Calling for wargame.
Supergigantic map, most sea, large islands (mostly), a little over average of trade goods.
25 settlers - not all starting on the same tile, 20 advances, 250.000 gold. Raging hordes of babarians.
And the special:
8 players, 24 hour rule. 1 fixed team of 3, 2 fixed teams of 2 and 1 alone. The single player must be no 1 or 2 to play, no teams will get 2 turns in a row. The teams are not allowed to make allicances with other teams - peace yes, but not official alliances. The single player can do as he likes and feel lucky to as long as he not officially joins a team (by using the diplomatic screen - offering alliance). A fixed team must not break up - only if a teammember leaves the game. Then the rest of the "team" plus the replacement WILL BE FREE TO MAKE NEW ALLIANCES, JOIN WHATEVER TEAM THEY LIKES (if the other team(s) will allow them in, that is) - OR BE ALONE.
Wonders: No wonders before turn 5. At least one stoneage wonder to each team - negotiations will be nessesary. If 5 players agrees, rush buy are allowed. If not - then it should take at least 20-25 turns to finish a wonder. I know that supicious minds would say NO-NO (expecting cheating) - but that's just another edge to the game. Some would cheat - perhaps.
No attacks on others before turn 3.
Maybe a ranking game?
Other suggestions?
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Woodstock was here!
Supergigantic map, most sea, large islands (mostly), a little over average of trade goods.
25 settlers - not all starting on the same tile, 20 advances, 250.000 gold. Raging hordes of babarians.
And the special:
8 players, 24 hour rule. 1 fixed team of 3, 2 fixed teams of 2 and 1 alone. The single player must be no 1 or 2 to play, no teams will get 2 turns in a row. The teams are not allowed to make allicances with other teams - peace yes, but not official alliances. The single player can do as he likes and feel lucky to as long as he not officially joins a team (by using the diplomatic screen - offering alliance). A fixed team must not break up - only if a teammember leaves the game. Then the rest of the "team" plus the replacement WILL BE FREE TO MAKE NEW ALLIANCES, JOIN WHATEVER TEAM THEY LIKES (if the other team(s) will allow them in, that is) - OR BE ALONE.
Wonders: No wonders before turn 5. At least one stoneage wonder to each team - negotiations will be nessesary. If 5 players agrees, rush buy are allowed. If not - then it should take at least 20-25 turns to finish a wonder. I know that supicious minds would say NO-NO (expecting cheating) - but that's just another edge to the game. Some would cheat - perhaps.
No attacks on others before turn 3.
Maybe a ranking game?
Other suggestions?
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Woodstock was here!
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