Well, i´d like to open a new pbem about this scenario.
I´ve just made a few changes in the units stats of planes and tanks; and included Belarus in the rogues civ. that´s pretty much it.
Rogue Nations - Emugod
USA - Academia
Europe - Voltar
China - Eurisko
Russia - Nilat
Western Allies - Arthedain
India - Patine
Generic house rules:
- No tech trading and no money gifting.
- No ICBMs allowed on the Aircraft Carrier
- No reloading.
- No terraforming (allowed only in the areas affected by the southeast asia tsunami and katrina hurricane events)
- No rehoming of trade units.
- No 'square stealing' from the AI.
- No air protected land/sea stacks.
- No "freezing" of airplanes.
- No ship chains.
- No airbases in adjecent to each other or a city.
- No other actions that doesn't make sense in real life.
Rogue Nations Special Status:
* The Rogue Nations civ works as a "multiple civ". In other words, it´s a mixture of a number of nations/cities considered as "terrorists/rogues/evil" for the US/Western World.
During the game, you must consider these rogue nations as individual entities. For instance, if iran invades turkey, the western allied player must fight ONLY against iran. he has no right no attack libya. The units that attacked turkey came from iran, and not from libya, venezuela or north korea.
Another issue is the event created terrorists. For example, some FARC guerrillas appear in colombia periodically. So, the rogue player can use them to attack bogota. These units are 100% FARC owned!! Venezuela has nothing to do with their actions... the western allied player should not invade venezuela because event created FARC guerrillas attacked colombia.
If we want this scenario to work out, everyone must respect this point. The Rogue Nations must be considered as different nations.
Same rules apply to the Western Allied civ.
If you have questions/doubts, ask other players before acting.
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I might have forgotten a few rules... mmm... feel free to suggest more.
I´ve just made a few changes in the units stats of planes and tanks; and included Belarus in the rogues civ. that´s pretty much it.
Rogue Nations - Emugod
USA - Academia
Europe - Voltar
China - Eurisko
Russia - Nilat
Western Allies - Arthedain
India - Patine
Generic house rules:
- No tech trading and no money gifting.
- No ICBMs allowed on the Aircraft Carrier
- No reloading.
- No terraforming (allowed only in the areas affected by the southeast asia tsunami and katrina hurricane events)
- No rehoming of trade units.
- No 'square stealing' from the AI.
- No air protected land/sea stacks.
- No "freezing" of airplanes.
- No ship chains.
- No airbases in adjecent to each other or a city.
- No other actions that doesn't make sense in real life.
Rogue Nations Special Status:
* The Rogue Nations civ works as a "multiple civ". In other words, it´s a mixture of a number of nations/cities considered as "terrorists/rogues/evil" for the US/Western World.
During the game, you must consider these rogue nations as individual entities. For instance, if iran invades turkey, the western allied player must fight ONLY against iran. he has no right no attack libya. The units that attacked turkey came from iran, and not from libya, venezuela or north korea.
Another issue is the event created terrorists. For example, some FARC guerrillas appear in colombia periodically. So, the rogue player can use them to attack bogota. These units are 100% FARC owned!! Venezuela has nothing to do with their actions... the western allied player should not invade venezuela because event created FARC guerrillas attacked colombia.
If we want this scenario to work out, everyone must respect this point. The Rogue Nations must be considered as different nations.
Same rules apply to the Western Allied civ.
If you have questions/doubts, ask other players before acting.
--------------------------------------------------
I might have forgotten a few rules... mmm... feel free to suggest more.
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