Over at the Civ3PTW ladder, we've come up with a few variants and themes for games that are relatively quick, but still enjoyable, in the MP environment. I thought I might share a few of them, and ask if anyone else has any of their own that I might take back to the ladder community. 
Anything not mentioned is generally can be left on random, or changed as you see fit for your own uses.
Expand, or Die! 1-2 Hour Game
Players: 2 (standard map), 3 (Large Map), 4-5 (Huge Map)
Landmass: Pangea
Barbarians: Sedentary/None
Newly Edited: Egypt is considered "banned" in this format due to being overpowered under these rule conditions.
In this setting, you simply expand as quickly as possible to reach a total of between 500-1000 points, depending on how long a game you want to play. The overgrown map size is used to make it unlikely that you will expand into another player before reaching the point goal. War in this game is strictly forbidden, as are all acts of war (as the computer would define them.) Alternatively, you may allow war with conscripts only- meaning only the units you find in huts. You can defend your Civ with any unit you choose to build, however.
Countdown to the Apocalypse 3-4 Hour Game
Players: 3 (Small Map) 4 (Standard Map) 5 (Large Map) 6-8 (Huge Map)
Landmass: Pangea
Time Limit: 180 or 240 minutes.
This game is an alternative for "Builder" players tired of seeing Aztecs show up on their doorstep 10 turns after the game begins. Until 1500 BC (3 hour game) or 1000 BC (4 hour game) war and all acts of war (see above) are absolutely forbidden. After that, the game may be played as normal. Victory is determined by point totals at the end of 3 or 4 hours. Basically, the first half of the game favors a builder, and the second half favors a warmonger, but only after giving the builder an initial chance to prepare for the coming storm.
"From Ancient Grudge Break to New Mutiny" 3-5 Hour Game
Players: 5-6 (Tiny Map) 7-8 (Small Map)
Landmass: Pangea
Barbarians: Raging
Civs Restricted to: Aztec, Iroquois, Egypt, Persia, Rome, Zulu, Babylon, Celts
Victory Condition: Elimination.
This game is, in a word: Bloody. Using only the Ancient-Era Civs listed above (Carthage and Greece were excluded for having units inappropriate to the game type) your objective is less to win and more to be the last person standing when the smoke clears. Because there is almost no elbow room at all, you can expect alliances to shift very quickly, and resources to become big targets. Playing a 7-8 player game may require some patience on the part of the connection, but it IS possible- I've done it three times. It's also, according to every player in those games, entirely worth it. Here's the final kicker: The host, preferably by using an 8-sided die, determines RANDOMLY who gets which of the Civs for the game. (If you don't trust your host, I dunno what to tell you.)
Give Peace a Chance ? Hour Game
Players:6-8 (Huge Map)
Landmass: Continents/Pangea
Barbarians: None
Victory Conditions: 1000/2000 points.
Civs Restricted to: Korea, India, Spain, Babylon, France, Ottomans, Greece, Egypt.
I haven't tried this one yet beyond a betatest, but this is essentially exactly the opposite of the game above. War is completely banned, *and so is the production of any and all military units.* All you get are settlers, workers, and explorers. Yes, this may mean you leave cities producing wealth early on at times.
This game is pretty much "Clash of the Builders" with a restriction on who you can use. Again, the host RANDOMLY determines who gets which Civ from the list above.
Land Power vs Sea Power ? Hour Game
Players: 4
Landmass: Archipelago
Victory Conditions: Team Eliminated (See Below)
Civs Restricted To: England, Vikings (Team A) Japan, China (Team B)
Culturally Linked Starting Locations: ON
Allow Culture Flips: OFF
This game effectively pits Team A - two cultures with likely naval superiority, against Team B- two cultures with likely land superiority, in an environment where exactly where land and ocean regions are plays a big factor. Can England and the Vikings invade the Orient, where quick, strong units stride the lands? Can the Orient force enough boats through the waters to land on English and Viking shores? In this game, the two players work together to defeat the other team, and no victor is declared until one team is completely wiped out. Optionally, a Medieval Start might be used for this game.

Anything not mentioned is generally can be left on random, or changed as you see fit for your own uses.
Expand, or Die! 1-2 Hour Game
Players: 2 (standard map), 3 (Large Map), 4-5 (Huge Map)
Landmass: Pangea
Barbarians: Sedentary/None
Newly Edited: Egypt is considered "banned" in this format due to being overpowered under these rule conditions.
In this setting, you simply expand as quickly as possible to reach a total of between 500-1000 points, depending on how long a game you want to play. The overgrown map size is used to make it unlikely that you will expand into another player before reaching the point goal. War in this game is strictly forbidden, as are all acts of war (as the computer would define them.) Alternatively, you may allow war with conscripts only- meaning only the units you find in huts. You can defend your Civ with any unit you choose to build, however.
Countdown to the Apocalypse 3-4 Hour Game
Players: 3 (Small Map) 4 (Standard Map) 5 (Large Map) 6-8 (Huge Map)
Landmass: Pangea
Time Limit: 180 or 240 minutes.
This game is an alternative for "Builder" players tired of seeing Aztecs show up on their doorstep 10 turns after the game begins. Until 1500 BC (3 hour game) or 1000 BC (4 hour game) war and all acts of war (see above) are absolutely forbidden. After that, the game may be played as normal. Victory is determined by point totals at the end of 3 or 4 hours. Basically, the first half of the game favors a builder, and the second half favors a warmonger, but only after giving the builder an initial chance to prepare for the coming storm.
"From Ancient Grudge Break to New Mutiny" 3-5 Hour Game
Players: 5-6 (Tiny Map) 7-8 (Small Map)
Landmass: Pangea
Barbarians: Raging
Civs Restricted to: Aztec, Iroquois, Egypt, Persia, Rome, Zulu, Babylon, Celts
Victory Condition: Elimination.
This game is, in a word: Bloody. Using only the Ancient-Era Civs listed above (Carthage and Greece were excluded for having units inappropriate to the game type) your objective is less to win and more to be the last person standing when the smoke clears. Because there is almost no elbow room at all, you can expect alliances to shift very quickly, and resources to become big targets. Playing a 7-8 player game may require some patience on the part of the connection, but it IS possible- I've done it three times. It's also, according to every player in those games, entirely worth it. Here's the final kicker: The host, preferably by using an 8-sided die, determines RANDOMLY who gets which of the Civs for the game. (If you don't trust your host, I dunno what to tell you.)
Give Peace a Chance ? Hour Game
Players:6-8 (Huge Map)
Landmass: Continents/Pangea
Barbarians: None
Victory Conditions: 1000/2000 points.
Civs Restricted to: Korea, India, Spain, Babylon, France, Ottomans, Greece, Egypt.
I haven't tried this one yet beyond a betatest, but this is essentially exactly the opposite of the game above. War is completely banned, *and so is the production of any and all military units.* All you get are settlers, workers, and explorers. Yes, this may mean you leave cities producing wealth early on at times.

Land Power vs Sea Power ? Hour Game
Players: 4
Landmass: Archipelago
Victory Conditions: Team Eliminated (See Below)
Civs Restricted To: England, Vikings (Team A) Japan, China (Team B)
Culturally Linked Starting Locations: ON
Allow Culture Flips: OFF
This game effectively pits Team A - two cultures with likely naval superiority, against Team B- two cultures with likely land superiority, in an environment where exactly where land and ocean regions are plays a big factor. Can England and the Vikings invade the Orient, where quick, strong units stride the lands? Can the Orient force enough boats through the waters to land on English and Viking shores? In this game, the two players work together to defeat the other team, and no victor is declared until one team is completely wiped out. Optionally, a Medieval Start might be used for this game.
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