Just a couple of special rules in addtion to the 'Poly constraints (no re-homing, etc.)
#2 -- If anyone discovers Industrialization, we lose. GAME OVER.
#1 -- The last tech we will research is Tactics. (better get Magnetism beforehand…)
We're the Sioux -- and we'd like to get back with all those folks who smacked us with better technology.
Saved game is from the start -- better for those who know that side of the game to give us the best starrt possible.
Bloodlust.
MGE. Giga.
Restarts…ON.
.
Pick up & go...(no formal list yet, and maybe not at all...)
#2 -- If anyone discovers Industrialization, we lose. GAME OVER.
#1 -- The last tech we will research is Tactics. (better get Magnetism beforehand…)
We're the Sioux -- and we'd like to get back with all those folks who smacked us with better technology.
Saved game is from the start -- better for those who know that side of the game to give us the best starrt possible.
Bloodlust.
MGE. Giga.
Restarts…ON.
. Pick up & go...(no formal list yet, and maybe not at all...)
Pro: city grows unencumbered by settler production for future SSC. Con: more cities means faster science. Pro: small island means no great sites for cities, so grow the ones we have. No decision will be necessary in my turns.
SB settler to wheat for a road. Hut eschewed. 

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