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Succession Game Proposals

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  • Zedd,

    Not sure I understand the rules, especially #4.

    On the other hand...

    With several games currently going--AND WANTING FOR FOLK TO PLAY A TURNSET--perhaps, you might consider holding this for a bit and playing a set or two in the currently open games. Just a thought....

    Monk
    so long and thanks for all the fish

    Comment


    • Had hoped it would be a good idea, but i will have to hold off anyway, RL work just got crazy and I don't think I'll be joining in much for a little while.

      #4 was essentialy refuse all diplomatic contact with the AI UNTIL you destroy the first civ you meet. I thought it might sufficiently hinder early tech trading to make the game a bit more challenging.
      Wizards sixth rule:
      "The only sovereign you can allow to rule you is reason."
      Can't keep me down, I will CIV on.

      Comment


      • I wasn't sure that you could refuse first contact. I appreciate that if you have already met the civ in question, then it is possible for you to tell them to go away if they come calling again, but didn't think that you could tell them to go away without knowing who they are.

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        • Here's one that would be hard to play in practice, but sort of came to me while watching the news.

          In Republic and Democracy, of course, the Senate limits how long a war can last and when the leader can start a war. Additionally, in those governments, civil unrest limits how many units can be in the field. My proposal is to restrict ourselves even further. Call it a limited military game, or an uber-Senate game I suppose.

          Rules would be along the lines of:

          First Research target is Republic, then Demo. As soon as we learned those governments, we'd revolt to them in the next oedo year. Monarchy is an acceptable interim step to Republic, but no commie/fundy.

          Once in Republic/Demo, all offensive military units (attack > defensive) would be disbanded. None can be built while at peace.

          Our peace-time military would be limited to 0-attack units (freight, engineers, transports etc) and defensive units (defense rating >= attack rating) equal to 1/2 our city count. Those defenders can be allocated anywhere, of course.

          In peace, no use of spies/diplos except to create embassies.

          We cannot provoke war - must remain spotless. No dirty tricks (units wandering through enemy territory and phantom demands to withdraw) to provoke war, either.

          In the event of being attacked, we could build as many offensive and defensive units as we wished (mobilization). All diplo/spy functions would be permitted except city bribe. But we would have to accept peace when proffered, and would have to disband 1/3 of the surplus units each turn thereafter (reflecting the demobilization process).

          To make it harder, we could require this to be a conquest win.

          And naturally, playing on raging hordes could make things even tougher
          "I'm a guy - I take everything seriously except other people's emotions"

          "Never play cards with any man named 'Doc'. Never eat at any place called 'Mom's'. And never, ever...sleep with anyone whose troubles are worse than your own." - Nelson Algren
          "A single death is a tragedy, a million deaths is a statistic." - Joseph Stalin (attr.)

          Comment


          • Perhaps add something about accepting or rejecting war due to "diplomatic incidents"?

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            • That sounds OK to me, although I would like to say that even durring peace time you should be able to BUILD spy's but only use them for city spy, creating embassy's, and unit bribing.
              Wizards sixth rule:
              "The only sovereign you can allow to rule you is reason."
              Can't keep me down, I will CIV on.

              Comment


              • No, I was referring to when the AI steals a tech from you with a Dip and you get the "Diplomatic Incident - declare war?" option.

                Comment


                • You would have to go to war to protect the interests of your allies "until they were under no further danger from their aggressors".
                  This could be until they either agree a cease-fire with whichever civ attacked them, or until all of that civ's units are "removed" from the area.
                  I think that you should be able to have a standing army to deal with dangerous barb leaders, etc. Perhaps a limit of one offensive unit per city under Democracy, and one per each two cities under Republic. I also reckon that just disbanding the troops in the field is a bad idea. They should be made to return to the nearest cities, and then the reservists would be put back to work on whatever white good project they had been taken from.

                  Comment


                  • Oh boy! And they could be done so by obligatory use of the automatic "Return unit to home city" function! I can't recall ever using that option in any of my games, ever...

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                    • Duke,
                      But I like the idea of staying with just defensive units until "mobilization" It would just mean being smart about what units you pick.
                      Wizards sixth rule:
                      "The only sovereign you can allow to rule you is reason."
                      Can't keep me down, I will CIV on.

                      Comment


                      • Interesting "Defensive Units" Att=Def:
                        -Land: Fanatics, Partisans, Alpine, MechInf
                        -Naval: Ironclad, Destroyer, Cruiser/AEGIS, Battleship


                        But if you say Att < Def, all you get is Phalanx, Pike, Explorer, Galleon and Transport.
                        Last edited by Elephant; May 4, 2004, 11:57.

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                        • Just a few random thoughts for Six's "Peaceful Society"

                          Better put us on a large rock -- else we can cover our land & have few problems until the modern era.

                          We could be in monarchy for a long while -- allowing the [SG]1 & other RARers the opportunity to 'clear some conuntryside'.

                          I assume that we can bribe a barb archer, hack & slash & disband at the end of the turn/a barb incursion might be construed as opposing military activity (aka "war")

                          (Elephant -- I saw >= in Six's posts, so muskets get the call; rifles will have to go away, Alpines rule!) Maybe serious war may have to wait until stealth fighters...)

                          And I also assume that we can maintain militia during the despo years...
                          Those with lower expectations face fewer disappointments

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                          • Well you can't have A) until we got Bronze Working.
                            Last edited by duke o' york; May 5, 2004, 04:18.

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                            • I don't know what's happening, but only half my previous post appears, and I can't edit it back.

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                              • Were you using < > ?

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