They didn't have electricity in ancient timesYou are not allowed to exceed your starting driller cap. This means no tinkerer or MoE, and no taking dormant generators or others' generators.
They didn't have machines in ancient times eitherYou are not allowed to exceed 90 drillers a day.
I'm just gonna not name them and just throw my ideas out there

3. No taking dormant outposts
4. You can only land and target subs that are outside of your sonar range
at time of launch or reroute. Lone queens are exempt from this rule.
5. You may only own 1 promoted specialist and 9 unpremoted specialists at any time. Hiring more requires you to give specs to others.
6. Everyone
must launch 100 drillers at any person who reaches 125 Np, even if it is not their first time reaching 125 Np. You cannot gift these drillers and they must be sent in at most 3 subs. No specialists on these subs. If you do not have 100 drillers, you must launch all the drillers you have.
7. You
must use subterfuge on at least one player.
8. Ability Activate!
In this game mode, you may select four of the following abilities, which you must post in public chat. You can repeat a selection.
During the game, at any time, you may activate your ability by telling others in the public chat. All players
must accept and follow the instructions of the ability. Definitions:
by shortest way - the shortest route directly from A to an outpost in a set of outposts.
to give - (for subs) to gift a sub to another player. The gift cannot be intercepted by any means. (for outposts) To 'clear' the outpost so that a player may take it using only 1 driller. That outpost cannot be taken by anyone else, no-one can target the recipient's drillers going there. The outpost cannot be taken by anyone for the next 5 days after ability is announced. (The gift should be announced in public chat as 'given')
a. The Big Hug (name inspired by rlin81) - All subs going towards any of your outposts from a player of choosing must
be given.
b. Cancel - The ability to cancel a player's ability. This ability can also be cancelled. (at most 1 of this can be chosen)
c. Freeze! - The ability to make another player of choosing not able to make any actions for the next 8 hours, except for cancelling this ability.
d. Hire Steal - The next 2 hires of a player of choosing must give 2 specialists from those hires, which you get to choose, to you. You also get to choose this specialist. This specialist must be
given by shortest way to one of your outposts.
e. Spec Steal - The closest spec of a choosen player to any of your outposts must be
given by shortest way to you. If this specialist is on a sub, the player of choosing must
give the entire sub.
f. Tax - All other players must
give a tenth of the drillers they have to you
by shortest way ASAP.
g. Truth Serum - You may ask for exactly 1 piece of information to a player of choosing, who must answer truthfully. Questions may include: 'Are you lying about being my ally?' and so on.
h. Frenemy - A player of choosing cannot not launch or reroute any subs with the intent of attack on you for the next 48 hours.
i. Sabotage - You may choose any three subs going towards your outposts and they must be
given to you. Navigators cannot reroute. The three subs must be chosen at the same time, i.e. you cannot wait and save them up for next time.
j. A player of choosing must
give a mine (if he has one) or (number of players)/3 (rounded up) outposts if the player doesn't have one (or in domination). If the player chosen would lose all outposts, 1 outpost may be kept by the player chosen.
k. x - If you choose this, you may make three other choices spontaneously when you need them, instead of at the beginning of the game (you may only choose 1 of this ability)