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)
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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)
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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!)