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
Sign me up!

OK, the situation is thus: We're still a long way away from Monarchy (about 10 turns from CoL). We're in a wonder race for HG with a size 7 city (Paris), and our capital can't grow without Monarchy (or some serious work being done on the terrain). Lots of good city sites abound... this may become an ICS game, since there's lots of room to expand.
(and don't take anything written here too seriously, its just a game
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