There is only one rule:
If it doesn't have four legs, wheels, tracks, floats or flies - it's not allowed.
(Since when did a Mongol walk!)
Only exception Settlers and Engineers are permitted
That means NO Dips and NO Spies - Magically appearing Partisans must be disbanded as must any non-permitted mercenary units from huts
All city improvements and WoWs are permitted - normal rules ie No rehoming of 'Vans, and on this occasion we will not impose our usual Spotless caveat
We are on a Giga World - win by any means that seems appropriate at the time
At 1AD - if there are enough of us - we may split into two games - one for conquest and one for the stars
================================================== =============================
4000BC = The proud Mongols elect Bortei to be their first war chief and she takes the title Khan. The Mongols start with Bronze Working, Ceremonial Burial and Horsemanship. A hut is found at (209, 93). Hut reveals perfectly legitimate Non-Chariot!
3950BC = Chariot sights next hut - Settlers head for 4 special sweet spot.
3900BC = Hut reveals Mysticism - quite useful with expensive martial law!
3800BC = Hut reveals Currency - on the way ...
3750BC = the sweet spot is Fish, Desert Oil, Buffalo and hidden - seed is 8 - the smart money is on a Pheasant - not the most hopeful of science sites. Second Settler goes South in hope of finding a 'Whale Band'.
3700BC = Hut gives Polytheism - our first tech towards Monarchy is going to cost a fortune! We're going to play Nomad for a while.
3500BC = hidden now has road
3400BC = Hut conceals illegal Archer - disbanded (sob);
3150BC = Ching - hut yields 50g;
3100BC = Cunning villagers teach us Masonry;
3000BC = Smart money was wrong - hidden turns out to be Silk;
2950BC = A Non-Elephant joins our ranks;
2850BC = Karakorum founded - go for rush Settler;
2750BC = Chariot tips hut and reveals Barb Horse on Forest - goes into red killing it - no vet!
2650BC = Elephant finds Whale band sweet spots - a million miles from anywhere!
2550BC = Karakorum rushes Settler;
2500BC = Villagers give us the secret of Pottery
2450BC = Samarkand founded
2400BC = Bokhara discovered far to the North
2350BC = Nishapur founded; Elephant unleashes Barb and becomes vet
2100BC = Villagers teach us the art of Archery Warrior Code
2050BC = Khan Bortei retires suffering from Piles (of useless tech)
The grand plan is to complete the Temple in Karakorum and then switch to the Gardens - we need many more cities - hopefully in the North and West where there are plentiful whales - corruption will be awful but what must be must be - please sign up and play twenty turns ...
Play Order
1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette
6) SCG
etc ...
The SGs surprisingly sober
If it doesn't have four legs, wheels, tracks, floats or flies - it's not allowed.
(Since when did a Mongol walk!)
Only exception Settlers and Engineers are permitted
That means NO Dips and NO Spies - Magically appearing Partisans must be disbanded as must any non-permitted mercenary units from huts
All city improvements and WoWs are permitted - normal rules ie No rehoming of 'Vans, and on this occasion we will not impose our usual Spotless caveat
We are on a Giga World - win by any means that seems appropriate at the time
At 1AD - if there are enough of us - we may split into two games - one for conquest and one for the stars
================================================== =============================
4000BC = The proud Mongols elect Bortei to be their first war chief and she takes the title Khan. The Mongols start with Bronze Working, Ceremonial Burial and Horsemanship. A hut is found at (209, 93). Hut reveals perfectly legitimate Non-Chariot!
3950BC = Chariot sights next hut - Settlers head for 4 special sweet spot.
3900BC = Hut reveals Mysticism - quite useful with expensive martial law!
3800BC = Hut reveals Currency - on the way ...
3750BC = the sweet spot is Fish, Desert Oil, Buffalo and hidden - seed is 8 - the smart money is on a Pheasant - not the most hopeful of science sites. Second Settler goes South in hope of finding a 'Whale Band'.
3700BC = Hut gives Polytheism - our first tech towards Monarchy is going to cost a fortune! We're going to play Nomad for a while.
3500BC = hidden now has road
3400BC = Hut conceals illegal Archer - disbanded (sob);
3150BC = Ching - hut yields 50g;
3100BC = Cunning villagers teach us Masonry;
3000BC = Smart money was wrong - hidden turns out to be Silk;
2950BC = A Non-Elephant joins our ranks;
2850BC = Karakorum founded - go for rush Settler;
2750BC = Chariot tips hut and reveals Barb Horse on Forest - goes into red killing it - no vet!
2650BC = Elephant finds Whale band sweet spots - a million miles from anywhere!
2550BC = Karakorum rushes Settler;
2500BC = Villagers give us the secret of Pottery
2450BC = Samarkand founded
2400BC = Bokhara discovered far to the North
2350BC = Nishapur founded; Elephant unleashes Barb and becomes vet
2100BC = Villagers teach us the art of Archery Warrior Code
2050BC = Khan Bortei retires suffering from Piles (of useless tech)
The grand plan is to complete the Temple in Karakorum and then switch to the Gardens - we need many more cities - hopefully in the North and West where there are plentiful whales - corruption will be awful but what must be must be - please sign up and play twenty turns ...
Play Order
1) SG[1] - 20 turns
2) SG(2) - 20 turns
3) STYOM - 20 turns
4) sirsnuggles - 20 turns
5) LaFayette
6) SCG
etc ...
The SGs surprisingly sober
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