ChrTh
Happy Yule!
I've already a couple ideas (yes I know, CT2 just started...just bear with me, k?
)
I want to gauge reaction to some of the following SG ideas:
1) The Harsh Demanding God
-- We play as a Militaristic Civ. Normal rules apply. One catch: Every time we capture or raze a Foreign City, we have to Sacrifice one of ours that same turn (by 'Abandon City'); by 'ours' means that it has to have been originally settled by us. Late in the game this shouldn't be a problem (since Settlers can be spawned pretty quickly)...but early in the game may cause us to think before we attack.
2) Slave Labor
--Our people are above toil: We can not build Workers. Our original Worker needs to immediately join our city. We can, however, purchase and capture Workers from other Civs.
3) Shifting Goals
--This is a tough one. Each player is randomly assigned a Victory Condition. During their turn, they must work towards their Victory Condition ONLY. Conquest and Domination can not make peace; Space Race needs to jump the Science as high as it can go; Diplomatic needs to make peace as soon as it can; Cultural must build culture--but the catch is, if the Cathedral doesn't finish during your turn, the next player will probably have to change it! And so on. This one would require much discussion beforehand.
Possible added twist: After each member of the roster completes a turn, the Victory Type is randomly reassigned.
4) Roll of the Dice
--Requires a 6-sided dice to play. Every action you're about to choose can be vetoed if you roll a 6. Example, you move a Worker to a tile to Mine. You roll the die: 6; you're not allowed to mine that tile. You decide instead to Road it, again you roll a 6. Screaming in frustration, you hurl the die across the room and wait for your next turn. This also goes towards City Builds, Unit Attacks: Your artillery prepares to bombard, you roll a 6--no bombardment for you! Note that movement does not succumb to chance, nor does No Action/Fortify. This one requires PATIENCE.
5) The Chieftain Paralysis challenge.
--Playing on Chieftain level, you are unable to commit actions. You can not attack. You can not pop goody huts. You can not build wonders. You can not build City Improvements. You can build Workers, Settlers, Warriors, and your UU. That's it. You must wait for people to come to you.
And somehow win.
What do y'all think? Which game would you be interested in playing? Or games? Any ideas of a possible variance on the above listed?

I want to gauge reaction to some of the following SG ideas:
1) The Harsh Demanding God
-- We play as a Militaristic Civ. Normal rules apply. One catch: Every time we capture or raze a Foreign City, we have to Sacrifice one of ours that same turn (by 'Abandon City'); by 'ours' means that it has to have been originally settled by us. Late in the game this shouldn't be a problem (since Settlers can be spawned pretty quickly)...but early in the game may cause us to think before we attack.
2) Slave Labor
--Our people are above toil: We can not build Workers. Our original Worker needs to immediately join our city. We can, however, purchase and capture Workers from other Civs.
3) Shifting Goals
--This is a tough one. Each player is randomly assigned a Victory Condition. During their turn, they must work towards their Victory Condition ONLY. Conquest and Domination can not make peace; Space Race needs to jump the Science as high as it can go; Diplomatic needs to make peace as soon as it can; Cultural must build culture--but the catch is, if the Cathedral doesn't finish during your turn, the next player will probably have to change it! And so on. This one would require much discussion beforehand.
Possible added twist: After each member of the roster completes a turn, the Victory Type is randomly reassigned.

4) Roll of the Dice
--Requires a 6-sided dice to play. Every action you're about to choose can be vetoed if you roll a 6. Example, you move a Worker to a tile to Mine. You roll the die: 6; you're not allowed to mine that tile. You decide instead to Road it, again you roll a 6. Screaming in frustration, you hurl the die across the room and wait for your next turn. This also goes towards City Builds, Unit Attacks: Your artillery prepares to bombard, you roll a 6--no bombardment for you! Note that movement does not succumb to chance, nor does No Action/Fortify. This one requires PATIENCE.
5) The Chieftain Paralysis challenge.
--Playing on Chieftain level, you are unable to commit actions. You can not attack. You can not pop goody huts. You can not build wonders. You can not build City Improvements. You can build Workers, Settlers, Warriors, and your UU. That's it. You must wait for people to come to you.
And somehow win.
What do y'all think? Which game would you be interested in playing? Or games? Any ideas of a possible variance on the above listed?