Even though I lost, I had loads of fun. I used the Hari Kari cheat code to end the game, but I still had a 208 kill:loss ratio. Also, the limitations on the cheats are that only no fog, reveal map, resource cheats, steroids, and hari kari are allowed. Our Super DM was played on a Highland (or was it Hell Country) tiny map, but there are many variations.
All Super DM games are iron start.
Basic Version:
2-8 players
Land-only map (Highland, Hell Country)
Tiny
200 pop limit
Complete Super DM:
2-8 players
Land-water map (inland, coastal, etc. No medit or islands)
Tiny
200 pop limit
All units allowed
Miniature DM:
25 pop limit
Ultra DM:
Unit modifying cheat codes allowed
Full tech tree
Water Super DM:
Islands map
Tiny
Ships only
Huge DM:
Gig map
Full tech tree
and last but not least...
Absolute DM:
All cheats except unit creation cheats allowed
200 pop limit
Full Tech Tree
Large inland/cont map
6-8 way FFA
Strategies for Super DMs (and variants):
- Protect your houses, TC's, and civilians. Because of the steroids cheat, the number of military buildings you have is irrelevant. However, you need to house all of them, and attacks on your houses and villagers, if successful, allow for successive waves of combat by attrition.
- If possible, use smaller and faster units (infantry, cavalry), rather than slow or large units (chariots, elephants). Because a defense can be mounted almost instantaneously, and because there are likely to be many troops to get through, those units would be able to get at the houses faster.
- If it's a water super DM, build as far from shore as possible, to protect your buildings.