Peace, love and happiness. Many pleasant aromas. Not a care in the world…no wait there should not be any cares in the world once everyone gets to our state of Nirvana. And so we should strive to help others achieve this. But we’ll strive with the power of flowers. We will convince all nations to combine their efforts toward peace. Feed the hungry, and whenever you hear music, dance.
So that is our challenge. Convince others to make peace and keep peace. And we shall strive to do so without war.
How we’ll win this is up to the team;
Strategic Victory: Achieve a conquest win by not building nor supporting any offensive units. Thus, we’ll only conquer via the most powerful units, settlers (& engineers), camels (& trucks), diplomats (& spies), galleons, transports and occasionally explorers. Of course, help from volunteers (NONE units) will be accepted, and perhaps even sought out. If by some mistake a unit is temporarily persuaded to join us (bribed, but supported), said unit must disband by the end of the turn (so one can bribe a barb horse and slay the leader, but if the unit is supported, it must then be disbanded after the dirty deed.)
Similarly, we’ll maintain a spotless reputation throughout our entire adventure, and we’ll strive to a Republic/Democratic government with all haste (side trips for Philosophy and Trade are perfectly acceptable). Further we avow to not examine warlike behavior unless there is no other choice. In fact not only will we never build Sun Tsu’s War Academy, if we should come across it, we will destroy this menace to peace.
Tactical Victory: Sometimes people become so fanatical upon hearing great speeches that they will go forth inspired to do that which must be done. If any of the team cowers from the onus of the strategic victory, he may instead opt for a mere tactical victory by building a barracks in the city with Shakespeare’s Theatre; military units (of any type) may be built or supported by that city…and only that city.
Marginal Victory: Sometimes the weak, fearful and lazy cannot muster sufficient resources to fend off great evil. In those cases, should the team desire to merely eke out a marginal victory, they may do so by first building (or acquiring) J S Bach’s Cathedral, and only then constructing barracks in cities no larger (and never larger as long as they support any military unit) than size two. These slums can then build and support military units of any type.
So with a free for all format, are there stalwart folk who can peacefully bring about unity with peace, love, and flower power? Say twenty turns each for the early years, then drop down to ten (or eight) and five if the turns get too long. Since we’ll let everyone have a chance, we’ll begin as the gentle purple Indians (with no techs) and see if they are willing to embrace our soft color.
Giga, MGE, standard Poly rules (although aside for no re-homing of vans, I can’t think of any).
Bloodlust (and I forgot if restarts are on or not.)
So that is our challenge. Convince others to make peace and keep peace. And we shall strive to do so without war.
How we’ll win this is up to the team;
Strategic Victory: Achieve a conquest win by not building nor supporting any offensive units. Thus, we’ll only conquer via the most powerful units, settlers (& engineers), camels (& trucks), diplomats (& spies), galleons, transports and occasionally explorers. Of course, help from volunteers (NONE units) will be accepted, and perhaps even sought out. If by some mistake a unit is temporarily persuaded to join us (bribed, but supported), said unit must disband by the end of the turn (so one can bribe a barb horse and slay the leader, but if the unit is supported, it must then be disbanded after the dirty deed.)
Similarly, we’ll maintain a spotless reputation throughout our entire adventure, and we’ll strive to a Republic/Democratic government with all haste (side trips for Philosophy and Trade are perfectly acceptable). Further we avow to not examine warlike behavior unless there is no other choice. In fact not only will we never build Sun Tsu’s War Academy, if we should come across it, we will destroy this menace to peace.
Tactical Victory: Sometimes people become so fanatical upon hearing great speeches that they will go forth inspired to do that which must be done. If any of the team cowers from the onus of the strategic victory, he may instead opt for a mere tactical victory by building a barracks in the city with Shakespeare’s Theatre; military units (of any type) may be built or supported by that city…and only that city.
Marginal Victory: Sometimes the weak, fearful and lazy cannot muster sufficient resources to fend off great evil. In those cases, should the team desire to merely eke out a marginal victory, they may do so by first building (or acquiring) J S Bach’s Cathedral, and only then constructing barracks in cities no larger (and never larger as long as they support any military unit) than size two. These slums can then build and support military units of any type.
So with a free for all format, are there stalwart folk who can peacefully bring about unity with peace, love, and flower power? Say twenty turns each for the early years, then drop down to ten (or eight) and five if the turns get too long. Since we’ll let everyone have a chance, we’ll begin as the gentle purple Indians (with no techs) and see if they are willing to embrace our soft color.
Giga, MGE, standard Poly rules (although aside for no re-homing of vans, I can’t think of any).
Bloodlust (and I forgot if restarts are on or not.)
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