BTW, do we have an exact ruleset for POW defined? As simple as "Must end every turn at war with SOMEBODY"?
The original thought was yes, that's it. As I get closer to going with it, I've thought more on it and got some input from other folks (

), and now need to toss out a few comments/ideas/questions here...
- The simplest possible rule is "Must end turn at war with somebody - if anybody is known" (Otherwise we break the rule in 4000bc)
The *intent* of the warmonger trio was, in addition to having fun in a challenging game, a test of three hypothesis. Conventional wisdom (from strong players) is:
- In deity when tribute is demanded you always pay it (at least early on)
- Oscillating war as the key point of one's strategy works great at lower diffs, but in deity this is foolish
- Always war is unwinnable on deity unless you go out and mod the map
I want to challenge these assumptions head-on. The thing is, one or more of these nuggets of wisdom might be right. Have we *YET* had a succession game loss??? RBE2 tried it's best, but you guys were just too good

(Actually, the next patch will address AI of space race as a result of this game!)
Defiant Nationist challenges the first assumption in the strongest way possible, never giving in to tribute. The later AW game planned will challenge the third, where we will require a "decent food" start and perhaps the 'starter' will abort if a non-iron start. That leaves assumption #2 to be tested, hence the POW game, which forces the issue with the 'simplest' rule I've ever suggested for a variant game

(one line of rules, not three pages)
But... is this rule the best way to go about challenging the hypothesis, and will it be fun, or will we end up trying to skirt the intent by looking for loopholes?
Easy loophole #1 - crush a civ down to 1 city, then stay in a fake-war with them for the next 500 years, never attacking, and playing a normal build-catchup game.
Easy loophole #2 - declare war on someone who can't reach you until Navigation.
So the 'simple rule' isn't "sufficient." Is it "necessary?"
On a lower diff where you 'oscillate' there are definitely short periods of peace, say where you march the units from one civ you've crippled to the border of the next civ? Or say you're non-religious and are going to revolt - not the best time to declare a new war. The intent is not to FORCE our hands just to add challenge. That would work on Emperor, but could lead to senseless implosion of a good game on deity. For a change I'm not looking to add variant rules just to make it hard, but to encourage a playstyle/strategy that 'seems' like it won't work on the difficulty, and see if we can make it work.
I've only seen two deity games where the player(s) chose, of their own accord, to start a war of aggression in the ancient era on diety. One was my 5CC deity conquest, and the other is the RBP2 Korean warmonger game, where I simultaneously went to war with Russians and Mongols insanely early and survived, with a few concessions even. But the game is quite young and we don't know yet if this was 'effective' or the seeds of our eventual doom. That game has added restrictions on needing to use catapults, and it's a peace-oriented civ, so it's not going to be a poster child for effective oscillation either.
Both games did some multi-civ war, but the POW rule would have led to ancient era loss in both games.
Your recent RBE game with Greece on your continent could have gone there, with a war vs Greeks MUCH earlier, but conventional wisdom said that was foolish, and you built up to the point where you felt like you could take them.
If POW is seen as intentionally very hard on the way towards Always War (they start the same don't they, declaring war vs the first civ you meet on the turn you meet), the rule is perfect. But as far as asking the question 'Can early rushes and oscillating war work WELL on deity, as a viable strat?', it's too restricting.
On top of all that, I set the roster with good players but ones not used to early aggression.
As I try to think of an alternate rule or ruleset that would strongly (force) encourage us to play in the spirit/strategy of Oscillating War that's less restrictive and more fun - the simplest one I can think of is: Never go more than 20 turns "at peace with all direct neighbors".
- When you make first contact with another civ you have 20 turns to finish building a few troops and get them in position before declaring.
- Once you make peace, you have the full 20 years of the peace treaty to build up, and decide to go after someone else or hit them again.
- No fake wars, you have to go against a neighbor.
- If this still leaves open the possibility of only going to war with a cripple, an easy addition is "Declaration of war must be against a civ where there are concessions to be made"
Sorry this post is long, but I wanted to clarify my thinking and my concerns. Comments from all, whether 'signed up' or not are welcome. Answers to these questions in particular would be helpful:
- Is the current one-line POW rule too restrictive, or did those signed up want a "half-way to Always War" style game?
- Does anyone have experience (or a link) to deity games where the player opted for a very early AI war where it worked well?
- Does the alternate rule of no reign of peace more than 20 years sound better?
Thanks

Charis