An element of the game that added a great deal of challenge to Civ III was lost in the transition to Civ IV. It was always satisfying when one could overcome a resource deficit and still win, but the balanced starts of Civ IV make it almost inevitable that every civ will have Copper/Iron, Horses, and Oil (or at least Uranium) in close proximity to its starting location.
This leads to fairly cookie-cutter aggression strategies on the part of the human, and infrequently decisive AI-AI wars. In Civ III there was always the potential of a runaway-AI swallowing up its neighbors if there was a resource gap to be exploited, but I've rarely seen such a thing in Civ IV.
So I propose we play the "resource-deprived" role.
Variant Rule: We never build a military unit that has a resource requirement. No Axes, Swords, Maces, Crossbows ... or Chariots, Horse Archers, Knights, Cavalry ... or Tanks, Modern Armor ... or modern Naval units ... or Air units. Oddly enough, Mechanized Infantry does not have Oil as a requirement, but I seriously doubt those guys are riding bicycles so those are out too.
We are allowed to have the resources and improve/work the tiles. We are also allowed to build the buildings that have resource requirements or production doubling.
All victory conditions will be enabled, but we can only win via Domination or Conquest. Heh heh, we're bringin' back the dreaded Longbow Rush!
The game is not Always War, but the troop mix will look like it. Lots and lots and lots of artillery to support our offensive Archery units, powering our pre-Industrial age conquests.
I want to play this on Emperor and use Mali (that's the only Archer-based UU). Landform is open although I am thinking Continents for the spectacle that will be a required naval invasion. We may also play with Raging Barbs since we have the early UU and can fairly easily train them up using Barbs. I would also like the Barbs to found a couple of cities since those should be easier to capture pre-Catapults.
Who will join in this masochistic pursuit?
This leads to fairly cookie-cutter aggression strategies on the part of the human, and infrequently decisive AI-AI wars. In Civ III there was always the potential of a runaway-AI swallowing up its neighbors if there was a resource gap to be exploited, but I've rarely seen such a thing in Civ IV.
So I propose we play the "resource-deprived" role.

Variant Rule: We never build a military unit that has a resource requirement. No Axes, Swords, Maces, Crossbows ... or Chariots, Horse Archers, Knights, Cavalry ... or Tanks, Modern Armor ... or modern Naval units ... or Air units. Oddly enough, Mechanized Infantry does not have Oil as a requirement, but I seriously doubt those guys are riding bicycles so those are out too.
We are allowed to have the resources and improve/work the tiles. We are also allowed to build the buildings that have resource requirements or production doubling.
All victory conditions will be enabled, but we can only win via Domination or Conquest. Heh heh, we're bringin' back the dreaded Longbow Rush!
The game is not Always War, but the troop mix will look like it. Lots and lots and lots of artillery to support our offensive Archery units, powering our pre-Industrial age conquests.

I want to play this on Emperor and use Mali (that's the only Archer-based UU). Landform is open although I am thinking Continents for the spectacle that will be a required naval invasion. We may also play with Raging Barbs since we have the early UU and can fairly easily train them up using Barbs. I would also like the Barbs to found a couple of cities since those should be easier to capture pre-Catapults.
Who will join in this masochistic pursuit?
