I wanted to summarize the RBC4 Mesoamerica rules, including some clarifications and a minor change on captured units and the capital...
Variant Rules for RBC4
- Only 5 Cities, period, the capital plus four cities founded by settlers coming from the capital. No worked-tile overlap plz.
- Only the capital may pop-rush any buildings
- We may never give nor take gpt in any trade
- We must shift to a Blood Cult govt at some point (even if it's right at the end)
- Win condition: 7K culture win (+ double culture of next civ)
Style points / secondary win condition: 1K culture in EVERY city
- There are FIVE other tribes, so each must be designated as the sacrifice center for ONE other tribe. This occurs and is fixed when the first foreigner is sacrificed in a city - that city then can only sacrifice those from that same tribe. Note that a sacrificial altar with no blood spilt on it would be an abomination to the deities, so don't built an altar unless you have an enslaved foreign unit in hand, or are sure you will before the game ends or that tribe disappears!
- We don't like foreigners trampling in our lands at all. At some point when a full mil-unit roadblock is possible, set one up or plan to give defiant 'get out' orders.
- 'Bought' workers should be renamed and used for actual work, NOT sacrificied. Captured workers otoh must be sacrificed. Please limit early worker purchases to 1 per tribe. Later after you've gone to war with a tribe if they want to sell you more, that's fine.
(The change is that the capital may have a sac altar and sacrifice units of the "fifth" foreign tribe. I was smoking

in counting the opponents on my earlier post!)
Reminders about some key points from the civopedia, etc.:
- We'll have too few cities for a Forbidden Palace

- The best way to amass culture is to fight win enslavement UUs and capture as many as possible, sacrificing in city with sac altar
- Later on the Silent Hunter unit rules (5.3.2!), giving a decent but limited window of opportunity for the UU's to do their thing
- Jungle is like bonus grass: 2 food, 1 shield, and can be irrigated for +1f or mined for +1s, road in 3 turns for +1 comm. No death from disease in the jungle.
- Mountains are nice, +1 food, +1 shield, irrigate for +1 food, mine for +2 shields, road for +2 comm! Hills are normal except you can irrigate for +1food. Grass/plains/desert are normal. Rainforest and ocean are useless. Do NOT clear jungles!

- Resources are very different. Strategic ones are stone, rubber, llama, exoctic birds. Jade and tobacco are new lux. Cacao plant, maize and salt on the coast are new bonus resources. Note maize is +4 food!
- City improvemenst are different: tambo, ball court, sacrificial altar are quite nice. Some wonders are extremely nice.
- Suggestion: since the capital is best suited to getting culture by other means, it might want to choose the foreign tribe that is weakest (first likely eliminated) or furthest away, as the one it will sacrifice.
- Turn limit is 175 turns.
Charis