As discussed in the Revival Game thread... a semi-silly rules game for your consideration.
- Free-for-all Succession Game format.
--- The last player may not play again.
--- The previous player must allow 36 hours before they step in.
--- i.e. if A plays and then B plays, A must wait to allow any possible C to pick up the game, but if no-one does then A can play after the 36 hours are up.
--- Post here when you grab the game and ideally play your (initially 20) turns - or as far as you get in 3 days if things go badly for you - and then post your current save
--- Attached is a 2.42 custom (80x80) map, deity, raging hordes start. We will stay with 2.42 unless someone only has MGE (n.b. MGE can be obtained cheap these days, and there is a conversion to MGE available at civfanatics... hint, hint ).
SPECIAL RULES... please read carefully
The underlying concept is... respect for the environment, animal rights, avoidance of techs and improvements that are, or could be, bad for the environment. When in doubt, the rules below will be interpreted with this concept in mind.
(disclaimer: The "Greenpeace" reference was selected because it makes for a good play on words. I am not commenting on the merits of Greenpeace the organization through this idea.)
So...
1. No building cities with the following in the radius: Whales, Pheasant, Silk, Buffalo, Furs, Muskox, Ivory. Fishing for subsistence is permitted (but no mass netting - see below re: Harbours being banned). If a city is accidentally built with one of these specials in the radius, it must be starved down to size 1 and disbanded by building a Settler.
2. No terrain improvement or terraforming with the exception of roads, and RR along the shortest path between cities. No mining or irrigation allowed. No fortresses or airfields. Pollution clean-up is OK.
3. Mounted units (horse slavery!) are barred. This includes Camel units. Nuclear Missiles are barred, as are Carriers, Battleships and Submarines following the discovery of Nuclear Power.
4. The following city improvements may NOT be built: Factory (pollution), Manufacturing Plant (pollution), Power Plant (pollution), Nuclear Plant (waste), Harbour (mass netting - bad for dolphins), Offshore Platform (drilling offshore=bad), Superhighways (car culture=bad), Supermarket (sells product of factory farms), Research Lab (animal testing).
5. The following city improvements MUST be built in preference to other improvements once available: Solar Plant, Mass Transit.
6. The following Wonders may NOT be built: Hoover Dam (hugely disruptive to local ecosystem), Manhattan Project (should be obvious why not), Cure for Cancer (animal testing!).
7. The following advances must be delayed as long as possible (in practice, this means that where they show up on a list of choices, they may not be selected unless no other choices are available. We don't have to guide our research to avoid their prerequisites): Steam Engine, Railroad, Industrialization, Corporation, Refrigeration, Refining, Combustion, Automobile, Nuclear Fission, Nuclear Power, Plastics. Technology advances may be stolen, but once Spies are available, they must be directed to steal an advance OTHER THAN the ones noted above. Where the AI only knows the barred advances noted above, a tech cannot be stolen.
8. Spies may not poison the water supply or plant nukes. When destroying city improvements, the primary target MUST be an offending improvement (one listed above in point #4.). Once all offending improvements are destroyed in the city, other improvements can be targeted.
9. Where an AI city is captured, all offending improvements must be sold, starting immediately. Terrain improvements (except as noted above) must be pillaged within 10 turns. If an offending terrain special is in the radius, it must not be worked. Forbidden units captured or bribed must be disbanded (set free).
Win could by conquest or by spaceship, whichever seems most expedient
Save to follow.
- Free-for-all Succession Game format.
--- The last player may not play again.
--- The previous player must allow 36 hours before they step in.
--- i.e. if A plays and then B plays, A must wait to allow any possible C to pick up the game, but if no-one does then A can play after the 36 hours are up.
--- Post here when you grab the game and ideally play your (initially 20) turns - or as far as you get in 3 days if things go badly for you - and then post your current save
--- Attached is a 2.42 custom (80x80) map, deity, raging hordes start. We will stay with 2.42 unless someone only has MGE (n.b. MGE can be obtained cheap these days, and there is a conversion to MGE available at civfanatics... hint, hint ).
SPECIAL RULES... please read carefully
The underlying concept is... respect for the environment, animal rights, avoidance of techs and improvements that are, or could be, bad for the environment. When in doubt, the rules below will be interpreted with this concept in mind.
(disclaimer: The "Greenpeace" reference was selected because it makes for a good play on words. I am not commenting on the merits of Greenpeace the organization through this idea.)
So...
1. No building cities with the following in the radius: Whales, Pheasant, Silk, Buffalo, Furs, Muskox, Ivory. Fishing for subsistence is permitted (but no mass netting - see below re: Harbours being banned). If a city is accidentally built with one of these specials in the radius, it must be starved down to size 1 and disbanded by building a Settler.
2. No terrain improvement or terraforming with the exception of roads, and RR along the shortest path between cities. No mining or irrigation allowed. No fortresses or airfields. Pollution clean-up is OK.
3. Mounted units (horse slavery!) are barred. This includes Camel units. Nuclear Missiles are barred, as are Carriers, Battleships and Submarines following the discovery of Nuclear Power.
4. The following city improvements may NOT be built: Factory (pollution), Manufacturing Plant (pollution), Power Plant (pollution), Nuclear Plant (waste), Harbour (mass netting - bad for dolphins), Offshore Platform (drilling offshore=bad), Superhighways (car culture=bad), Supermarket (sells product of factory farms), Research Lab (animal testing).
5. The following city improvements MUST be built in preference to other improvements once available: Solar Plant, Mass Transit.
6. The following Wonders may NOT be built: Hoover Dam (hugely disruptive to local ecosystem), Manhattan Project (should be obvious why not), Cure for Cancer (animal testing!).
7. The following advances must be delayed as long as possible (in practice, this means that where they show up on a list of choices, they may not be selected unless no other choices are available. We don't have to guide our research to avoid their prerequisites): Steam Engine, Railroad, Industrialization, Corporation, Refrigeration, Refining, Combustion, Automobile, Nuclear Fission, Nuclear Power, Plastics. Technology advances may be stolen, but once Spies are available, they must be directed to steal an advance OTHER THAN the ones noted above. Where the AI only knows the barred advances noted above, a tech cannot be stolen.
8. Spies may not poison the water supply or plant nukes. When destroying city improvements, the primary target MUST be an offending improvement (one listed above in point #4.). Once all offending improvements are destroyed in the city, other improvements can be targeted.
9. Where an AI city is captured, all offending improvements must be sold, starting immediately. Terrain improvements (except as noted above) must be pillaged within 10 turns. If an offending terrain special is in the radius, it must not be worked. Forbidden units captured or bribed must be disbanded (set free).
Win could by conquest or by spaceship, whichever seems most expedient
Save to follow.
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