. Being a West coast guy I've taken a few trips to Hawaii, and have always been impressed with the Polynesians and their ability to travel over vast stretches of ocean. Well before 1000 BC (!) they started expanding from Papua New Guinea East to Fiji, Samoa and Tonga, and then continuing on around 300 BC, over thousands of miles of ocean, way North to Hawaii, East to Easter Island and South to New Zealand, and all areas in between. This is over 2 millenia before Columbus discovered America!
So, wanting to set up a Sid level game, pushes the game towards an Archipelago style game, so why not set up a Polynesia based civ?
Here is the COTM43 game info: (more discussion below)
Civilization: Polynesia
Rivals: 15 pre-selected.
Barbarians: Raging
Difficulty: SID
Land Form: Archipelago, 80% ocean, HUGE map.
Geology:3 billion years old, Wet and Warm.
AI Aggression: Normal
(appearance of civ may change, but terrain is set)
Conquest-Class Bonuses:
Open-Class Bonuses
OK, 1 Setter and 2 Spears.
Predator-Class Obstacles:
Yes, Sid level, and Huge map with 80% ocean archipelago. (Extreme Archipelago map!) Lot's of specks of land with stretches of ocean between.
Polynesia will be Sea-faring (duh!) and Agricultural. This matches the Netherlands, so I'm using their civ as a surrogate, but I may change the appearance a bit so the image may change. I still want to stay 'out of the box' capable, so there is limited changes I can implement.
To simulate the ocean going abilities of the Polynesians, you will be able to build Polynesian versions of the early ships that do not sink in Sea or Ocean. These will be special Curraghs, Galleys and Caravels (probably with Outrigger in the name!). In addition to allowing you free rein to scout out the oceans (and found wherever there is space), this will also eliminate the randomness due to using suicide Curraghs/Galleys, so please explore this big world and make your decisions accordingly.
2nd, it would be nice to trade goods over these distances, so there will be an additional Ancient Age technology called Polynesian Trade that allows trade over Sea and Ocean spaces. The AI will be inclined not to learn it, giving the player another early advantage.
About half of the AI will be 'normal' Sid level AI's with all the bonuses and abilities they 'normally' have. The remaining AI's will be minor tribes with some limitations; some will have a 'polynesian' flair or relation, and will have a 'benefit' to provide to the player, which will be 'revealed' in time.
There are some areas with intense barb activity to overcome (if you desire.) And a few open spaces for you to locate and use.
So you will get early ocean travel and trade to counteract the Sid level bonuses. Is it enough? I guess we'll find out!
Any questions?

I've wanted to do this civ for some time. Being a West coast guy I've taken a few trips to Hawaii, and have always been impressed with the Polynesians and their ability to travel over vast stretches of ocean. Well before 1000 BC (!) they started expanding from Papua New Guinea East to Fiji, Samoa and Tonga, and then continuing on around 300 BC, over thousands of miles of ocean, way North to Hawaii, East to Easter Island and South to New Zealand, and all areas in between. This is over 2 millenia before Columbus discovered America!
So, wanting to set up a Sid level game, pushes the game towards an Archipelago style game, so why not set up a Polynesia based civ?
COTM 43: Polynesia!
Here is the COTM43 game info: (more discussion below)
Civilization: Polynesia
Rivals: 15 pre-selected.
Barbarians: Raging
Difficulty: SID
Land Form: Archipelago, 80% ocean, HUGE map.
Geology:3 billion years old, Wet and Warm.
AI Aggression: Normal


(appearance of civ may change, but terrain is set)
Conquest-Class Bonuses:
You get 1 Settler, 2 Spears and a Curragh
Knowledge of Wheel
100 bonus Gold
An extra luxury resource on your starting land mass
Open-Class Bonuses
OK, 1 Setter and 2 Spears.
Predator-Class Obstacles:
Are these really necessary?
Yes, Sid level, and Huge map with 80% ocean archipelago. (Extreme Archipelago map!) Lot's of specks of land with stretches of ocean between.
Polynesia will be Sea-faring (duh!) and Agricultural. This matches the Netherlands, so I'm using their civ as a surrogate, but I may change the appearance a bit so the image may change. I still want to stay 'out of the box' capable, so there is limited changes I can implement.
To simulate the ocean going abilities of the Polynesians, you will be able to build Polynesian versions of the early ships that do not sink in Sea or Ocean. These will be special Curraghs, Galleys and Caravels (probably with Outrigger in the name!). In addition to allowing you free rein to scout out the oceans (and found wherever there is space), this will also eliminate the randomness due to using suicide Curraghs/Galleys, so please explore this big world and make your decisions accordingly.
2nd, it would be nice to trade goods over these distances, so there will be an additional Ancient Age technology called Polynesian Trade that allows trade over Sea and Ocean spaces. The AI will be inclined not to learn it, giving the player another early advantage.
About half of the AI will be 'normal' Sid level AI's with all the bonuses and abilities they 'normally' have. The remaining AI's will be minor tribes with some limitations; some will have a 'polynesian' flair or relation, and will have a 'benefit' to provide to the player, which will be 'revealed' in time.

So you will get early ocean travel and trade to counteract the Sid level bonuses. Is it enough? I guess we'll find out!
Any questions?