Host: Caledorn
Sponsor: BRickAstley
Starting Era: Industrial Era
Players: 7 Player game
Game Version: BtS 3.19, No Mod
Map: Custom-built, skewed towards balance. ~160 tiles a player, a reasonable water presence.
World Size: Standard
World Wrap: Toroidal
Game Speed: Normal
Difficulty: Prince
Industrial Era Start differences from Ancient Start:
Cities: Are size 3 when founded, start with a granary, market, aqueduct, forge, (lighthouse, and harbor if coastal).
Settlers: Are about 3 times as expensive as ancient start games.
Starting Units: 3 settlers, 2 workers, 2 explorers, 2 rifles, 1 machine gun (Changed from a rifle to limit early all-in rushes).
Tech: Steam Power, Scientific Method, and Steel researchable, all previous techs acquired. Picture:
Builds Available: See Pictures:
(Theater is available, not sure why it is grayed out there.)
Civics Available: All except Police State, State Property, Environmentalism:
Religions: On the 5th turn, each player will automatically found one religion. If you haven't founded a city by then.... Well you have bigger problems probably. (This is also partly why there's a strict 7 player slots, so the religions are spread evenly)
House Rules:
Banned: Nukes, Blockades, Active Spy Missions
No: Huts, Events, Vassal States, Tech Trading, Unit/City Trades, Diplomatic victory
Double Moves and Diplomacy:
Diplomacy: "Pitboss-AI-diplo"
You can make any offers for any item the trade window allows you to make, excepting cities.
Any trades offered to another player are treated as valid trade offers.
You my not communicate using: chat box in diplomacy window, unit names, city names, outside communication, in game chat, anything else in this vein.
You may not gift units to or trade cities with another player.
Double moves: "Don't be a jerk."
Peace time or when you're not planning to start war: play as soon as you are able, no need to worry.
During war preparation turn (at least 1 turn before) and during war, double moves are not allowed. When you declare on your opponent (and then end turn), he must complete a turn before you can play another one.
When going to settle a city, and you see that another player has sent out a settler in the general vicinity as well, you must attempt to alternate turns, to avoid double moving someone to claim a city site.
If there is a situation not covered above, where a player gains a clear and 'underhanded' advantage over another player in an area of contention due to a double move, that situation can be appealed to the game admin, who can determine if the game needs to be reloaded or is fine to carry on at his discretion.
If there is a problem with play windows making it impossible to observe a turn split, or a tangled web of wars that need to be straightened out for turns to be practically played, please PM the game admin for assistance resolving the situation.
Players (& dedlurkers):
Pindicator (mackoti): Boudica (Agg/Chm) of Russia
Boldly Going Nowhere (spacetyrantxenu): Asoka (Spi/Org) of Aztec
Scooter (Sullla): Montezuma (Agg/Spi) of Germany
Cheater Hater & Donovan Zoi (greenline): Peter (Exp/Phi) of India
Dreylin (Elum, OT4E): Gandhi (Phi/Spi) of the Khmer
ReallyEvilMuffin: Julius Caesar (Imp/Org) of Japan
Gaspar&NobleHelium (Old Harry): Darius (Fin/Org) of the Dutch
@Brick - checked out the sandbox - not sure if you did something weird or if this is the base for your map but the different civs have different settler costs? Civ1 has 322h settlers and Civ2 has 310h settlers? Just a thing probably to double check before shipping the save.
I've got some dirt on my shoulder, can you brush it off for me?