Charis
Realms Beyond
EDIT- Original Title was "Cretan Army Variant" -- it's been modified to Cretan No Culture Challenge. To cut to the chase, for new rules and start of game see the post on pg 3:
http://forums.civfanatics.com/showthread.php?s=&postid=206065#post206065
Roster is currently closed except for a few we're waiting to hear back from. -- Charis
-----
A New Variant Succession Game, from Charis and the Folks at RBD...
"At that time, Minos, King of Crete, controlled many of the islands in the seas around
Greece, and was such a powerful ruler that the Athenians sent him tribute every year.
There are many bull stories about Crete. Zeus, in the shape of a bull, had carried Minos'
mother Europa to Crete, and the Cretans were fond of the sport of bull-leaping, in which
contestants grabbed the horns of a bull and were thrown over its back.
When Hercules got to Crete, he easily wrestled the bull to the ground and drove it back
to King Eurystheus. Eurystheus let the bull go free. It wandered around Greece,
terrorizing the people, and ended up in Marathon, a city near Athens."
http://www.perseus.tufts.edu/Herakles/bull.html
The Cretans (the Minoans of Crete actually) were a misunderstood and maligned
people. They were viewed as crass and utterly lacking in culture. In reality,
they were quite a rich people, just not in ways that other civilizations viewed
as cultural. They saw no need for temples, libraries and such, and preferred cities
which were smaller and numerous. This bitterness with the world led them to undertake
a highly martial form of life, focusing on the glory of the Army and Military Tradition.
Civ: Cretans (Chinese actually)
Difficulty: Monarch (we'll have some restrictions to increase difficulty)
Map: Standard.
Opponents: 6 (Greece + random, not culturally linked. I might force Greece next to us)
Landform: Continents
Barbarians: Most aggressive (we want elites)
Other settings: Random unless other strong preferences
Victory conditions: Conquest, Domination, Diplomatic (for AI *only*, we can't build UN)
Variant Restrictions:
- Cretans "no culture" rule: no Temple, Cathedral, Colloseum, Library, Univ, Lab.
- No wonders since they have culture, EXCEPT for the following allowed Military wonders:
Military Acad, Heroic Epic, Pentagon, SunTzu's Art of War, Battlefield Medicine.
- Army restriction: I'm trying to decide between these rules
1) After nation reaches size 8, only Armies can capture cities.
After nation reaches size 16, only Armies can raze cities.
2) Only archer-class units and armies can capture/raze cities
3) Only armies can capture/raze cities
4) Only armies can assault size 7+ cities (alas, loophole of artillery)
(The point is that army combat will be the only choice later but we must have a means
to fight and survive earlier on. Choice 3 is 'simplest' but the most difficult. With
the first one don't go for a loophole of only building 7 or 15 ;P Some have said
I have a tendency to overcomplicate things
)
The first two restrictions are along the "Cretan" line, and the latter is along
the "Army Game" line. With their limited education, only organized armies have the
ability to effectively attack cities.
Other comments:
- The Minoans were notorious for powerful bulls, and the Rider should be viewed
as a "Minoan Bull Rider"
- Monarchy is preferred form of goverment, although any type is allowed
- The move-3 of the Rider along with Army blitz ability, should be quite powerful
- We're militaristic and industrious (Relig or Sci would be half wasted with no temple/lib)
- If not next to another city, a no-culture town will only have 9 squares in its border.
But if spaced 4 tiles apart, the area between gets melded into the cultural borders,
so close packing of cities and smaller max sizes will be key if you don't want to
be culture flipped all over the place. Besides with no culture you'll have trouble
getting too big. This 'many city around size 7-12' will work well for drafting too.
- Early game focus will be fight-fight-fight to get a Great Leader, win an Army battle
and start the Heroic Epic. Military Tradition will be a beeline in Middle Ages.
* REQUEST FOR FEEDBACK *
I'm toying with the idea of making a slight mod for this, rather than have you stretch
your imagination with the tribe and the UU. IIRC, Sirian's Vikings *only* required the
player to add a folder to Art/Units, no swapping of .bic or anything. Is this correct?
Were there any civopedia changes? If the players want, and if I can do what I need to
by JUST having the players add a folder, use save file, not switch things around, I could
make a Minoan/Cretan mod like Sirian's Viking mod. Nothing more than some edits to the UU
and some name changes. If we go that route, the UU will be the "Bull Rider" and could be:
4.3.3+Chivalry like Rider (I do like the move 3 for Army), 3.2.2+Polytheism (distinctive),
2.2.2+HorsebackRiding. Graphic- you like Rider, MW, or Elephant better for Bull Rider?
If a mod, considering also changing a Small wonder to "Labyrinthe" which allows the
ability to use Minoan Bulls (well, for our civ). That small wonder would be available
at time of construction and I would make the Bulls increase power (5.2.2) or just
earlier (4.3.3 at Construction+Labyrinthe, rather than at Chivalry).
Players:
* SIGN UP BY RESPONDING TO THIS POST *
Charis and Jaffa for sure
What I would like to try is a "Semi-Open" game. Interested parties can and should sign
on, and first round ONLY will be in a set order. After everyone has gotten to play once,
it will go to a "grab the game" style for players on the roster. Folks busy with other
games can hop in for a turn when it's Famine time over there, and I hope to see some
newcomers get in here and play turns regularly (especially those who showed interest
in the RBD Suggestions thread). I will keep count of how many turns people
get, and those falling behind but maintaining interest will have the right to
"call a turn" ("I'll grab it after so-and-so"). Turn hogs will be on a 'delayed grab'
list, where they have to wait a certain time before snagging
If this sounds
complicated, don't worry, it will be very clear - I'll be posting on a regular basis
the roster along with these "Hop in!" and "Doing great but give others a chance!"
symbols. It's an experiment to address some issues with turn length and being
buried that we're seeing in other games.
Along with this semi-open grab-the-game style will be a DECREASE in the clock time
you have to play your turn. Eight hours from "got it". (Idea is, you post 'got it' when
you're actually ready to play.) Those on the "can reserve" list can say "got after current
player is done" and have 16 hrs from that point to play. Those on "chill" list must
wait until 12 hrs after a post is made to 'get it'.
Roster size? I'm not sure, but I think this would work either either a small or a
very large roster. I would however ask that only those with genuine interest sign
up, if you INTEND to play the game and not just take one turn then quit. (If roster
size is large, might go to 8 turns instead of our more typical 10)
Thanks -- sign up for the roster and give feedback whether you want standard rules,
or shall I make a small mod for Cretans and special UU?
Charis
----- EDIT - Revised Rules below: Cretan No-Culture Challenge
Civ: Cretans
Difficulty: Monarch
Map: Large, 40% land mass
Opponents: 12 (Random, not culturally linked)
Landform: Continents
Barbarians: Roaming
Other settings: Random
Victory Conditions: Conquest, Diplomatic, Space
Scenario Mods:
- Zulus are replaced with the Cretans. Militaristic/Industrialist, start
with Broze Working and Warrior Code
- UU is the Minoan "Bull Rider", a 3.2.3 unit available with Polytheism,
no resource requirements. 50 shields to build, war elephant graphics. It is mounted and has Blitz ability
Variant rules for 'No-Culture Challenge'
- The *ONLY* cities with any culture at all are the palace capitol and the
Forbidden Palace city. With a palace in place these cities may build all small
wonders and any militaristic or industrious great wonders (Great Wall, Hanging
Gardens, Pyramids, Leo, SunTzu, Hoover Dam, Manhattan, Universal Suffrage)
- No cities may build a temple, cathedral, colloseum, library, university,
or research lab.
- Enemy cities must be razed, never captured
- An army must make the first attack on any enemy capitol
- Conquest is the players likely victory condition. (Domination disabled,
space and diplomatic enabled but more likely choices for AI)
Points to keep in mind:
- Every city except our two palace cities will potentially only have 9 squares
of control instead of 21. If they're placed four or less squares apart, however
the civ's border will merge for extra coverage.
- Keeping up scientifically will be tough, quite tough. Other nations will
look down at us, and we're high risks for cities 'flipping'.
- Trades will be made harder by our culture deficit as well
Roster and Turns:
The game will have a roster soon to be closed. Currently on roster are:
Sirian (started game)
Charis <<<< up now
Arathorn << on deck
Jaffa
Meldor
Schnaard
Warstrike
Xrang
After each player gets a turn we will go "grab the game" format!
After a save is posted a player may post "Got it!" and must post the
result *within 8 hrs* (you take the game when you actually intend to play it)
Up to 10 turns per player. I envision some moderating later to help those
who are not getting a fair shot at getting the game (including the chance to
say got-it-after-Jimbo, or putting a delay on others), but we'll come to that
later, IF we even need it. If the number of *active* players is high we may
even cut back to 8 turns, but that might not be needed either.
http://forums.civfanatics.com/showthread.php?s=&postid=206065#post206065
Roster is currently closed except for a few we're waiting to hear back from. -- Charis
-----
A New Variant Succession Game, from Charis and the Folks at RBD...
"At that time, Minos, King of Crete, controlled many of the islands in the seas around
Greece, and was such a powerful ruler that the Athenians sent him tribute every year.
There are many bull stories about Crete. Zeus, in the shape of a bull, had carried Minos'
mother Europa to Crete, and the Cretans were fond of the sport of bull-leaping, in which
contestants grabbed the horns of a bull and were thrown over its back.
When Hercules got to Crete, he easily wrestled the bull to the ground and drove it back
to King Eurystheus. Eurystheus let the bull go free. It wandered around Greece,
terrorizing the people, and ended up in Marathon, a city near Athens."
http://www.perseus.tufts.edu/Herakles/bull.html
The Cretans (the Minoans of Crete actually) were a misunderstood and maligned
people. They were viewed as crass and utterly lacking in culture. In reality,
they were quite a rich people, just not in ways that other civilizations viewed
as cultural. They saw no need for temples, libraries and such, and preferred cities
which were smaller and numerous. This bitterness with the world led them to undertake
a highly martial form of life, focusing on the glory of the Army and Military Tradition.
Civ: Cretans (Chinese actually)
Difficulty: Monarch (we'll have some restrictions to increase difficulty)
Map: Standard.
Opponents: 6 (Greece + random, not culturally linked. I might force Greece next to us)
Landform: Continents
Barbarians: Most aggressive (we want elites)
Other settings: Random unless other strong preferences
Victory conditions: Conquest, Domination, Diplomatic (for AI *only*, we can't build UN)
Variant Restrictions:
- Cretans "no culture" rule: no Temple, Cathedral, Colloseum, Library, Univ, Lab.
- No wonders since they have culture, EXCEPT for the following allowed Military wonders:
Military Acad, Heroic Epic, Pentagon, SunTzu's Art of War, Battlefield Medicine.
- Army restriction: I'm trying to decide between these rules
1) After nation reaches size 8, only Armies can capture cities.
After nation reaches size 16, only Armies can raze cities.
2) Only archer-class units and armies can capture/raze cities
3) Only armies can capture/raze cities
4) Only armies can assault size 7+ cities (alas, loophole of artillery)
(The point is that army combat will be the only choice later but we must have a means
to fight and survive earlier on. Choice 3 is 'simplest' but the most difficult. With
the first one don't go for a loophole of only building 7 or 15 ;P Some have said
I have a tendency to overcomplicate things

The first two restrictions are along the "Cretan" line, and the latter is along
the "Army Game" line. With their limited education, only organized armies have the
ability to effectively attack cities.
Other comments:
- The Minoans were notorious for powerful bulls, and the Rider should be viewed
as a "Minoan Bull Rider"
- Monarchy is preferred form of goverment, although any type is allowed
- The move-3 of the Rider along with Army blitz ability, should be quite powerful
- We're militaristic and industrious (Relig or Sci would be half wasted with no temple/lib)
- If not next to another city, a no-culture town will only have 9 squares in its border.
But if spaced 4 tiles apart, the area between gets melded into the cultural borders,
so close packing of cities and smaller max sizes will be key if you don't want to
be culture flipped all over the place. Besides with no culture you'll have trouble
getting too big. This 'many city around size 7-12' will work well for drafting too.
- Early game focus will be fight-fight-fight to get a Great Leader, win an Army battle
and start the Heroic Epic. Military Tradition will be a beeline in Middle Ages.
* REQUEST FOR FEEDBACK *
I'm toying with the idea of making a slight mod for this, rather than have you stretch
your imagination with the tribe and the UU. IIRC, Sirian's Vikings *only* required the
player to add a folder to Art/Units, no swapping of .bic or anything. Is this correct?
Were there any civopedia changes? If the players want, and if I can do what I need to
by JUST having the players add a folder, use save file, not switch things around, I could
make a Minoan/Cretan mod like Sirian's Viking mod. Nothing more than some edits to the UU
and some name changes. If we go that route, the UU will be the "Bull Rider" and could be:
4.3.3+Chivalry like Rider (I do like the move 3 for Army), 3.2.2+Polytheism (distinctive),
2.2.2+HorsebackRiding. Graphic- you like Rider, MW, or Elephant better for Bull Rider?
If a mod, considering also changing a Small wonder to "Labyrinthe" which allows the
ability to use Minoan Bulls (well, for our civ). That small wonder would be available
at time of construction and I would make the Bulls increase power (5.2.2) or just
earlier (4.3.3 at Construction+Labyrinthe, rather than at Chivalry).
Players:
* SIGN UP BY RESPONDING TO THIS POST *
Charis and Jaffa for sure

What I would like to try is a "Semi-Open" game. Interested parties can and should sign
on, and first round ONLY will be in a set order. After everyone has gotten to play once,
it will go to a "grab the game" style for players on the roster. Folks busy with other
games can hop in for a turn when it's Famine time over there, and I hope to see some
newcomers get in here and play turns regularly (especially those who showed interest
in the RBD Suggestions thread). I will keep count of how many turns people
get, and those falling behind but maintaining interest will have the right to
"call a turn" ("I'll grab it after so-and-so"). Turn hogs will be on a 'delayed grab'
list, where they have to wait a certain time before snagging

complicated, don't worry, it will be very clear - I'll be posting on a regular basis
the roster along with these "Hop in!" and "Doing great but give others a chance!"
symbols. It's an experiment to address some issues with turn length and being
buried that we're seeing in other games.
Along with this semi-open grab-the-game style will be a DECREASE in the clock time
you have to play your turn. Eight hours from "got it". (Idea is, you post 'got it' when
you're actually ready to play.) Those on the "can reserve" list can say "got after current
player is done" and have 16 hrs from that point to play. Those on "chill" list must
wait until 12 hrs after a post is made to 'get it'.
Roster size? I'm not sure, but I think this would work either either a small or a
very large roster. I would however ask that only those with genuine interest sign
up, if you INTEND to play the game and not just take one turn then quit. (If roster
size is large, might go to 8 turns instead of our more typical 10)
Thanks -- sign up for the roster and give feedback whether you want standard rules,
or shall I make a small mod for Cretans and special UU?
Charis
----- EDIT - Revised Rules below: Cretan No-Culture Challenge
Civ: Cretans
Difficulty: Monarch
Map: Large, 40% land mass
Opponents: 12 (Random, not culturally linked)
Landform: Continents
Barbarians: Roaming
Other settings: Random
Victory Conditions: Conquest, Diplomatic, Space
Scenario Mods:
- Zulus are replaced with the Cretans. Militaristic/Industrialist, start
with Broze Working and Warrior Code
- UU is the Minoan "Bull Rider", a 3.2.3 unit available with Polytheism,
no resource requirements. 50 shields to build, war elephant graphics. It is mounted and has Blitz ability
Variant rules for 'No-Culture Challenge'
- The *ONLY* cities with any culture at all are the palace capitol and the
Forbidden Palace city. With a palace in place these cities may build all small
wonders and any militaristic or industrious great wonders (Great Wall, Hanging
Gardens, Pyramids, Leo, SunTzu, Hoover Dam, Manhattan, Universal Suffrage)
- No cities may build a temple, cathedral, colloseum, library, university,
or research lab.
- Enemy cities must be razed, never captured
- An army must make the first attack on any enemy capitol
- Conquest is the players likely victory condition. (Domination disabled,
space and diplomatic enabled but more likely choices for AI)
Points to keep in mind:
- Every city except our two palace cities will potentially only have 9 squares
of control instead of 21. If they're placed four or less squares apart, however
the civ's border will merge for extra coverage.
- Keeping up scientifically will be tough, quite tough. Other nations will
look down at us, and we're high risks for cities 'flipping'.
- Trades will be made harder by our culture deficit as well
Roster and Turns:
The game will have a roster soon to be closed. Currently on roster are:
Sirian (started game)
Charis <<<< up now
Arathorn << on deck
Jaffa
Meldor
Schnaard
Warstrike
Xrang
After each player gets a turn we will go "grab the game" format!
After a save is posted a player may post "Got it!" and must post the
result *within 8 hrs* (you take the game when you actually intend to play it)
Up to 10 turns per player. I envision some moderating later to help those
who are not getting a fair shot at getting the game (including the chance to
say got-it-after-Jimbo, or putting a delay on others), but we'll come to that
later, IF we even need it. If the number of *active* players is high we may
even cut back to 8 turns, but that might not be needed either.