Variant Brain Storming Thread

MeteorPunch has an eye-opening variant in his MP6 "A Madman and His Ladies". The Viking were the selected civ and were opposing an all female cast: Egypt, Russia, France, England, Spain and the Byzantines.

The ladies were met randomly. With the first one Rangar was shy (no trading), the second became a girlfriend, third lover, fourth wife, etc. Each one had certain restrictions. When a '"relationship" ended Rangar goes "mad" and does something mad-ish. This act depends on which relationship was ended.

So of course the writing is up to the material.

This variant is still playing today (9/2/05).

How does "Cleo and Chippendales" sound? Limited to female players, perhaps?
 
OK, here's one that just came to me that's simple yet has some really interesting effects:

All units can only move in the cardinal (N,S,E,W) directions. No diagonal moves allowed.

Your first produced settler will originate from the capitol, and thus following this restriction, all of your cities will fall on the "grid."

You will only be able to improve half of the tiles.

If a resource or luxury falls in one of the "off-grid" tiles, you will be unable to hook it up.

If an enemy unit or enemy city falls off-grid, you won't be able to attack it or capture it.
 
I´d like to see a AW game with the infantry rule, that means no fast units allowed.

Another idea would be to recreate the legendary "I dream of dromons" where all coastal cities have to by taken amphibiously.
 
Hey Sir Bugsy, how's tricks?

I agree with you that variant games were what kept the Civ-enthusiasm alive, so if you want to keep things fresh, you need to do different things. Most of the SGs I played were variants and there was always a case of trying to do things that had never been done before. I don't play Civ3 anymore (though looking forward to Civ4) but I do keep track of the SG forum, precisely for games that are unique or done in an interesting manner...in the gaming world, there is little better than a well-run, heavily analysed SG.

However, as you noted, there are very few new ideas coming onto the scene and most games are repeats or copies. Another trend I've noticed, which was anathema a couple of years ago, is that SGs now seem to be starting with everyone rolling up maps and then taking the very best start based on food bonuses, fresh water etc. What happened to the old-fashioned ideal of playing the hand you're dealt?! I remember Random Deity Troublemaking, which I think was the closest SG ever (victory by half a turn), and that game was such fun because we were fighting against the odds the entire game as we took what we were dealt. So for any current SG players interested in my $0.02, take the first start ;).

As far as creating variants goes, my advice is not to think in game-language terms (units, movement, techs, gold etc) but instead to think thematically, think of an idea, a belief or a goal. Then translate that idea into a game variant. IMO this method produces more convincing variants than simply applying game restrictions for the sake of it and not taking believability or logic into account.

So here's 3 ideas for now:

1) Pontius Pilate and Biggus Dickus Take Control.

I'm sure you all know the scene from The Life Of Brian. Pontius struggling manfully with "welease Woger" and Biggus trying to get his tongue round "thicth theditiouth thribeth from Thaetharea".

The theme for this variant is you can't get involved with anything that begins with "R" or "S". You can't talk to those civs (Rome, Russia, Spain etc), you can't build buildings (recycling plant, research lab, SAM, solar plant etc), you can't build the wonders (SETI, Sistine, Shakespeare's, Smith's, Suffrage, Sun Tzu, Statue of Zeus etc), you can't research the techs (writing, steam power, republic etc) but you CAN buy them (otherwise you'd never progress), you can't train the units (spears, swords, rifles, settlers *** etc), you cannot use the resources (silks, spices, rubber, saltpeter).

You can iron out the details of exactly what you'd do but the general theme is that Pontius and Biggus cannot get involved in things they can't pwonounce pwopewly, though I'd stick to starting letters only ;). You could use any civ (Wome?) or create a custom civ. Since you can't train settlers it would also be a one-built city game and you'd have to conquer or culture-flip to expand. This should be manageable up to deity, emperor would be the optimum level to have a bit of fun. I'd suggest a setup of:

Map: standard, 60% pangaea, hot, dry, 4 billion years.
Civ: Wome or custom
Opponents: Russia, Sumeria, Babylon, Hittites, China, Persia, Greece, normal aggression, raging barbs.
Difficulty: emperor.

2) The Mongol Hordes.

Simple, high level conquest game with the pressure of time. Defeat all other civs, raze their cities to create pasture land for your beloved horses.

Restrictions:

a) must win by conquest.
b) 10CC...no more than 10 cities at ANY point.
c) can only train horse-based military units: chariots, horsemen, keshiks, cavalry. Artillery and naval transport units are allowed. Warriors, spears, archers, swords etc are NOT.
d) must raze all enemy cities.

Map: standard, 60% pangaea, cold, dry, 3 billion years.
Civ: Mongols
Opponents: China, Korea, Russia, Arabs, Germany, France, Spain, maximum aggression, sedentary barbs.
Difficulty: deity.

3) Doing Deals With Baddies. That was my last game but I never got it off the ground as I had computer problems at the time. See the thread for the variant...run properly, it should be do-able and fun.
 
How not to switch leaders:

There is NOTHING reported in the SG thread. All you see in a game save after each turn. The next players has to blindly go into the game without a clue of what the game plan was.
 
LKendter said:
How not to switch leaders:

There is NOTHING reported in the SG thread. All you see in a game save after each turn. The next players has to blindly go into the game without a clue of what the game plan was.
Maybe by limiting it to two pictures to make a point or something.
 
Vol said:
There's also the concept of having each player have different variants.

I think 5 in 1 (mystery SG with twists) - Emperor was probably one of my all time favorite SGs to read. Each player had different variants and they didn't know what each other had. Definitely different than all of the same-old SGs you see going on today.
Would an open SG where everyone chooses their variant make things interesting?
 
Well Arathorn ran a variant where you rolled the dice to randomly determine what you were doing. As as example:
2 - Always War
3 - Anarchist, must revolt turn 1 (played with a religous civ)
4 - Silence is golden, no diplomacy these 10 turns
12 - scrambled production, all builds must be changed.
 
ABC Research:

Research all techs in alphabetical order, among those you can choose from. You have absolutely no interest in any technology other than the your current research project, and may not trade for those technologies. If the tech that you are researching becomes available through trade, you must trade for it if at all possible. This includes dropping science to 0% and giving 100% of your income to an AI for 20 turns.
 
LKendter said:
How not to switch leaders:

There is NOTHING reported in the SG thread. All you see in a game save after each turn. The next players has to blindly go into the game without a clue of what the game plan was.

Or report only lies.
Every turn make a false and/or true statement about some event.

2)Play an AW game where you aren't allowed to switch production
before the previous production has finished.
You can only change to Wealth.

3)Play a game making actions according to the turn your in.
So turn 5 allows you to do 5 actions.Let's say irrigation,moving
a unit,pop up a goody hut,build a road or make a contact.
 
The Story
Edmond Dantes was unjustly imprisoned for alleged political crimes he knew nothing about. He was arrested on his wedding day and disappeared for many years, presumed dead and certainly forgotten by those who conspired against him. In prison, he was befriended and educated by a supposedly insane priest, who told him where to find an extremely large fortune, buried on the island of Monte Cristo. Dantes was able to escape his prison and came back to take his revenge on those who put him into prison.

The Game
Country: France (Well, he was French.)
Other Civs: Five, random (?)
Victory: All but Conquest
Map Size, etc: TBA

Variant Rules
1. Initially, only one city, size 1, until Edmond gets his fortune. And until Edmond gets his fortune, he knows nothing, researches nothing, trades nothing, contacts no one; he does not exist.

2. When Edmond finds his treasure he gets:
a. 100,000 gold - lump sum
b. four workers for free (that turn only)
c. four settlers for free (that turn only)
d. free embassy in each capital
e. all known science up to that turn​
3. Whatever the cost, Edmond must acquire and keep ROPs with the two closest nations (The Friends). One will be for his mentor in prison, the Abbe Faria, and the other for his beloved boss, M. Morrel.

4. When the time is right, (each time, player determined), Edmond must declare war on the remaining nations, (The Enemies) who represent his oppressors: M. Danglers, who wanted his position, M. Morcef, who wanted his fiancée and M. Villefort, who feared political ruin if Dantes were to be free. The first two attacked must be eliminated; the other may retain only one city.

5. The Friends cities may not be captured except by culture flipping.

6. Should a Friend declare war, any of their units that enter Edmond's space are fair game for defeat and capture.

7. Wars with The Enemies are not constant. Edmond can declare war and accept peace if offered. But the result will still be their destruction.​

Unknowns and Negotiables
I think the event that really puts the Count into the game should be some sort of random event after a given number of turns. I have no idea what it could be. Perhaps based on a city count, or maybe just the number of turns plus some other number. My first thought is that this should happen between 1250 and 1500 AD.

May need some super unit named Placeholder, to make sure that the capital is not overrun by others. Gotta keep Edmond alive until he comes into his inheritance.

This could require some game editing, which I have not done before. Not afraid to edit, just an unknown.

This is only a starting point. Any ideas, good/bad, etc?
 
I think the OCC --> OW variant would be great, if it hasn't been done. OCC until 0 A.D., then declare war on everyone in the order in which you met them. I'm pretty sure OCC --> AW is not possible at a level above Regent.

That No Diagonal Moves/On the Grid idea is great. Not being able to attack enemy cities off the grid would make it a massive challenge, you'd have to flip and abandon everything that was in the wrong place. Pangaea?

Always War Amateurs: AW with no barracks, armies, or walls allowed. If you wanted it really cranked up you could leave out cats, too.
 
Hiya. Long time guest lurker just registered to post in this thread.

I think the best game variants are those based on mistakes we all made when we first got the game. Always War when we don't realize how profitable peace can be. Silent games before we discover the diplomacy menu. They force us to play sub-optimally and have a real nostalgia value to them.

For this reason, I think the no diagional moves variant is the best one suggested so far (who else played civ1 without a numpad?).


A couple of variant ideas of my own:
1) Frog in a Well
In the first civ game I ever played, when I was like 7, I never read the manual and had no idea what was going on. I never explored past my first 9 tiles and I just kept building wonder after wonder (I survived on great wall), thinking it was a crappy version of sim city. In any case, it makes for an interesting game, not knowing what's going on in the world around you. Here's the variant:
1- Outside of cultural boarders, non-settler units may not explore. That is to say, they may not move onto any square outside of cultural boarders that would reveal more of the map.
2- No trading for rival maps. That would be cheating. :p
3- Errata: Naval units loaded with settlers may explore. Whether or not planes may recon is up in the air (hah!).

2) Literal roads
How many of you played civ without realizing that roads gave commerce bonus? In preperation for civ 4, this might be a handy variant, forcing you to build streight roads.
1- A tile may not be roaded if it is adjacent to more than 2 other roaded or city tiles. You may pillage your own roads to make room.
2- The variant may be relaxed to a limit of more than 3 for roads, and more than 2 for railroads.

3) No roads
Self-explanitory. Probably hard as heck, given the lack of science or money.


And a couple of GOTW suggestions:
1) Fastest full palace: The first player to get a full palace (every component to level 3) wins.
2) Most toys wins: The player with the most cash in the treasury by 1980 wins. :)
 
The cowards: Whenever war is declared, fight as normal UNTIL a unit is lost. As soon as that unit dies all units have to run away from oncoming enemy (even if they are in a city) and peace has to be gotten ASAP.

(Three guesses as to which countries military I have in mind...)

On a side note, I would definitely be interested in seeing some Monarch/Emporer level training games, lurking this forum has helped me become a Monarch/beginning Emporer player.
 
Well I've never given much thought to thinking up variants, but I'll give it a shot.

- All Preferences must be turned off (except for Autosave, Advanced Unit Action Buttons, and maybe a few others I'm forgetting that wouldn't make a difference). I know I'd find it hard without being able to turn on Colorblind Help. :rolleyes:

- I'm sure this has been done before, but have all AI be Very High aggression civs (Mongols, Germans, etc.) and set AI Aggression to maximum.

- A random number generator is used each time a tech is discovered to determine the next one to research. For instance, say you have a choice of researching 3 techs. The highest tech on the tree would be 1, the second would be 2, and the lowest would be 3.

- This is similar to other people's suggestions, and may have been done before, but on the last turn in each person's set, the player must do something to make it harder for the next player. For examples, a unit could be disbanded, a galley could be sent to unsafe waters (sea or ocean), or even war be declared. Kind of like that Bad Apple variant, but with everyone being a bad apple.

- I'm not sure why Scenarios and Mods aren't used for SGs more often. Either the Conquests Scenarios or mods like R&R (which I know has been used for SGs a lot), The Cold War, or The Great War.

- A super unit could be created for each civ. They would have very high A/D/M for the time period, and could be given other powers, like All Terrain As Roads. Other details need to be worked out, like whether it should be buildable or just made from a Wonder or something.

- Combining Vol's Grid suggestion and the each city must be founded a certain number of tiles away rule could create larger (and harder) games.
 
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