Special Rules you make up

darkskies

Warlord
Joined
Jun 15, 2013
Messages
278
So given that victory is pretty easy in BE and BERT I was wondering if you have any particular rules you have made up to make it more challenging (I'm not talking mods--just "house rules" that you follow)?
 
Yes... If i am in a war I limit my self to conquering only 1 city per civ, per war. peace treaties were cities change hands aren't included.

Also I keep my affinities as level as I can so it takes longer to reach ultimate units and victory conditions. this allows AI civs be at a more even level when major wars brake out.
 
A few off the top of my head:

Strict Affinities
Choose an affinity. You may not research technologies that have points in the chosen affinity.

No Free Tech
You may not select the free technology quest reward from institute buildings.

Weaker Spacecraft/Cargo/Colonists
You may not select the Tectonic Scanner or Laboratory during sponsor setup. Ditto for Electromagnetic Scanner or Pioneers if you have them unlocked.
 
Here are the setup/ rules I play by:

Difficulty: Apollo
Victory Conditions: Domination only
Map: Pangea
Affinity: Always go for Supremacy
Tech beeline (generally speaking): Pioneering, Physics, Chemistry, Engineering, Autonomous Systems, Robotics, Communications, Collaborative Thought, Euthenics

Wonders: I pick up all the associated wonders along that tech path

Virtues: under Prosperity beeline to Colony Initiative, then under Might beeline to Scavenging, then under Industry beeline to Standardized Architecture, then back to Might to beeline to Martial Meditations, then back to Industry for the economic benefits.

About the time I am researching Euthenics I am also close to getting the Adaptive Sciences virtue. Up until that time the AI is very ahead of me Affinity wise, which can make for some very pitched battles (especially if I am in the middle of the Pangea map). Good way to stay occupied during the winter months.....

D
 
Thanks, all look like interesting ideas I will try some of them when I get back into BERT (I'm in a CivV mood right now but I think that's about to change).
 
External Trade Routes only is a "challenge" that changes things around quite a bit if you're playing the traditional "grow and develop empire with trade routes!"-style. You'll find yourself severely lacking in production, making the decision what to build all the more important.

And it's not really a "rule" that I go by, but sometimes I specifically expand directly towards my neighbor's territory to ensure early war. The game changes a lot when you don't have the luxury to just expand without anyone bothering you.
 
More good ideas, thanks. I'm definitely getting the urge to try some of these. Although I do sometimes forward settle for early war that can be interesting I agree.
 
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