I am currently recruiting players for a very unique game with rules that will keep it extremely fast moving, interesting and highly competitive for the duration of the game for all civs.
Rules:
The Game Board
1) 100 x 100
2) 7 civs all starting on thier own island with roughly the same size ( different shapes) and loaded with equal but different resources and broken land for good movement.
3) 3 big cont.s for large scale military campaigns and colonization. Numerous small islands and island chains of various different shapes and sizes.
4) The entire map has been put together with care to ensure fairnes to all players and to allow for maximum number of oppurtunities for all.
5) The entire map will be revealed to all civs at the beging of the game to allow everyone to set strategy and not have to memorize a premade board.
6) All civs will start the game in contact with each other. This will allow all civs to negotiate with each other, trade tech, form alliances and move swiftly through the tech tree.
Warring
1) There will be no waring or diplomat actions untill 1500 bc.
2) The game will be played 2 x 2.
3) There will be a 2 min time limit till 2000 bc. Then a 3 min time limit till 1000 and an extra min every 1000 years there after.
4) Optional- from 4000-1500 bc set the game up simultaniously to move it rapidly to the warring stage.
5) To attack a civ, you must first declare war on that civ. via the chats so all know and the game scribe ( me) can record it.
6) No more then 3 civs can be at war with any 1 civ.
7) No more then 4 civs can be at war with any 2 civs.
8) Once at war with a civ, you are allied with all civs at war with that civ and at war with all civs allied with that civ.
9) A war can only end when a civ has "vanquished" all civs it is at war with or surrenders to all that it is at war with.
10) When a civ surrenders ( is vanquished) the following restrictions benfits are enforced immed. and continue for a 10 turn period.
a) all other civs units must leave the home island of the vanquished and return all citys on the vanquished home island. If units can not be removed 1 turn after the surrender, they must be disbanded or gifted to the home civ.
b) all citys owned by the vanquished on the home islands of other civs must be returned and all units removed by end of his next turn.
c) No DOWS can be issued by or against the vanquished for the next 10 turns.
d) No vanquished units can enter home islands of other civs unless they are gifted the same turn they arrive.
e) any vanquished units that at any time find them adjacent to other civs units or citys can be told to return to thier nearest city via goto orders removed only after 10 turn period ends or after arriving at city.
f) 200 gold is given to each conquering civ. 1 "colony" ( a city of 3 persons or more not in home island) is given to each conquering civ.
The gold can be givin any time during the 10 turn period. If not completely giving by 5 turns after surrender, a 50 gold penalty is added, and it must be givin 10 turns later.
g) The total # of citys owned by the vanquished is frozen for 10 turn period.
11) No negotiations with any civ you are at war with unless it is to persuade one side to surrender. But nothing can excange hands till the surrender is made.
Misc. Rules
1) Gifting of units is allowed but only if thoose units are on the home island of the reciever.
2) City gifting is allowed but only colonys may be gifted and only once evey 5 turns and all must know about it via chats so game scribe can record
3) To ensure that one side does not gain overwhelming advantages and to force the interior construction of your citys ther will be no wonder construction in this game.
Winning The Game
I am currently working on a point system that will be pretty in depth. This # will be recorded for each player and can be compared to totals in previous game to not only compare how well you did vs thoose that you are playing against, but how you did vs other games.
I have put alot of time into creating all the above rules, especially the warring rules to ensure that even if you get beat up, you can still get back in the game and extract revenge from thoose that vanquished you. Also the speed of the tech advancement will be mind boggeling and add to the interest of the game. If you have never played with no wonder construction, you will find that you have to dedicate yourself to interior city construction and sleezing of your citys will be a bad tactic.
If you think that this will be interesting, 4 of the slots have been taking ( Strategicking/A-Team, Zylka, Suas333, and Pinball2 have all expressed interest in playing.) If availability is a problem, find a team mate that can take over for you when your not available. To contact me, you can find me on the zone (strategicking) or send me a note on game league under A-Team. Tell me your availability and some time in January we can get bthis puppy off the ground, and i ensure you, that once you play this way, all other civ game will be boring and unworth of playing.
Rules:
The Game Board
1) 100 x 100
2) 7 civs all starting on thier own island with roughly the same size ( different shapes) and loaded with equal but different resources and broken land for good movement.
3) 3 big cont.s for large scale military campaigns and colonization. Numerous small islands and island chains of various different shapes and sizes.
4) The entire map has been put together with care to ensure fairnes to all players and to allow for maximum number of oppurtunities for all.
5) The entire map will be revealed to all civs at the beging of the game to allow everyone to set strategy and not have to memorize a premade board.
6) All civs will start the game in contact with each other. This will allow all civs to negotiate with each other, trade tech, form alliances and move swiftly through the tech tree.
Warring
1) There will be no waring or diplomat actions untill 1500 bc.
2) The game will be played 2 x 2.
3) There will be a 2 min time limit till 2000 bc. Then a 3 min time limit till 1000 and an extra min every 1000 years there after.
4) Optional- from 4000-1500 bc set the game up simultaniously to move it rapidly to the warring stage.
5) To attack a civ, you must first declare war on that civ. via the chats so all know and the game scribe ( me) can record it.
6) No more then 3 civs can be at war with any 1 civ.
7) No more then 4 civs can be at war with any 2 civs.
8) Once at war with a civ, you are allied with all civs at war with that civ and at war with all civs allied with that civ.
9) A war can only end when a civ has "vanquished" all civs it is at war with or surrenders to all that it is at war with.
10) When a civ surrenders ( is vanquished) the following restrictions benfits are enforced immed. and continue for a 10 turn period.
a) all other civs units must leave the home island of the vanquished and return all citys on the vanquished home island. If units can not be removed 1 turn after the surrender, they must be disbanded or gifted to the home civ.
b) all citys owned by the vanquished on the home islands of other civs must be returned and all units removed by end of his next turn.
c) No DOWS can be issued by or against the vanquished for the next 10 turns.
d) No vanquished units can enter home islands of other civs unless they are gifted the same turn they arrive.
e) any vanquished units that at any time find them adjacent to other civs units or citys can be told to return to thier nearest city via goto orders removed only after 10 turn period ends or after arriving at city.
f) 200 gold is given to each conquering civ. 1 "colony" ( a city of 3 persons or more not in home island) is given to each conquering civ.
The gold can be givin any time during the 10 turn period. If not completely giving by 5 turns after surrender, a 50 gold penalty is added, and it must be givin 10 turns later.
g) The total # of citys owned by the vanquished is frozen for 10 turn period.
11) No negotiations with any civ you are at war with unless it is to persuade one side to surrender. But nothing can excange hands till the surrender is made.
Misc. Rules
1) Gifting of units is allowed but only if thoose units are on the home island of the reciever.
2) City gifting is allowed but only colonys may be gifted and only once evey 5 turns and all must know about it via chats so game scribe can record
3) To ensure that one side does not gain overwhelming advantages and to force the interior construction of your citys ther will be no wonder construction in this game.
Winning The Game
I am currently working on a point system that will be pretty in depth. This # will be recorded for each player and can be compared to totals in previous game to not only compare how well you did vs thoose that you are playing against, but how you did vs other games.
I have put alot of time into creating all the above rules, especially the warring rules to ensure that even if you get beat up, you can still get back in the game and extract revenge from thoose that vanquished you. Also the speed of the tech advancement will be mind boggeling and add to the interest of the game. If you have never played with no wonder construction, you will find that you have to dedicate yourself to interior city construction and sleezing of your citys will be a bad tactic.
If you think that this will be interesting, 4 of the slots have been taking ( Strategicking/A-Team, Zylka, Suas333, and Pinball2 have all expressed interest in playing.) If availability is a problem, find a team mate that can take over for you when your not available. To contact me, you can find me on the zone (strategicking) or send me a note on game league under A-Team. Tell me your availability and some time in January we can get bthis puppy off the ground, and i ensure you, that once you play this way, all other civ game will be boring and unworth of playing.
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