RR15 - Mills for D. Quixote

In Rusten's game they did prohibit representation from the mids (not sure about constitution), we could add that too to neuter a SE style game quite a bit.
 
Damn, I've already based my entire strategy on Rep :lol: Nah...I'm fine with a restriction on Rep for the entire game.

I am opposed to the no beaker rule. I think we should be able to run any specialist and use bulbing. Restricting it is too hard to maintain unless this was just one SG game.


Again, keep it simple. edit: stupid! (that was me rolo)
 
So 100% gold slider (no science slider, culture or eps) and no rep. Should be able to remember that.
 
So nocho, pigs and lymond are for the KISS alternative of 100% cash and no-Rep ( or atleast no-Rep up to Constitution ). vanatteveldt and vranasm seem to me more inclined to a more complex and restrictive variant . That is pratically a tie :/
 
Make take on V, is that he's in favor of the KISS approach
 
personnaly, i don't care, just give me the rules :p
If they are smaller than 10 lines, that's better ^^
 
Kiss+++
 
ugh...have to say I am lost now :)

I favor KISS :) whatever it will be...

100% cash all the time and no Rep is fine by me.
 
I guess that the talk phase is over, but I disagree that a "no science" set of rules is more complicated, so allow me to make that clear for the sake of future games.

There is only one rule:

1) After the initial teching phase, no actions may be taken except for diplomacy and popping huts that yield beakers or techs

This is the only rule that is needed, and all the concrete 'bans' follow from this rule:

- no science slider (as it furthers research)
- no building science
- no stealing techs (this is not diplomacy)
- no specialists that yield beakers (meaning no scientists, no rep specialists, no settled GEs)
- no wonders that yield beakers (UoS, Internet)
- no corporations that yield beakers

It also follows that the following actions are allowed:

- specialists other than scientists except when in representation
- representation when not running specialists
- espionage or culture slider (but no stealing techs!)
- buildings that yield culture, wealth, or espionage points (but no stealing techs)

---

An alternative phrasing of the rule would be:

1) After the initial teching phase, research should be 1 bpt
2) No actions except for diplomacy are allowed that yield techs (eg bulbing, stealing, Internet, etc)

---

The only question is whether captured cities with settled scientists and engineers or scientific wonders should be razed. I have the feeling that here a too strict interpretation overshoots the mark, but I don't really care (except for the internet, that one must go!)
 
My brain almost exploded reading all those rules :lol: (and there's even stuff missing)
 
Hey Rolo - Is building research allowed?
 
Let's add that then. Should we start a generic thread that both teams can access to discuss issues during the game or just continue using this thread?
 
My brain almost exploded reading all those rules (and there's even stuff missing)

Awww c'mon, there is only one rule! And a lot of ways that the one rule affects gameplay. But in any situaion you can reason: does action X directly improve my tech? If yes, then not allowed (except for diplomacy and huts). In the current ruleset there are all kind of exceptions, like no building research, no rep from mids, etc... Anyway, I don't really mind, I'll play with whatever rules we agree. I am studying Law on the side anyway :)

It would be good to have a central thread to discuss rules etc., as it seems that border cases will pop up during the game.
 
@Rolo - when you feel we have a final set of rules could you post them here? At that point my team will get going.
 
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