Sirian
Designer, Mohawk Games
In the wake of our RBD7 Iceolationists victory, Charis and I are ready to take on a tougher, more gruelling challenge than squeezing rum out of a snowball. 
GAME CONCEPT: play without fossil fuels, and all the benefits thereof. We are the Environmentalist Wackos, and we're coming to a city near you!
To all who would pollute our Dear Mother Earth with vile chemicals, slimy refining byproducts, and black smoke, we have a message for you: :midfinger Yep, that's right. You shall be punished for your crimes against the Green Mother.
MODIFIED RULES:
* Railroads postponed until Integrated Defense (best I could do, as hacking the game to remove them entirely is beyond what I'm willing to do for a scenerio).
* Our civ (the Chinese) have NO access to any units that require fossil fuels (coal/oil). I have literally removed them as options, so that we don't have to go through the hassles of having them mess up our unit upgrade chains, nor disconnect them from our road network.
* To prevent us from being hopelessly outclassed, I have given our civ access to the English Man-O-War unit (and disabled its Golden Age function - the English won't be in this game).
* Likewise, I have added in two modified nuclear-powered units: the Light Fighter (a standard Fighter that requires Uranium instead of Oil, comes available with Space Flight) and the Nuclear Destroyer (same story, available with Nuclear Power).
This is full extent of the mod, all the changed rules for the scenerio.
In addition to these, the following self-observed restriction will apply: We do not make any use of fossil fuels, including any improvements that would require them: (Coal Plants, building of Railroads). This includes no use of coal plants as placeholders, either! Airports are allowed (our aviation engineers are clever with alternative fuels, though not quite on par with jet fuel users).
Civilization: Chinese
Difficulty Level: Emperor
Map Size: Large
Terrain: Pangaea, 60% water, default climate.
Barbarians: Roaming
Opponents: Babylon, Egypt, France, Germany, Rome, Russia, Zululand
Victory Conditions: Conquest
Outlook: none of our restrictions come into play until the industrial age, so the early game will play like any standard game with similar parameters. In the Industrial age, we will be stuck with Man-o-War ships while our opponents get ironclads, and it gets harder from there.
We could have left the AI's to build rails, but then it would still be too easy to take over all their railed territories with the usual tactics, so I deemed it best for what we want in this variant for nobody to get access to rails -- at least not unless/until they get to the very end of the tech tree, which is the farthest I could postpone the option. For us, though, not even then. No rail building, ever.
Lack of railroads will mean lower-than-usual levels of food and shields, and some terrain will have much less potential (deserts can't get to two food, for instance, and grasslands won't be the rich shield bounty they normally offer). This part will be true for all, though, so it's just a matter of handling it differently. More importantly, our military strategy cannot rely on massing our forces via rail transport anywhere we like on each turn. We will have to use bona fide task forces, and not be able to leave our hinterlands lightly defended. This should play the the advantage of the AI's, who are generally semi-competent at ancient warfare but hopelessly outclassed in rail tactics.
To further hinder us, we will have fewer military tools in our hands, starting with the Industrial age: no tanks ever, no mech inf, fewer/weaker ships and planes. We still have one massive advantage, though: we know how to use artillery.
With nothing alive in the game but conquest, and rather doubting that the AI's can actually come conquer us, the main challenge here will be to finish our world conquest before time runs out. That will be tougher than it sounds, without rails to transfer newly built units to the front! Expect heavy use of airlifting once airports come online!
In addition to our extra units (Man-o-War, Nuclear Destroyer, Light Fighter) we can also build cruise missiles, nuclear subs and Aegis Cruisers when those become available, as they do not require oil.
Being Militaristic and Industrious, this game may bear some resemblance to RBD13. I didn't plan it that way (in fact, I made the mod and played the first turn over a week ago, been sitting around waiting for Charis to say he was ready to try this idea).
ROSTER:
Sirian
Charis
Sorry folks, that's it for this one.
I played 40, Charis will play 20, then it's 10 apiece from there on out. This game will function like RBD7: something for us to do when we're on Famine with our other games, so it may sit idle for days at a time. Thus, no time limits on notification/results.
If the game gets to be RBD5ishly slow/involved in the late game, we may drop it back to 5 turns apiece. We'll see. With all other options off the table, and no rails on hand for rapid offensives, I look for this to be the mother of all bloodbaths.
Charis: you'll need to copy Destroyer art folder to Nuclear Destroyer, and Fighter to Light Fighter.
Have You Hugged a Tree Today? :yinyang:
- Sirian

GAME CONCEPT: play without fossil fuels, and all the benefits thereof. We are the Environmentalist Wackos, and we're coming to a city near you!

To all who would pollute our Dear Mother Earth with vile chemicals, slimy refining byproducts, and black smoke, we have a message for you: :midfinger Yep, that's right. You shall be punished for your crimes against the Green Mother.

MODIFIED RULES:
* Railroads postponed until Integrated Defense (best I could do, as hacking the game to remove them entirely is beyond what I'm willing to do for a scenerio).
* Our civ (the Chinese) have NO access to any units that require fossil fuels (coal/oil). I have literally removed them as options, so that we don't have to go through the hassles of having them mess up our unit upgrade chains, nor disconnect them from our road network.
* To prevent us from being hopelessly outclassed, I have given our civ access to the English Man-O-War unit (and disabled its Golden Age function - the English won't be in this game).
* Likewise, I have added in two modified nuclear-powered units: the Light Fighter (a standard Fighter that requires Uranium instead of Oil, comes available with Space Flight) and the Nuclear Destroyer (same story, available with Nuclear Power).
This is full extent of the mod, all the changed rules for the scenerio.
In addition to these, the following self-observed restriction will apply: We do not make any use of fossil fuels, including any improvements that would require them: (Coal Plants, building of Railroads). This includes no use of coal plants as placeholders, either! Airports are allowed (our aviation engineers are clever with alternative fuels, though not quite on par with jet fuel users).
Civilization: Chinese
Difficulty Level: Emperor
Map Size: Large
Terrain: Pangaea, 60% water, default climate.
Barbarians: Roaming
Opponents: Babylon, Egypt, France, Germany, Rome, Russia, Zululand
Victory Conditions: Conquest
Outlook: none of our restrictions come into play until the industrial age, so the early game will play like any standard game with similar parameters. In the Industrial age, we will be stuck with Man-o-War ships while our opponents get ironclads, and it gets harder from there.
We could have left the AI's to build rails, but then it would still be too easy to take over all their railed territories with the usual tactics, so I deemed it best for what we want in this variant for nobody to get access to rails -- at least not unless/until they get to the very end of the tech tree, which is the farthest I could postpone the option. For us, though, not even then. No rail building, ever.
Lack of railroads will mean lower-than-usual levels of food and shields, and some terrain will have much less potential (deserts can't get to two food, for instance, and grasslands won't be the rich shield bounty they normally offer). This part will be true for all, though, so it's just a matter of handling it differently. More importantly, our military strategy cannot rely on massing our forces via rail transport anywhere we like on each turn. We will have to use bona fide task forces, and not be able to leave our hinterlands lightly defended. This should play the the advantage of the AI's, who are generally semi-competent at ancient warfare but hopelessly outclassed in rail tactics.
To further hinder us, we will have fewer military tools in our hands, starting with the Industrial age: no tanks ever, no mech inf, fewer/weaker ships and planes. We still have one massive advantage, though: we know how to use artillery.

With nothing alive in the game but conquest, and rather doubting that the AI's can actually come conquer us, the main challenge here will be to finish our world conquest before time runs out. That will be tougher than it sounds, without rails to transfer newly built units to the front! Expect heavy use of airlifting once airports come online!
In addition to our extra units (Man-o-War, Nuclear Destroyer, Light Fighter) we can also build cruise missiles, nuclear subs and Aegis Cruisers when those become available, as they do not require oil.
Being Militaristic and Industrious, this game may bear some resemblance to RBD13. I didn't plan it that way (in fact, I made the mod and played the first turn over a week ago, been sitting around waiting for Charis to say he was ready to try this idea).
ROSTER:
Sirian
Charis
Sorry folks, that's it for this one.

If the game gets to be RBD5ishly slow/involved in the late game, we may drop it back to 5 turns apiece. We'll see. With all other options off the table, and no rails on hand for rapid offensives, I look for this to be the mother of all bloodbaths.
Charis: you'll need to copy Destroyer art folder to Nuclear Destroyer, and Fighter to Light Fighter.
Have You Hugged a Tree Today? :yinyang:
- Sirian