Sponsor:
Sirian Opening Date: Monday, August 26 Duration: Three Weeks Map Generation:
Random Difficulty:
Deity Civilization: Zulus World Size: Small Opponents: Five Terrain:
Continents, 70% water Climate: Cold Barbarians: Roaming Rules: Standard
Victory: Any Variant
Rules: Our first Deity Variant, this one is going to be crushingly brutal.
After the results for Epic Eight, a new round of discussions broke out about the
Epics tactics. If all of the controversial subjects from that debate were removed
entirely from the game, how would the game play? I wondered about this for the
sake of argument, but we don't have to rely on theory and speculation. Let's find
out. *
No purchasing workers. No workers through diplomacy by any means, including peace.
* No upgrading units. Ever. You build a unit, it remains that type of unit "for
life". * You may not pillage your own lands. (Includes no disconnecting
your own resources). * No trading away of your last unit of any given resource.
You must keep one for yourself. * No scrolling through cities during the production
phase, "between turns". * No prebuilding of any kind. No placeholders.
Ever. You are NOT allowed to change projects. Or rather, if you change city projects
from one to another, you MUST wipe out any shields stored in the box by first
changing to Wealth, which will erase all but one shield, then (and only then)
may you assign a city to a new item.
Clarifications:
There is no restriction on changing projects when the shield storage box is empty
(because a project has just completed, or if the city has been running wealth
while "waiting" for a new option to come available). Note that forced
labor or cash rushbuys are still allowed, as is disbanding units in cities (with
the accompanying shield conversion); but you are not allowed to rush a cheap item
from zero storage, change to wealth and retain one shield, then rush a large item
on the same turn (to shortcut the double cost of rushing from zero). Only one
rush per city per turn, for this game.
Scenario Goals: I'm laying down the gauntlet. This one is "beyond
deity", an exercise in extremes. I've chosen the Zulus as the ones likely
to be most disadvantaged under these restrictions, and I'll make sure they get
a polar or subpolar start point. I'll also make sure there is at least some fertile
land around, though. About the only thing they'll have going for them is cheap
harbors to help out with the icy terrain (fishing villages), and a UU and access
to scouts that will give them some help in the early phase (land grab, barbarians,
etc).
Scoring:
Victories (if any) ranked by fastest finish (regardless of type). Defeats ranked
by game score. Strategy:
Without prebuilds, the player won't likely build any wonders without a great leader,
including the UN. If you try for a wonder, you have to build THAT wonder -- and
if you fail, all progress is wasted. Space ship parts have to be built from scratch,
starting after the turn the tech for a given part comes in. There'll be no partial-progess
whipping. State of the art military units have to be trained from scratch. Old
units can be retained as-is or disbanded. Cultural progress will be slowed by
these rules, too, although trying to win a cultural victory on Deity is a tall
order anyway. A victory here may be possible, but it's going to be uphill to try
even for the most experienced players. Anyone is welcome to play, but don't expect
mercy from this scenario. Closing
Day: Monday, September 16. Reports due on Sept 16 or 17.
Download Epic Twelve! Read
Epic Twelve Results!
|