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August 14, 2018 20:01
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GAME 16 | |
War at Sea: Team Island Alliances. | |
(Custom rules, settings, and concept by Pneu) | |
RULES/SETTINGS/DETAILS: | |
1. Each team member has sovereign control of their nation. But, since you are part of a team in a team game, you will be | |
expected to participate in "teamwork". Delegation and/or reassignment will happen for idlers/inactives. | |
2. Diplomacy will be disabled. Technology must be acquired through research, conquest, or theft. Transfer of gold is | |
forbidden. | |
3. Players start with 3 settlers, 3 workers, and 4 explorers. | |
Please be aware that this is a "retro" game that has rolled back community improvements to the multiplayer ruleset. | |
1. There is no base corruption (no minimum corruption), but corruption increases faster with distance. Because of other | |
settings, Nations who don't or can't carefully optimize “smaller-poxing” around the capital will soon discover that this retrorollback | |
makes them technologically backwards and quickly vulnerable to conquest. | |
2. In Democracy, each city gets one unhappy citizen made content, as if each city had a free courthouse. This combines with | |
the corruption settings to heavily and decisively penalize non-Democratic government beyond what is experienced in | |
standard games. | |
3. In Despotism, production bonus in the Capital has been removed. This will lessen 'resource luck' and significantly slow | |
economic growth during the despotic period. | |
4. Fundamentalism does not have unhappy citizens and enjoys almost no corruption. | |
5. Isaac Newton, Marco Polo and The Internet are removed from the game. This will slow the mid- and late-game | |
considerably. Statue of Liberty has also been removed. | |
6. Darwin's Voyage and Philosophy only award 1 free tech to the FIRST nation to discover each. With most nations getting no | |
tech from these, this will further slow the game pace. | |
7. Buy cost on all Wonders is double that of buildings: that is, 4 gold per remaining shield. This reverts an unintended 'bug' | |
that happened to multiplayer ruleset, slowing the game back to how it was before the 2 gold / shield 'bug'. | |
8. Trade routes are enabled, and must be between cities more than 8 tiles apart. There is a limit of 4 routes per city. | |
9. Cities on a river get a free Bridge even before Bridge Building is researched. | |
10. Caravans cost 50 shields and donate 50 shields to a wonder. | |
11. Aegis Cruisers get a lower defense bonus (now 2x instead of 4x) against air units but have the same cost. The net effect of | |
this is that defence against air units is reduced to be equal to battleships, while still having a DHPS inferior to | |
cruisers/battleships against non-air units. This means that all around and on average, the most advanced naval unit now has | |
an inferior average defence/cost ratio to more primitive units which were available with earlier technologies. (DHPS = | |
Defence x Hit Points / Shields). This is a significant re-balance of power away from surface ships and toward offensive units | |
which can hide (air units, submarines) and may result in a slower end game and/or encourage nuclear alternatives. | |
SUMMARY: | |
Each Nation starts on a fair island of 100 tiles, allowing for a small number of cities prior to conquest/colonization. The world | |
map is similar to Earth: 70% water. Your location is completely random, so you may find enemy islands are close to you! This | |
will immediately create tensions in key waterways, resulting in naval conflict and a need to support isolated nations on your | |
team or else be outnumbered by the other team. Trade routes on the seas will dominate economic wealth, and navies will | |
battle for control over the key waterways! Coordination of allied fleets into offensive initiatives and defence zones will be a | |
key part of this game. Diplomacy=OFF will forbid using waterways for trading of gold and science, magnifying the difference | |
between the best players and everyone else. Isolated weaker nations who face a stronger power are forbidden from | |
receiving gold support. Thus, geographics and settings may encourage rapid volatility, fall of nations, and one team getting an | |
upper hand quickly. In spite of that, this might be a slow game for survivors, because other factors were introduced to extend | |
game length: a) no tech trading b) recessive economics caused by land scarcity, c) re-balancing of naval power to penalize | |
troop transportation in the late game. Several other slowing factors were added which can be read in the | |
rules/settings/details page. |
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