tupaclives
Tupac Lives on!!
Well at the conclusion of Joan d'Tupace I declared I would accept any reasonable challenge that someone could put forward. The most support was for SimpleMonkey's 'Supreme Nationalists' proposal.
Conquer_dude said
So the Tupac Clan had no choice but to undertake this challenge. It was suggested that it would be too difficult to play on deity. So that meant that deity it would be.
Then it was suggested I play as a cultural civ, as my preffered mode of victory is conquest, just to make things more difficult.
I made a few modifications to SimpleMonkey's original proposal, some to make things slightly easier, but some to make it harder.
Changes to original model
- GPT trading is permitted on the condition that it is a straight turn-by-turn deal (ie. wines for 30gpt but not tech for 60gpt, techs must still be purchased only with straight cash)
- GPT trading for solid good is permitted on the sole condition that it is the AI paying GPT. The human player may never pay gpt for any solid goods (ie. world maps, cash, techs etc.) nor may they buy GPT goods (luxuries and resources) with solid goods.
Additions from the classic 'Defiant' variant
- In addition to alliances being forbidden, you may never sign RoP's, MPP's or Trade Embargo's with any civ.
- Foreign cities may not be demanded as peace concessions.
- In addition to one native worker being merged for every two slave workers, foreign workers may never be merged to cities for any reason. They may however be disbanded (worked the slaves to death seems to fit the nationalistic theme)
- If the AI razes one of your cities you must eliminate that city (no time frame, but if the civ is still in existence at the conclusion of the game you lose regardless of other VC's).
- If a city is captured by the AI it MUST be reclaimed (no time frame).
- If the AI razes one of your cities while in the possesion of another civ it must be eliminated.
- Abandoning cities is permitted.
- Upon entering the IA the first tech researched must be Nationalism (it may not be purchased).
They seem to be reasonable additions to me, the GPT rules are still more difficult than a traditional 'Defiant' Game, and the first ever recorded 'Defiant' victory at deity (The Defiant Nationalists of China) was placed in the 'Archive of Legendary Games'.
And that was with the greatest military civ in the game.
What civ to choose? I had to pick a cultural civ. I classified a cultural civ as a civ that had either the religious trait or the scientific trait (scientific potentially being very useful) however there were certain civs that didnt feel 'Cultural' to me.
I therefore eliminated
Greece (Commercial, Scientific)
Persia (Scientific, Industrious)
Japan (Militaristic, Religious)
Aztecs (Militaristic, Religious)
Germany (Militaristic, Scientific)
Russia (Scientific, Expansionist)
Which left me with the following civs to choose from
Egypt (Religious, Industrious)
Babylon (Religious, Scientific)
Iroquois (Religious, Expansionist)
India (Commercial, Religious)
So I went and read the civ reviews for each (having no experience with Babylon or Egypt since my Chieftain days and my India experience limited to one AWE SG with them)
Having read the articles I then considered the strengths and weaknesses of those civs, from my view and keeping the game rules in mind, but paying close attention to the work of Ision.
All the civs had Religious so I ignored that.
Egypt
Strengths:
- Is industrious which will help a lot with all those slave workers, making them as good as the workers of a regular civ.
- Industrious has great synergy with Religious for a 'Builder' civ.
- The War Chariot is a potentially very useful UU, provided its not a mountainous world.
Weaknesses:
- Not commercial or scientific which are two of my favourite traits. That means my research is likely to lag and without the option to use GPT to acquire techs it leaves me at a real disadvantage in the tech race.
- Depending on what sort of Map I get the War Chariot could be amazingly useless.
Conclusion:
- Considered a better Vanilla civ then C3C, great flexibility, inflexible UU. A 1st tier civ overall.
Babylon
Strengths:
- Has the scientific trait which will be of immense use, the cheaper libraries mean I can research more effectively and the free tech at the beginning of each age gives me some trading leverage and getting Nationalism at the beginning of the IA would mean I wouldn't need to research it.
- Good flexibility
Weaknesses:
- A rubbish UU (and even worse in Vanilla)
- Slow starter
Conclusion:
- Good flexible choice for warmongering or building, the very important in this game (IMO) Scientific trait but a rubbish UU and the likelihood of an early GA. A 1st tier civ overall.
Iroquois
Strengths:
- Great UU, very powerful irrespective of map conditions.
- Expansionist should help me keep up in tech and help when popping goody huts.
-Will be able to get contacts and a good world map without having to buy them.
Weaknesses:
- No real synergy between the traits
- Fairly inflexible game play.
Conclusion:
- A strong cultural civ with good warring possibilites. Excellent UU and fits very well with the nationalistic them. Probably a 2nd tier civ (IMO)
India
Strengths:
- A 'made-to-order' builder with cheap culture and the commercial trait.
- Potentially very good researcher
Weaknesses:
- Once again a rubbish UU (seems to be a recurring theme, also worse in Vanilla)
- Very slow starter without great 'catch up' ability.
Conclusion:
- Average at best, a poor UU, lacks military potential. down the bottom of the 2nd tier (IMO).
As much as I wanted the Scientific trait, and the Industrious trait, I settled on the Iroquois as they will be a challenge. Have a flexible and very powerful Ancient Era UU. Also they fitted best with the Nationalists theme as they fought so hard to keep their land from the British, French and Americans.
So now I had my settings
WORLD SETTINGS
Size: Standard
Landmass: Pangea
Water: 70%
Rainfall: Random
Climate: Random
World Age: Random
Civ: Iroquois
Opponents: 7 random
Barbs: Random
Difficulty: Deity
Victory Conditions: All enabled
Culturally Linked start locations: Off
Respawn AI: Off
Preserve Random Seed: On
Accelerated Production: Off
Here's the start.
This was the first start I rolled and so its what I have to go with.
Wish me luck!
Spoiler The Original Post :
SimpleMonkey said:How about a variant I've been pondering for a while: Supreme Nationalists. This is for the ultimately arrogant, dominating, aggressive civ.
Pretty similar to defiant:
1. No foreigners are tolerated within your borders. They must be told to leave as soon as they're spotted. Repeat until the offenders go or declare.
2. No per turn trade agreements or treaties. Workers and techs may be purchased for straight cash, but that's it. No alliances or gpt deals.
3. Peace treaties are allowed, but only if the other side is giving more than you are.
4. No giving in to extortion. Ever. All such demands must be refused.
5. All conquered cities are razed. No exceptions. They are inferior.
And here's the kicker:
5. Your civ is too proud to let its own citizens work. No workers may be built after the first foreign slave is taken. As soon as you start taking foreign slaves, you must rejoin any existing native workers back into your cities on a 2:1 basis (i.e. for every two slaves you take, you return 1 native worker to being a citizen). Soon the only labor in your empire will be slave labor.
Sound like a worthy challange for the Tupac dynasty? I suspect that this would mean changing up a lot of strategies that have worked well for you in the past. Could be interesting.
Conquer_dude said
That looks too hard... for anybody![]()
So the Tupac Clan had no choice but to undertake this challenge. It was suggested that it would be too difficult to play on deity. So that meant that deity it would be.
Then it was suggested I play as a cultural civ, as my preffered mode of victory is conquest, just to make things more difficult.
I made a few modifications to SimpleMonkey's original proposal, some to make things slightly easier, but some to make it harder.
Changes to original model
- GPT trading is permitted on the condition that it is a straight turn-by-turn deal (ie. wines for 30gpt but not tech for 60gpt, techs must still be purchased only with straight cash)
- GPT trading for solid good is permitted on the sole condition that it is the AI paying GPT. The human player may never pay gpt for any solid goods (ie. world maps, cash, techs etc.) nor may they buy GPT goods (luxuries and resources) with solid goods.
Additions from the classic 'Defiant' variant
- In addition to alliances being forbidden, you may never sign RoP's, MPP's or Trade Embargo's with any civ.
- Foreign cities may not be demanded as peace concessions.
- In addition to one native worker being merged for every two slave workers, foreign workers may never be merged to cities for any reason. They may however be disbanded (worked the slaves to death seems to fit the nationalistic theme)
- If the AI razes one of your cities you must eliminate that city (no time frame, but if the civ is still in existence at the conclusion of the game you lose regardless of other VC's).
- If a city is captured by the AI it MUST be reclaimed (no time frame).
- If the AI razes one of your cities while in the possesion of another civ it must be eliminated.
- Abandoning cities is permitted.
- Upon entering the IA the first tech researched must be Nationalism (it may not be purchased).
They seem to be reasonable additions to me, the GPT rules are still more difficult than a traditional 'Defiant' Game, and the first ever recorded 'Defiant' victory at deity (The Defiant Nationalists of China) was placed in the 'Archive of Legendary Games'.
And that was with the greatest military civ in the game.
Spoiler Choosing the World :
Choosing the World
So now I had my rules. But what sort of world? I decided archipelego would just be too cheesy for words with the Defiant variant so that left Pangea or Continents. Pangea could potentially make things a lot harder. However the Defiant Nationalists of China played on a Pangea map, so I would as well. Standard size, with random climate, rainfall and age.What civ to choose? I had to pick a cultural civ. I classified a cultural civ as a civ that had either the religious trait or the scientific trait (scientific potentially being very useful) however there were certain civs that didnt feel 'Cultural' to me.
I therefore eliminated
Greece (Commercial, Scientific)
Persia (Scientific, Industrious)
Japan (Militaristic, Religious)
Aztecs (Militaristic, Religious)
Germany (Militaristic, Scientific)
Russia (Scientific, Expansionist)
Which left me with the following civs to choose from
Egypt (Religious, Industrious)
Babylon (Religious, Scientific)
Iroquois (Religious, Expansionist)
India (Commercial, Religious)
So I went and read the civ reviews for each (having no experience with Babylon or Egypt since my Chieftain days and my India experience limited to one AWE SG with them)
Having read the articles I then considered the strengths and weaknesses of those civs, from my view and keeping the game rules in mind, but paying close attention to the work of Ision.
All the civs had Religious so I ignored that.
Egypt
Strengths:
- Is industrious which will help a lot with all those slave workers, making them as good as the workers of a regular civ.
- Industrious has great synergy with Religious for a 'Builder' civ.
- The War Chariot is a potentially very useful UU, provided its not a mountainous world.
Weaknesses:
- Not commercial or scientific which are two of my favourite traits. That means my research is likely to lag and without the option to use GPT to acquire techs it leaves me at a real disadvantage in the tech race.
- Depending on what sort of Map I get the War Chariot could be amazingly useless.
Conclusion:
- Considered a better Vanilla civ then C3C, great flexibility, inflexible UU. A 1st tier civ overall.
Babylon
Strengths:
- Has the scientific trait which will be of immense use, the cheaper libraries mean I can research more effectively and the free tech at the beginning of each age gives me some trading leverage and getting Nationalism at the beginning of the IA would mean I wouldn't need to research it.
- Good flexibility
Weaknesses:
- A rubbish UU (and even worse in Vanilla)
- Slow starter
Conclusion:
- Good flexible choice for warmongering or building, the very important in this game (IMO) Scientific trait but a rubbish UU and the likelihood of an early GA. A 1st tier civ overall.
Iroquois
Strengths:
- Great UU, very powerful irrespective of map conditions.
- Expansionist should help me keep up in tech and help when popping goody huts.
-Will be able to get contacts and a good world map without having to buy them.
Weaknesses:
- No real synergy between the traits
- Fairly inflexible game play.
Conclusion:
- A strong cultural civ with good warring possibilites. Excellent UU and fits very well with the nationalistic them. Probably a 2nd tier civ (IMO)
India
Strengths:
- A 'made-to-order' builder with cheap culture and the commercial trait.
- Potentially very good researcher
Weaknesses:
- Once again a rubbish UU (seems to be a recurring theme, also worse in Vanilla)
- Very slow starter without great 'catch up' ability.
Conclusion:
- Average at best, a poor UU, lacks military potential. down the bottom of the 2nd tier (IMO).
As much as I wanted the Scientific trait, and the Industrious trait, I settled on the Iroquois as they will be a challenge. Have a flexible and very powerful Ancient Era UU. Also they fitted best with the Nationalists theme as they fought so hard to keep their land from the British, French and Americans.
So now I had my settings
WORLD SETTINGS
Size: Standard
Landmass: Pangea
Water: 70%
Rainfall: Random
Climate: Random
World Age: Random
Civ: Iroquois
Opponents: 7 random
Barbs: Random
Difficulty: Deity
Victory Conditions: All enabled
Culturally Linked start locations: Off
Respawn AI: Off
Preserve Random Seed: On
Accelerated Production: Off
Here's the start.

This was the first start I rolled and so its what I have to go with.
Wish me luck!