Or, alternately - I don't think any of us are in doubt as to the outcome at this point. I know with the weekend coming up, you guys may have more time, but we could just declare victory and move on to the next game instead. Opinions on that option?
The proposal that seemed most attractive from my pre-game brainstorming was to play the Illians thematically. Still interested in that?
Proposed ruleset
So I'm generally thinking we want to work toward a frozen world, use the unique units and unique building, and all the rituals. I would prefer to play this with either standard FFH, or with an EitB leader other than Auric. I don't want to just repeat the million-summons strategy, but I don't want to make mages illegal either. Ice mana is a very thematic feature, after all. Playing non-Arcane Illians seems like it could split the difference nicely; still have a role for mages, but we can't make them the only unit. Perhaps stick with EitB since we all have the same version installed, but go with unrestricted leaders and choose someone like Os-Gabella (Spi/Chm) for ourselves?
Settings:
Erebus Continents
Large
Immortal
EitB
No Tech Trading
All victories enabled except Religious (for everyone else)
Opponents:
Clan
Malakim
Svart
Ljo
Kurios
Lanun
Doviello
Calabim
Reasoning on opponents: civs who can either fight the ice, or survive it. Sun mana, bonus food, seafarers - they'll be hurt by ice but not totally crippled. Should keep the game interesting post-Deepening.
1. We must cast all six rituals, in order. Samhain - The White Hand - The Deepening - Stir from Slumber - The Draw - Ascension. I'm not sure on this one, maybe leave it as 'may not cast a later ritual without the earlier one first? That way we can win without making it all the way to Auric, but don't skip Samhain. That said, I do want to play with Auric if possible, so I'd prefer if we try to not crash the economy like the Sheaim game.
2. We must build a Temple of the Hand in every city unless it already contains >50% tundra/snow/ice tiles. May build them in that case but not required
3. We should aim to win by Domination, while thwarting any other victory attempts.
4. We've got to build Wilboman at some point.
5. Play as though we were agnostic - no religions!
6. Anything else? I think the game will be plenty thematic with just those requirements, myself.
(August 14th, 2015, 11:08)BRickAstley Wrote: You could keep from winning before summoning him by not allowing yourselves to wage any offensive warring before he is summoned.
We don't get Drifa if we don't eliminate someone first. Most fun you can have with PoW is early war, too.
But we could use something similar - no more than one conquest per ritual. Or we could be less formal, and just say that Auric is a high priority goal, play as though you need him.
I think it's my turn to play... oops... Just haven't found much time recently. I think I'll try to finish my set today, for what that's worth, but I agree that the outcome is obvious. Also I think we all have lost the intreset a bit once it became too obivous that we would just roll over all the AIs very easily in this SG.
So I agree we should move on to next SG (you can count me in for sure) and I'm liking the Illians game. Your ruleset sounds good to me by a quick look, though I might comment more on those later today when I find more time to respond.
(August 14th, 2015, 14:23)Qgqqqqq Wrote: Make it a requirement to build at any desert starts?
'it'? Temple of the Hand? I've never seen a desert start that was more than half tundra, so I think that's covered.
Or did you mean something else?
Quote:BTW I'm pretty certain non-Autic Illians also can't get religions.
I know it was a goal to put Agnostic on the Illians/Grigori instead of their leaders, I just am not sure if that was actually implemented. It seems like Auric still has Agn as a trait, but maybe the Illians have it too now.