For thousands of years, the American people have been devout pacifists. Even persuading them to defend themselves has been difficult enough, and aggressive warfare has been completely out of the question, no matter what the provocation. Sometimes it has seemed as if an enemy army could knock on the very gates of Washington and the most America's army might do would be to smack them in the head with a large and smelly trout, and ask them to leave.
But in recent years, new leaders have started to emerge who are tired of having their beloved nation be viewed with contempt for its weakness. Those men and women desire a new order of things, an order in which weak individuals will no longer be allowed to undermine the power of the State. In that new order, every person will be expected to do his or her part to ensure that America will take its rightful place in the world, or at least die in the trying. If some refuse to cooperate, well, there are ways of dealing with such traitors.
These followers of Fascism are now ready to seize power. It is up to you, as the power-hungry and merciless Great Leader of this drastic movement, to show the rest of the world America’s rightful place as its fistful ruler. If the leaders of other nations are wise, they will surrender peacefully. If not, your scientists have this idea for a nifty little airplane that might help convince them to reconsider.
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The goal of this course is to explore the uses of Fascism, a government that most players seem to use rarely if ever. In the process, we can consider whether the current AU Mod version of Fascism is worth considering using at least occasionally or whether further changes are needed if we want it to be useful in more than a tiny handful of situations. Toward that end, players are strongly encouraged to use Fascism enough to get a good feel for what it is like.
Rules:
1. No offensive aggression* unless Fascism is your current government.
2. The only victory conditions allowed are Conquest and Domination.
3. Automatic A for whoever makes the best use of Fascism.
If there are any questions (concerning fighting or whatever), please post here. Someone will resolve the issue quickly.
* No action that requires you to declare war. No attacking enemy units in their territory, no matter what (and that includes wounded units that just finished attacking you). No attacking cities, even if they belonged to you earlier. No moving units through enemy territory with the hopes that they declare war on you. I suggest that you are only allowed to declare war if you are being directly threatened. This is open to your interpretation of "threatened".
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[EDIT: The below paragraph indicates that this course is only available with the AU Mod 1.06a... this was later changed, and there is a stock version of the zipfile further down on this page.]
This course is being offered solely with the AU Mod 1.06. Certain prospective changes to the AU Mod (as of 10/27/2004), some of which have been approved and not yet incorporated, and some of which were still under consideration as of such date, are included, and thus this version is being identified as 1.06a:
* Light (Military Tradition, 5/3/3) and Heavy (Nationalism, 6/3/3) Cavalry, as proposed by nbarclay and fully approved.
* Statue of Zeus and Knights Templar each also act as Barracks.
* Unit support of 0/1/1+15 for Republic and 0/1/1+18 for Democracy (NOTE: This was Theseus' tweak to a government change under discussion).
Additionally, Theseus added a slight surprise that will hopefully challenge the players.
Good luck, good hunting, and may you be "All That A Fascist Can Be"! (tm)
[EDIT: Download is in the next post due to my mis-understanding of 'poly ]
[EDIT: Sorry everybody, but for some reason the tile of the thread is messed up, missing the 'A' in 'AU']
But in recent years, new leaders have started to emerge who are tired of having their beloved nation be viewed with contempt for its weakness. Those men and women desire a new order of things, an order in which weak individuals will no longer be allowed to undermine the power of the State. In that new order, every person will be expected to do his or her part to ensure that America will take its rightful place in the world, or at least die in the trying. If some refuse to cooperate, well, there are ways of dealing with such traitors.
These followers of Fascism are now ready to seize power. It is up to you, as the power-hungry and merciless Great Leader of this drastic movement, to show the rest of the world America’s rightful place as its fistful ruler. If the leaders of other nations are wise, they will surrender peacefully. If not, your scientists have this idea for a nifty little airplane that might help convince them to reconsider.
-------
The goal of this course is to explore the uses of Fascism, a government that most players seem to use rarely if ever. In the process, we can consider whether the current AU Mod version of Fascism is worth considering using at least occasionally or whether further changes are needed if we want it to be useful in more than a tiny handful of situations. Toward that end, players are strongly encouraged to use Fascism enough to get a good feel for what it is like.
Rules:
1. No offensive aggression* unless Fascism is your current government.
2. The only victory conditions allowed are Conquest and Domination.
3. Automatic A for whoever makes the best use of Fascism.
If there are any questions (concerning fighting or whatever), please post here. Someone will resolve the issue quickly.
* No action that requires you to declare war. No attacking enemy units in their territory, no matter what (and that includes wounded units that just finished attacking you). No attacking cities, even if they belonged to you earlier. No moving units through enemy territory with the hopes that they declare war on you. I suggest that you are only allowed to declare war if you are being directly threatened. This is open to your interpretation of "threatened".
-------
[EDIT: The below paragraph indicates that this course is only available with the AU Mod 1.06a... this was later changed, and there is a stock version of the zipfile further down on this page.]
This course is being offered solely with the AU Mod 1.06. Certain prospective changes to the AU Mod (as of 10/27/2004), some of which have been approved and not yet incorporated, and some of which were still under consideration as of such date, are included, and thus this version is being identified as 1.06a:
* Light (Military Tradition, 5/3/3) and Heavy (Nationalism, 6/3/3) Cavalry, as proposed by nbarclay and fully approved.
* Statue of Zeus and Knights Templar each also act as Barracks.
* Unit support of 0/1/1+15 for Republic and 0/1/1+18 for Democracy (NOTE: This was Theseus' tweak to a government change under discussion).
Additionally, Theseus added a slight surprise that will hopefully challenge the players.
Good luck, good hunting, and may you be "All That A Fascist Can Be"! (tm)
[EDIT: Download is in the next post due to my mis-understanding of 'poly ]
[EDIT: Sorry everybody, but for some reason the tile of the thread is messed up, missing the 'A' in 'AU']
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