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First Strike PBEM -
Apolyton Civilization Site
The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Good. I think we should include planes and then leave them out if it is too much.
Or special rules could be created for that as well.
However, we still need to determine the details of the shield system. How many shields per size of the cities involved? Do we consider transports and aircraft carriers as well?
Just to make sure there's not a weakness in this shield system and that I understand it correctly; Can you transport more than the allowed units and just let them sleep off shore, so that they may reinforce whenever the land based units are KIA?
Anyway, still waiting for Nilat and Academia's respond. If not respond within 24 hours, I guess you can start to play, and we asume that the shield system is what we're using for proxy wars.
Everyone download this rules.txt where the rouge troops move at zero.
Your force is pre-determined and you can't change it after the proxy war begins (which makes guessing what the enemy may use important).
You may of course choose not to land all your units at once but to send them in waves, but if you hold back for too long the other side wins because of the 5-turn rule.
Hey guys. I've been looking at this conversation and it is good you are perfecting this in such a way. However, these complications, albeit positive, will lengthen the time needed for playing these turns. Thus I am afraid I must withdraw from this PBEM.. It is no fun to have a Soviet player who has barely the time to play and if played, it would not be with my full potential..
Have you read and understood the house rules on page #1? Adn the victory points?
Also, contrary to what it says about the proxy war system on that same page, it has after some discussion here been decided that we will try a more direct approach to the proxy wars. Now we will fight them ourselves, rahter than giving units to the AI. I will try to systemize it better, and once it's ready, it will be added in post #1 togther with all the rest of the game info.
In the mean time you should familiarize yourself with the scenario, play it some in single player and make use to the combat stats etc.
@AiC
Zeig ihnen, was ein echter Schluchtenscheißer ist :P.
@academia
Is it you, dario? In that case, hi .
@Eurisko
Wir haben uns schon Sorgen um dich gemacht. Deine PBEMs, deine Mitspieler und ich würden uns sehr freuen, dich mal wieder im CivForum begrüßen zu dürfen.
This is what I will put into post #1 on page 1. Please read and make sure you understand.
Proxy Wars using the shield system:
Proxy Wars are started using Dario's Diplomacy tool. You force war, and before you save your turn force peace, so that the AI won't attack you from another pro country independent of the proxy war you're fighting.
How to start a proxy war
If a player decides to start a proxy war, he must announce this 3 turns before he sends his units from his home ports. This gives the opposing side time enough to scramble troops for a counter move to the same country.
What you may bring
A player may only bring with him x100 (planes count x200 (including helicopters), ships nothing) worth of units in terms of shields of what the actual city size is. If a proxy war is started in a size 5 city, the player is allowed to bring with him 500 shields worth of units.
Whole countries are represented, so if the country has more than one city, the city sizes are added together as one city size to determine how many shields may be brought along.
How a proxy war is won and what you do afterwards
A player may claim victory in two cases
1. Annihilate the enemy force.
2. Capture and hold all cities for 5 turns.
After winning the war, the nation must be handed back to the respective minor ally. After this a new proxy war can't be started for another 6 (1 game year) turns by the opposing side, so that remote participants in a future proxy war can prepare for the next assault.
Once handed over the player may start to trade with the city.
The victor of the proxy war may station 2 units, including planes (in which case he may build an airbase within the country's border), of his chosing in the country after having won the war. These units would then be alowed to be used in adition to a possible new proxy war in that country.
If a city is captured, you may not build anything in it, only city improvements.
What countries you may attack
In general all "Pro-" countries are subject to proxy wars (exept Cuba and Chile), but for the mentioned on the excluded list the player get a legitimate chance to declare war on the opposing side, without loss of victory points (VP). In this situation it will be regarded as a provocation by the opposing side and he will suffer -25 VPs in accordance to VP rule #2.
What China may do]
China may keep the cities she starts proxy war in. But those areas are of course then again subject to counter proxy wars from both the Soviets and the NATO. Also, China should be careful starting proxy wars with nations on the exeption list...
Last edited by Eivind IV; October 10, 2006, 14:33.
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