Variant Brain Storming Thread

jm chen said:
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?

Since you can never order your units to attack a city that isn't on the grid, you would never own, and thus have to abandon anything that wasn't on the grid. (Obviously you'd have to disallow trading for cities, as thats the only way you can get a non-grid city).
 
A city not on 'the grid' could culture-flip to you. If you allowed yourself to keep those cities, they could produce units that move only on the tiles not on the grid...
 
This is great! This is exactly what I was looking for. And some great ideas. I like the frog in a well idea. And Nad (great to see you Nad!!) you are right about the role playing. For example the Isabella and the Chamber game was great for exactly that reason... role playing. I also agree with taking the first start. Well except if you are playing Sid.

I have an idea for a role playing game. I need to think it through all the way.

To everyone - keep the ideas coming! Take anything and start any SGs you would like.

@ GenericKen - Welcome to CFC :wavey:
 
Didn't think of flips. Yeah, would need a rule for that.

I think we've made it so that "I can't think of a variant" won't be a reason to not start an SG.
 
How about no resource/lux one?
You are not allowed to connect any resource or lux in your territory.. if one shows up in an already roaded tile it has to be disconnected, or if showing up under a town you have to abandon the town.
(you would only be allowed to get resources by importing them).

On 2nd thought it could be similar to a OCC where you start with no resources, so would have to combine it with some other variant or high difficulty to make it interesting.

Could have other variations like the no boat variant in current SGOTM.. like AW with no artillery units, or conquest with no offensive units.

Forced resettlement.. every time some event happens (every 1000 years? every time you wipe out an AI civ?) you have to abandon all your towns and build new ones (need to have atleast one settler ready so you dont loose)
 
How about never allowed to go beyond troop support limit and combining it with something else requirement fro conquest or defiant would be tough.
 
I was part of the Nad role play game but the start we had was so awful, there was no way we could pull that off, since we ended up on the Island with the Civ we were not allowed to attack, but the idea was great.
Anyone game for a re-play?
 
well, here is my :twitch: idea.

1- story teller mode. basically a civ with a predetermined win is chosen. after each turnset, that player shall write up a story to tell the masses what has happened.
logs are allowed, but story telling is more important.
check DAR01 - the sun nver sets (link in my sig) for a current running game.

2- defensive units only + Oscillating War.
bombards are allowed.
check out SW6 UNITED PEACEKEEPERS in my sig. this one is VERY HARD

3- Wondering Minstrel. our first settler must travel about till it meets a set amount of civs (3? 5?) and only then settle in place (same turn he meets that extra civ).

4- SHY COWARDS. no initiating talks. must agree to all AI deals as is, must sign peace as soon as possible (only exception to the silent part), cant declare war EVER.
 
A thought I had just now as I was mowing the lawn was custom maps. It is one of the things that makes the RBCiv Epics and the various GOTMs so popular. Perhaps if a custom map was combined with a specific theme or role playing scenario, it could be a lot of fun.

Any custom mappers out there drop me a PM and I'll float some things by you.
 
Hey Bugs,

Since you're considering created maps, going to a torus style, or vertical equator style could make it different enough to keep it interesting. It would undoubtedly lead to a few military mistakes along the way. I also liked Vol's idea of <300g in the balance -- money is the root of all evil, is it not? Perhaps no funds, coupled with peaceful, so you can't rush troops to dump the cash, just give it away.

How many have the stomach for a no military units game? I'm not sure on the player (perhaps Sirian?), but I think that was a 5CC diplomacy win. Sir Pleb also had his combination 20K x 5 + 100K + conquest win.

Regards!
 
I think I'd be game for any no military units game, despite the fact that luck plays a very large role in the outcome of such games.
 
What about a game without cash?
No paying for goods/techs/MAs,also no receiving gold.
No marketplaces,banks,stock exchanges allowed.
No cash rush government allowed.
 
Add no researching Currency and youe basically in an AAC
 
I've tried this myself and i find it interesting.

No resources and luxuries. Ever. (no trading for them either)

It allows you to use units you normally wouldnt use (longbows, guerrilas) I believe there was an sg kinda like this called "master of the bow" where the team could only build units via the archer upgrade path.

Its alot harder than it seems- especially the luxury part as you need to havw the luxury slider high. If you happen to find a city on a resource which appears in a tech you havent discovered yet (like refining), then you need to ABANDON THE CITY.

The last part can be changed if you want, but i think it would be harder if your iron works, 100 shield + city happens to be founded on aluminum :p


Oh yea.. suggested difficulty. I usually play on Monarch, but i play regent on this variant. For you guys, i would suggest emperor probably.
 
No tech Chieftain.

You pick 2 techs and those are yours for the game :)

I'm gonna start it :D
 
Two more ideas:

One-on-one: Play against just one CPU. Probably a DG or Deity game (maybe even Sid), small map, interesting for pangaea, continents, or archipelago. Could be even better if mixed with other variants.

Forced Vacation: Some turns you aren't allowed to do anything, you just hit enter (if there's any pop ups you must dismiss them as-is, just hit enter). Might be best if each player's 5th turn has to be a do-nothing forced vacation turn. Or for the truly daring, one of the SG player slots (5th player) does nothing but 10 turns of hitting enter. And for something that might be really hard on Regent or Monarch, every other turn you aren't allowed to do anything.
 
Well, I’ve had a few ideas brewing for a while. Some of them I’ve tried myself, some of them are still in the planning stage (and have been for the last year or so :p ). I hope that maybe someone will try them out.

1. Holy Cow

Cows are holy to our civilization. We seek to protect them and nurture them at all costs. Through out the game, we must obey the following rules:

- Our cows (cows with in our culture border) must never be disturbed, no units, not even workers, are allowed to set foot on the cow tiles.

- We seek to free all cows in the world from field labor. We must pillage all tile improvements from every cow tiles on the map, and also keep those cows from being exploited ever again. This must be done before we can win the game. Our units are allowed to stay on the cow tiles while performing this duty.

- We must win by the UN!

This is just a fun little variant. It’s not meant to be hard. The only challenge comes from trying to carry out those “free cow” operations without angering our AI neighbors too much as to prevent our UN win.

The players are encouraged to be creative when it comes to freeing the cows. Try to use as many off-beat methods as possible. Got a unit that you never used before? Can you herd all the cows (occupying the cow tiles) using only Elephants?

Of course, this variant is best served using India with a super all cow start :lol:


2. Kingdom of the Clowns

One very simple rule: -- every city must contain at least one entertainer.

Yep, starting from the very first city, the first citizen must be turned into a clown.

The early game will play very differently from your normal games. Settler factories? Forget about it! City sites will also have to be planned carefully to avoid “size-zero” cities :p .

Of course, with most slow start games, military is often the best solution. I have tried this variant in a solo game. A warmonger will have a lot less trouble with this variant, but if you try to play peacefully…

This variant is much easier with a AGR civ on a fresh water start, though a none-AGR civ with a food bonus start is also possible (think about it, how ;) )


3. Out of Options

In civ, there are two general classes of strategies: the warmongers and the peaceful builders. The warmongers build units and try to conquer the world, while the peaceful builders build improvements and try to out research the world. So what if you take away both of those options :eek:

There are two very simple rules:

1) You may never build any city improvements.
2) You may never attack a city.

Any tactics not forbidden by those two rules (and not forbidden by the usual SG exploit list) are allowed. This means, for example, if you want culture, you have to build the ToA (no capturing, remember). If you want to capture cities, you can try propaganda.

This variant is very hard, though not impossible at low-enough levels. I recommend that you develop a plan before you start, and then try to stick to it.
 
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