Realms Beyond Emperor: The DSG's

Other way round, actually, because of the spoiler rules. I had done the Instant Military scroll-ahead while playing the game... It was while I was writing the report that I realized how unbalanced and exploitive it could be. - T-hawk

This is what I mean by senseless haggling. This is senseless because it's irrelevant. It's irrelevant because it is insignificant to the point. It's insignificant because the trust betrayal lay in your ATTITUDE, from which you made your choices. You expressly stated that without hard-coded rules forbidding this or that, you would not refrain from abusing unbalanced game options. You stuck with this view despite all my efforts to coax you off of it, and that created its own array of problems that raised my burnout meter to "condition yellow" all too quickly.

There's a place for nits. There is also a time to realize when to let minor points go, that they aren't worth wasting time on. You can find minor cracks in my case if you look hard enough -- little factlets with which you can rightly disagree -- but if that's all they amount to, what's the point? The only point I see is to haggle just for its own sake, because no point is too fine to argue over. :rolleyes:


(continued)...
 
As for the patches argument - I couldn't reconcile the fact that you wanted to leave grey areas in the game rules while slamming down an ironclad rule on the patches.

That apparent inconsistency from you - both positions were justifiable, but still inconsistent with each other

I do not, nor have I ever, WANTED to leave gray areas in the game rules.

There is no inconsistency in my policy; you're just not understanding what the root priorities are. The same threads run through all of the policy decisions. I know they're obscure, and much more so for anybody (such as you and Arathorn) who are inexperienced with managing internet gaming ventures. I've got years of experience lined up to draw upon, from which I am aware of a whole array of pitfalls and problems that need to be avoided. These CAN be seen by anybody -- they are not secret or mysterious -- but like a hunter, someone who's been there before can read a library of information off a few subtle trail signs (damaged vegetation, marks on the ground, etc) where a newbie stumbles through and sees nothing of importance or use. In that situation, it is incumbent upon me to stop and explain what's up if I am asking something from you, but it is also incumbent upon you to look past your own nose or you'll never learn to track the game successfully.

You've got to start taking costs into account. Every policy action has a cost that somebody's got to pay. Where the cost to me to write a rule and the cost to a player to adhere to it are minor or negligible, while the costs to the quality of the competition for ignoring the problem are large, it's a no brainer. When the costs for the rule are high, it makes sense to write and try to enforce a sloppy rule ONLY if the costs of not doing it are even worse. That's where the judgement comes in. It's not so much a gray area, though there can be some of that. It's much more of a clear black and white area with known problems, that does not have a low cost solution.

In that undesirable situation, if a rule is written, a cost is imposed on the tournament. Likewise, if the rule is not written and players run amok exploiting the loophole or flaw, a cost is imposed. The best option of all is if the players take responsibility as a group to refrain from abusing the problem area, so there's no need to regulate it. That involves trust all the way around. The only way to convince an individual player that his game results won't suffer compared to others is he trusts those others not to abuse the option. If every player operates on good faith, being trustworthy, this concept CAN work. If some players push things too far, they have to be persuaded to reign themselves in, or else the trust collapses and there's no choice left but to impose costly regulation.

Look at corporate America. A few dozen jerks decided to abuse the accounting rules at a handful of big corporations, leading to theft of investor money rising into the billions (deceitful balance sheets leading stock prices to inflate artificially, with those in on the scam seeing their personal stock going up up up -- it was outright theft, as the money was coming from investors who got left holding the bag when the lies were revealed and the stock prices dropped). Those abuses didn't HAVE to take place. The corporations themselves could have policed themselves better. Too few people stood up to do the right thing, and now ALL the corporations will have to pay in adhering to stricter regulations.

It's the same principle. You don't write law to govern theory. You write law to correct unacceptable behavior. Law is only rarely proactive, aiming to head off some potential disaster that has never happened. New laws get written when bad behavior gets out of hand. Even in the case of forming up governments, like the way the USA formed its government, even then it is still in reaction to something else that has gone so far wrong it has to be discarded wholesale, and to start from scratch to rework it.

I don't WANT gray areas in the rules. I want responsible citizens who have the sense to behave well enough that we don't have to strangle our society with oppressive levels of regulation. For unlike nations, who have no option to throw in the towel and give up on the effort, here there IS such a thing as "too costly". That is the whole reason for my departure from RBE: the costs rose too high. And what drives up costs? Two things: 1) Those who behave poorly, requiring more regulations to be added to FORCE them to stay in line. Cheaters -- outright flagrant cheaters, yes, (the "chaotic evil" ones) but also those who fit the "lawful evil" description of those who cheat as much as the letter of the law allows them to get away with. Both are selfish and irresponsible, just in different ways. 2) Those who haggle too much, are too argumentative or too arrogant: the ones who continually demand more attention and special treatment.


That apparent inconsistency from you - both positions were justifiable, but still inconsistent with each other

You're comparing apples and oranges. The tournment rules are listed separately from the tactical rules. There's a reason for that, you know. The tactical rules (exploits especially) are a matter of balancing costs vs benefits, and are designed to make up for shortcomings in the game design. The tournament rules are organizational.

If we could rewrite the game to remove the exploits, we could get rid of most of the tactical rules. The game code is beyond our reach, beyond our control. The tournament is a different story. That is wholly within our control. We cannot, nor would we want to, get rid of any of the tournament rules. They provide the space in which we can play the game together in a meaningful way.

The whole point of the No Spoilers Rule, which is the number one top priority of the Epics, is to isolate each game in a box of its own, to ensure a 100% level playing field to all participants. That is what makes the Epics what they are. Everyone has the chance to play the same game. Late starters don't get advantages, and each player has to play in a manner where they can only guess at what kind of results others are getting. This can lead to odd events, like a number of players believing nobody will go for a certain scoring option, only to see a majority have the same thought and flock to pursue that "obscure" option. You just never know what others are going to do; what you do know is, they're playing by the same rules as you are.

And everything else pales as a priority to THAT concept.

When the RBCiv staff were working out the rules, I had proposed a first draft, but Griselda went over everything, too. She did not have the game yet at that time, but for the tournament structure, she did not need it to form opinions. One of the points she wanted to see introduced was a way to move the Report Day forward if everybody who was playing the game had finished. Why not? Why make everyone wait when there was nobody they were waiting for? That was a difficult point to defeat, and it took me a few passes at the argument to persuade her. One of the problems was pressure. If all but one or two of the players had finished, and the rest knew the reports could be posted as soon as they were done, the unfinished players would be pressured to hurry it up. That would be unfair, because those players would be playing under a pressure that others had not, and that would cause the conditions to be changed for some players. Another problem was intimidation. A lot of folks lead busy lives with games just a minor diversion, and they need to know what sort of commitment they are in for before they commit. Those who need four weeks to finish won't be comfortable with the idea that the timeclock might be arbitrarily cut short on them. They'd be less likely to sign on in the first place. There were a few other problems with this concept, too. It's very easy to look and see that everybody finished, so why should we all sit around doing nothing waiting for some silly deadline to arrive? It's is much harder to see what is LOST, what costs are paid out, if the rules are allowed to be sloppy just for momentary expediency.

An Epic game is like a time capsule: the player is put in it, and while inside he has no contact with the outside world until the capsule is dug up. You don't fiddle with that mechanism on a whim. You don't ask to have it changed around just because you personally have additional commitments (SG's) that require you to move to the new patch without delay. Your convenience is not unimportant, but it pales compared to protecting the integrity of the entire tournament.


I brooked no resistance on the patch issue because the decision had been made already. Whatever situation existed at the time an Epic was opened, that situation would be preserved for the duration of the Epic. We don't close down Epics in the middle. We don't change them around. We don't rewrite the rules, and we don't apply the rules inconsistently. It doesn't matter WHAT the issue is, it's not going to rise to the level of overriding the number one guiding principle of the tournament: that everyone plays the same game.

The argument was made at the time that some folks "don't care" about the scoring. I caught a lot of grief for being "too focused on the competitive aspect". That missed the point entirely. ENTIRELY.

If we aren't all playing the same game, too much is lost. We might as well be playing solo. What gives the Epics a dimension no other tournament has is the fairness and isolation factor.

The reason I don't play GOTM is not the exploits. I could choose to use them, or not, and still have a good time. No, it's the spoilers. We're all playing on the same map, but we're NOT playing the same game. A lot of folks pick up extra information from the spoiler threads: not just map info and that sort of thing, but also the progress of other players, hearing about moves that were tried that did or did not work, and more. That renders the comparisons moot. It taints what you might be able to learn. Did Player A make a great move you didn't, or did they have foreknowledge that you didn't, and thus had the answer handed to them? We all know that restarting the game repeatedly spoils the result. Why is that? Because if the player has additional information not available to others, they have the advantage.

If you are playing the exact same game as others, where no one has any privileged information, that adds a depth to the game. It adds depth while you play, and it adds depth to the discussions afterward. That's the key ingredient of the Epics.

For you to call my policy in that regard "inconsistent" just boggles my mind. I don't believe it's bad faith on your part, but when I have explained the situation and you still don't understand, I don't know what to do. It is like we are standing in the woods and I show you ten signs of deer tracks in a mossy patch, then show you ten signs of deer tracks in a leafy area, and you stand there and scratch your head and claim the tracks are inconsistent because one set is in the moss and another is in the weeds. Um... no. They're consistent because of the DEER, who passed through leaving the signs. No, you don't see the deer. No, the signs aren't the same in the different areas. No, I don't want to stand here and listen to you suggesting we head off in some random direction you've chosen because it looks to you like the easiest hiking trail. We have to follow the deer if we want results. Do you even know what we're looking for? What the signs mean, and where we should go next? Sometimes there really is no substitute for experienced judgement. After following the tracks I said that I saw, when we came upon the deer, you then claimed that had nothing to do with my judgement, that I just got lucky and that, really, your way would have been just as likely to succeed. You can insist on that if you like, but don't expect me to have a lot of patience for it. Even worse, all your loud arguing has made my job of tracking the deer worse, as you keep spooking it off and forcing me to track farther to make the hunt succeed. Sometimes I just want to throttle you! :crazyeye:


Many folks got that impression at the time, which resulted in your lack of public support.

See, that's probably the thing that ticks you off the most. I am not moved by numbers. I don't go in for the idea of group petitions. I believe in the power of issues and ideas. An idea is not made more valid by having additional persons believe in it.

I can be persuaded that my tracking is faulty, or that there might be another trail to follow. However, if I'm on the trail of a certain deer and I can SEE the tracks and follow them, and they remain consistent, that's all the validation I need to proceed. I don't need consensus, and I may not stop to explain what I'm seeing and why I'm going in a certain direction, because I am focused on conserving my energies and getting the job done. If we stop for half an hour to haggle over whether or not those are real deer tracks, the deer's going to get half an hour further ahead of us. If I keep leading you to the deer over and over, why would you continue to insist that everything be explained to you, every decision justified to your satisfaction? Too much of that, and I get fed up with seeing that I spend all this time and energy arguing and haggling with you, instead of tracking the deer.


In baseball, the pitcher and catcher can argue back and forth (with hand signals and shakes of the head) about which pitch to throw next. The manager or coaches may send signals from the dugout. All manner of debate can take place, but once the ball leaves the pitcher's hand, the debate is over. The pitch is taking place and it can't be called back. And if you realize that you did not throw the best pitch, as you see that bat swinging around to make contact, you can't take the pitch back and redo it.

We don't change Epics around in progress. You should note that every time the tournament rules have been revised, the changes only take affect with future epics, not games that are currently ongoing. I have consistently been very firm about the No Spoilers rule. The patch rule in regard to Epics already underway is the exact same issue.

You and Arathorn and anybody else are welcome to disagree with the fundamental principle behind the Epics, but you will not get away with labeling the policy as inconsistent.


- Sirian
 
The whole point of the No Spoilers Rule, which is the number one top priority of the Epics, is to isolate each game in a box of its own, to ensure a 100% level playing field to all participants. That is what makes the Epics what they are.

This is EXACTLY why I like the Epics so much. They are so unpredictable. They let you see what other players did with EXACTLY the same starting conditions. I always look forward to the discussion surrounding the game I play in. Epic 5 was one of my alltime favourite games for discussion and the like. I can honestly say that I would not have bothered finishing the game, or the game would not have been as fun if it were not for the No Spoilers rule. I desperately wanted to see how other players handled the situation. I desperately wanted to see other peoples reports, and I desperately wanted to post my own game. But if there had not been the "no spoiler" rule, I'd have given up on the game once my oil evaporated. If it ever evaporated. You see, when you have spoilers, you spoil the game. It becomes less your game and more polluted by external influences.

When I was younger (around 15 I think (1998 was a very good year for me :))), I really really liked Babylon 5. Yet, the show was one season ahead in the states. I COULD have gotten spoilers quite easily. I'm still peeved at a guy in a trading card store who gave me a spoiler about the final episode in season 3. I'm totally convinced that by following a "no spoilers" rule here, my enjoyment of the show went up a hundred fold. I participated in discussions after I had seen each episode, but I would not allow my enjoyment of future episodes to be ruined. It is exactly the same in the Epics.

I personally cannot wait for the discussions on Epic 18. But I will. And I won't divulge any spoilers. It's the integrity of the game that makes the epics so enjoyable. And I for one agreed with Sirian on the patch crossover issues. I still do. In fact, it goes back further than that. It goes back to RBD23. I set the rule in that game that only the old patch was to be used. And I'm glad I did as it meant the game was played on an even playing field.

-Smegged
 
RBE4 is due to wrap up fairly shortly, so I thought I'd send out a trial balloon and see what the level of interest is for further SGs this year. If we were to start up another RBE game, who would be interested? Or, should we wait until the new year?

Personally, I wouldn't mind starting something up after RBE4 completes... preferably something really wacky and experimental. :) We haven't had a lot of variant games recently, just games with increasing levels of difficulty (lousy starting locations, beyond Deity bonuses to the AI, etc.) so it would be interesting to try something "out there", maybe even approaching bizarre. :crazyeye:
 
Originally posted by Zed-F
... preferably something really wacky and experimental. :) We haven't had a lot of variant games recently, just games with increasing levels of difficulty (lousy starting locations, beyond Deity bonuses to the AI, etc.) so it would be interesting to try something "out there", maybe even approaching bizarre. :crazyeye:
So how about an always war variant. While I do think, a real always war game is impossible on deity, there might be a possibility of having always at least one war once all contacts are established.

For a timing, I'm not able to play from 12/27 to 01/03.
 
I've been mentally playing around with "perpetual war" and how it might work. My thoughts so far.

When you meet a civ, it gets added to "the list". Whatever civ is at the top of "the list", you must be at war with -- until one or the other of you is eliminated. At that point, a new civ moves to the top of "the list" (obviously), so that you must declare war with that civ, immediately.

A few problems I see:
- sandbagging to finish off that first civ, just so you don't have to go to war with another civ. Would have to be guided by moral compass on that and everybody's moral compass has a different calibration.
- coerced "phony peace" with a civ. The player would, of course, be welcome to make war/peace with anybody else he liked, as long as war with the first civ remained active. But, concessions from a civ with whom you may soon be at war would have to be watched carefully (or something).


Another idea I've been toying around with is one of limited tech gaining. My idea is to eliminate buying tech with pure "cash" (where maps and luxuries count as tech). That leaves a few mechanisms to acquiring tech from other civs -- having actual tech to trade to them (along with other minor concessions), getting tech from wonders, researching tech, getting tech in war (either as part of an alliance or as part of the peace deal), and stealing tech. This idea is less fully-fleshed, but I think the challenge would be high.


I'm not claiming either idea is "out there", let alone approaching bizarre (where's Jaffa?), but they might fuel some others to come up with something -- or help me clarify my ideas.

Has anybody played with changing the corruption slider in the editor? My gut feel is that lowering corruption would make deity harder, because it's often a good FP location/courthouses and general corruption management that helps the human make up for less land. But I've not tried it, so I can't say.

"Naked civ", too, as mentioned in the RB forums a long time ago (no UU, no civ traits), might be interesting...but might not.

Arathorn
 
Always war is a fine concept, but to clarify what I meant a bit, what I am looking for is something truly unusual, that no-one has ever done before, and causes a substantial departure in the way we play from the usual game. We may not even measure our progress by our ability to "win the game" as per the usual victory conditions.

For instance, what would happen if we were to say no military unit (not counting scouts) can leave the cultural radius of the city where it was created? We've tried the culture-less variant, what if we can't build any buildings EXCEPT those that provide culture? Maybe some of these ideas are too hard for Deity and we should revive the RBD series for them, but I miss the variant action.

This doesn't mean that I wouldn't play if the group as a whole would rather do something else (like always war), that would depend on exactly what the group picked of course.
 
How about a variant where the goal is to get one of the civ from your cultural group be the first the launch?

Culturally link start off, to hopefully spread the civ around, a low water standard map, or even a large map, to have at least 12 civs in the game. It probably needs more rules but would that idea be appealing?
 
I'd be up for something over the holidays... Another game option (although it isn't particularly unusual) is the 5 city conquest.

Something that hasn't really been attempted (since I've been around these parts) is a 20K victory (or a cultural victory). To this victory condition, you could add other restrictions like not allowing out units out of our cultural borders (or only Elite units). We could also try something like Jaffa's (? actually, I can't remember if it was his suggestion...) Army variant (I think some of the rules were: each civ starts with an army, only armies can attack cities, only elite units can leave our cultural borders, etc.). That game died pretty early on, so I am not really sure how things would have worked out. The idea was, I think, pretty neat though.

JMB
 
With the near completion of both RBE SG4 and RBP1, I expected some ideas to pop up, and this thread does not disappoint :P
(In fact hotrod is already planning a Monarchy Korea game)

I'm going to float some ideas here, as well as on the RBCiv forum. I don't have in mind whether these would be good Epics, RBE-Deity level SG's, or 'regular' SG games, so if something fits particuarly well in one of those venues, point that out as well.

Game idea list (culled from this post, one last month on RBCiv, and Charis' notepad)

1) Defiant Deity (Iteen) (Rome, Celts, Vikings, Samurai come to mind)
Simple premise. You NEVER give in to demands for tribute, and basically don't allow DeityROP's. Major challenge!

2) Hedonists (50% lux, T-Hawk) (Greece, America come to mind)
Sounds like a RBE SG one or an Epic, with a variant rule to increase challenge and to provide alternate 'happiness' scoring

3) Numidian Commerce game
Basic idea is Numidans in a game with ALL the commerce civs, in an effort to win peacefully and very very rich

4) PTW European Powder Keg (CC,>maxOpps) -French, Spanish, Celts, Vikings, Germans, Russians, Romans, Greeks, and Ottomans, Goths (Aztecs) (suggested by someone on RBCiv)

5) Deity Always war
I like this myself, and the thought that it might be impossible just makes me want to do this even more!

6) Perpetual War (I was calling it "Never Peace" but I like Arathorn's name better)
You may never end a turn in peace. Needs a rule to avoid sandbagging, but should be fun. I think both Ara and I are itching for some of this action on Deity. Maybe Mongols or Arabs, or the list under Defiant Deity)

7) Menagerie (all UU's for all civs) (Ara)

8) PTW Arabs - Nationalists (ukrneal)

9) No resource scenario (Sulla, lots of positive comments) Which UU need nothing? Berzerk,NM,Hoplite,Elephant,Jags,Bowmen,Impi;Longbow,Rifle,Guerilla,Artillery,Galleon

10) Antimonetary - can't use cash to buy anything (Arathorn)

11) Army game as 'originally intended' (JMB's comment on Jaxom's game)

12) PTW Mongols with Mountains
This is just a civ choice, it could "fit" under one of the other game banners

12) PTW Korea as Warmongers on Deity - Asian Rumble (Charis, Jaxom)

13) Anarchists - Every time is war is declared on your civ, it's an auto-revolt, and the govt type must change (and Republic <--> Democracy is not allowed)
Now *that* would be something different! Better pick a religious civ!

14) PTW Spain - Conquistador focus
Might be good, not sure, low on my own priority list.

15) Star Trek mod (smegged)
Sounds really wild, but I'll leave the implementation up to smegged or others

===
- I'm going to start a Korean deity warmonger game where cats (and later Hwatch'a) play a key role - either SG format or solo.
- I've just played "Defiant" rules by Iteen (#1) under Emperor and it was great fun!! Highly recommended, and I would just love to see if it's doable under deity. A great RBE SG, imho
- I would love to see Always War or Perpetual War on deity
(sheesh, I sound like a real warmonger here! And no, I'm not limited to deity, it's just that these ideas need to be played at this lvl)
- The Powder Keg, or the one with 24 civs, qualifies as wild fun
- The Menagerie would also be a blast! (both these on Emperor)

There should be time to start one (small or std) before the holidays, and have a more extensive or brutal one after the new year.

Charis
 
I still love the Menagerie idea (all UUs available for all civs), with the variant rule that we may ONLY build UUs, ever. This might not seem like a big deal, but in the Industrial Age the best defender would be the musketeer and in the Modern Age the panzer! :eek: This I think would combine well with the powder keg or 24-civ rumble themes; either you get a European game with lots of intrigue or a map with EVERY civ using EVERY UU! Is that crazy enough for you? :crazyeye: Suggested difficulty of Emperor. And if we want to do the European powder keg, we might want to use a custom Europe map...

While it would be less than a visceral thrill, I'm also still curious to see how a game would play out with no resources whatsoever. For practical purposes, we'd have to leave luxuries in the game though or else the AI civs would be unable to manage happiness. This would mean no railroads, no factories, no power plants, no unit more advanced than rifles. (I suggest making this a PTW game so there would at least be access to guerrilas.) And don't think about winning by spaceship either, as there would be no resources to build the parts. This game would make the Industrial and Modern Ages, where the game usually breaks down in the player's favor, much more like the Ancient and Medieval ones. Actually, I have no idea what would happen in this sort of game; it could get pretty crazy as well. :lol: I would set this one up by generating a map in the editor and then removing all strategic resources by hand - unless someone knows of a better way to do this? This would probably would be most fun on Emperor as well.

Anyway, my 2 cents. I think a lot of the games mentioned by Charis have merit, these just happen to be my favorites. I'd be happy to start one of these games if desired when RBE4 finishes in the next few days. :)
 
@Charis: You mention me twice in your game's list, but I think you meant Jaffa. Also, you did not mention the only variant idea I ever came up with, but that could be because it is a worthless idea. :)
 
@Sulla - oops, your resource-free game was in my notes but didn't make the renumbering/cut-n-paste. That's quite a decent idea, and quite different. Almost has a "dark ages" flair to it. And yes, guerillas would be nice. Wouldn't it be nice to for INDIA to have the dominant UU and be a military marvel?! :hammer:

@Jaxom - hrmm... I should have mentioned it rather than not said anything. It's a good idea, in fact, so good, that it already had a SG with that theme :P "Big Brother" (One I feel terribly guilty about being a contributing factor to its demise! Poor Joanie)

An offshoot of that I thought of was "Old vs New" where you and three vanilla Civ 3 tribes go at vs their closest match in PtW, and your goal is to lead all your 'old' civs to world dominance, to show these new-fangled clowns how it's done. Victory condition was tricky, but Diplomatic seemed to make most sense.

And yes, I meant Army was Jaffa's.

Charis
 
I may be biased, but I've been wanting to try out my Powder Keg Europe scenario :p. One note (nit?) is the presence of the "Goths" but a lack of the English. Granted, as long as we're already modding in 10 civs to a standard map it's not too much different to mod in an 11th, I was just wondering where that variation came from. I'd try this one on Emperor just to avoid the possibility of getting steamrolled right away and to be able to play a bit more loosely. If we did this one, I'd suggest trying for a Diplo win to fit in with the scenario theme (bringing order to an intrinsically charged scenario), either that or the polar opposite in conquest.

Perpetual war sounds like another good idea that I'd be willing to go for, provided I qualify for the game (LK36 is looking pretty shaky right now, so who knows?).
 
Ok, just found the Big Brother thread, I wish I had been around then!

I noticed it was a monarch difficulty game, so I believe a Deity lvl version would have its place, with a twist. We would be the Little brother on Deity, making it quite a challenge to effectively help our big brother.

There are many good ideas on your list, I would definitly make time for some of them, even if MOO ever comes out.

How about a true role-playing SG where each player is some kind of warlord intent of gaining political dominance of our nation. The capitol would produce one settler for each players, which become their center of power. From there, each player is responsible for expansion in their portion of the empire, be it peaceful or military. The PTW ability to name unit would allow clear identification of everyones unit making rules possible about unit's usage, such as no offensive wars with someone's else units. Communism would be a global goal to reach ASAP, unless we mod despotism to act as communism for corruption purpose. Another mod could be to create a FP for each players. I am sure many more rules would be needed to make this viable, but this describe the basic idea.

On an unrelated note, Charis have a look at the editor, I believe you will find some of the data for your combat simulator, i.e. retreat bonus and bombardment success rate.
 
Really, lots of good ideas there, I had a similar thought about the European Powder keg.

If you want 24 civs, try this one -- Ancient Era Bloodbath: 24 civs, TINY map, Pangaea, 60% (or less?) water, every civ starts with a bonus settler (so if we are on Deity, we get 2 settlers and the AIs get 3.) That should make for an interesting, if short, game... :)

Another thought would be the Fall of the Roman Empire: Give the Romans several extra settlers at the start so they can build an empire before the AIs do, but deny them access to marketplaces and courthouses (simulating corruption and discontent in the empire.) Also the AI civs would start with a substantial amount of military and possibly a tech advantage, or whatever else is needed to balance out the smaller starting empire size.

Starting a new Big Brother game would be interesting as well, though I observed last time around that it is in fact easier to get a specific AI into a winning position than it might seem at first.
 
I recently played an emperor variant that I called Xenophobia. Its pretty simple: no diplomacy initiated by the player. No trading of techs as we don't trust anyone elses technology. No trading of luxuries, maps, etc. You can accept money and cities in peace deals but that's it. You don't trust foreign workers to build improvements but they can clear forest and swamps.

Needless to say exploring yourself, and researching your own technology became a big deal. It might be impossible on Deity. One of the mods I also introduced into this game was no upper or lower limit for the time to research a tech. This might be really really bad in Deity. We could also just even out the tech rates at Deity to be at the Regeant level.
 
On the original question of who's up for another DSG, i'm interested to my first SG on any variant. I guess i'll have more time during holidays with some 3-4 days with no civ available. I'll make a second attempt to post a screenshot today just to prove my worthiness.
 
I ran a solo "Always War" game on emperor and it was BRUTAL. Now, it might've been starting position and it might be :smoke: by the human, but I just don't see any way of surviving AW on deity. My AW game on emperor was tougher than many deity games I've played. Of course, sample size = 1, so I may be way off.

Death match with super-deity. Let conquest be the only win condition. One opponent. But give that opponent 30% costs and a couple extra workers to begin the game. At 12 food to grow and 18 shields for a settler, it would expand pretty fast. And even totally corrupt AI cities could build a spear in 6 turns.

"Menagerie" would actually require a fair bit of editor work, I believe. Of particular interest to me is "What would mounted warriors upgrade to?" Keshiks? Answar Warriors? Samurai (BTW, shouldn't they be a medieval infantry UU?)? Riders? War elephants? ??? And then which to each of those upgrade to? Sipahi or Cossacks? No upgrades at all? (That might be simplest, I guess.)

How about a "limited settlers" suggestion that I read somewhere else. Give everybody ~6 settlers to start the game (maybe 6 for us, 8 for AI), but don't let settlers be built until a certain tech is developed (Physics or Medicine or something). I have no idea how the AI would react, but it would almost certainly be different.

As for start date/time...I dunno. I'm rather in-and-out a LOT for the next few weeks. And much of it is still "up in the air" and probably will be until the actual day itself. As long as there was a nice, firm ruleset (24/24 or 24/48 or whatever) and everybody acknowledged it and had no hard feelings, that would be fine. I think I can handle 2 SGs, as long as they're at different points, so I might be up for joining/starting another, but.... OTOH, maybe Charis' RBD13 idea of a semi-open SG or two (grab-the-game) might work best over the holidays and can then settle down to a fixed roster in 2003?

Arathorn
 
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