RK-03: Alien Nation (Warlords AWI OCC)

Meatbuster

formerly Robo Kai
Joined
Dec 6, 2005
Messages
2,302
Location
Philippines
Premise:
An alien colony ship has crashed into Earth in the ancient era. With the ship crippled and communications cut off, the aliens have decided to contact nearby human civilizations for help. Unfortunately, they are regarded as monsters. Bands of adventurers and standing armies attempt to destroy the aliens, for trophies and bragging rights. The aliens have no choice but to rebuild their spaceship and escape from Earth before mankind reaches technology sufficiently advanced to wipe out the aliens!

Goal:
Win by Space Race before it's too late!

Map settings and start position:
(see 7th post, re-done)

Variant rules:
(please see 7th post, slightly re-done)

Roster:
Total of 4 players, preferably those who've tried OCC and can beat Prince at least. Because this is an OCC and the action doesn't actually pick up until the AI gets sufficient cities to war with us, we'll be playing more turns than the usual SG.

OR... I can open this as a challenge in the Strategy Forum. Who knows? Any lurkers, feel free to play an independent game.

Turnsets: 60, 30, 30, 20 until the end of time.
 
Suspended due to sudden new responsibilities in RL, thought i was gonna be bored to death.

EDIT: I'll re-start it when one of the SG's I am in finishes.
 
Wow, you suspended the game in less than 30 mins. :lol:

Sounds like fun, but why Peter??? I can understand expansive, but I don't understand philosophical. Based on my experiences in the OCC-AW series (the mm13, mm15, mm17 for instance), being industrious is almost paramount.

OCC space-win is hugely difficult, since you can't do parallel builds of space parts.

Eagerly waiting for this to be resumed. Sounds like a whacky variant!

--
 
Wonders aren't that important. I was basing it on the deity strategy guide in War Academy. Well, we can have some arguments for the Ind-Exp leader. But according to the guide it's much better to be able to add more specialists to the city than build wonders.

EDIT: We really need only two wonders: Pyramids and Great Lib.
 
I'd like to play this one. The exp-ind leader is Bismark and German UB may be the most beneficial thing about him for this variant (assuming we have coal). That production might be more valuable than a few extra great people.
 
"AW" necessarily translates to "no trading". What if we "don't" have coal? :D Besides, we'll have to have hydro plant, I'll make sure to roll a river start.
I'm still with Peter, but I'm up for re-rolling a Bismarck game.
 
Hmm... I think I might bump the difficulty down to Emperor, reduce opponents to 4 or 5 and make it a small map. I tried it again and died in 325 BC when around 20 units appeared simultaneously.

Map settings?
Leader: Bismarck(IND/EXP) vs Peter(PHI/EXP), roster vote
Difficulty: Emperor back to Immortal
Map: definitely Pangaea otherwise it won't be the same Highlands
Map size: Small
Opponents: 4
Special settings: Balanced, One City Challenge, Always War, Raging Barbs, No Tech Trading

"Relaxed" variant rules:
1. Instead of a scout, the aliens start with an Explorer and 2 Modern Armor units. (Explorer because Scout dies too easily to enemy Archers.)
2a. The Modern Armor ("alien units") rely on power from the capital's power grid and are now only allowed to go up to one tile outside the cultural bounds of the city (i.e. must be touching border when outside it). All other built units, human or otherwise are permitted to leave and pursue conquest as desired.
2b. The "alien units" may attack any units and raze any cities just outside their range provided they can return inside their range of operations (see 2a) by the end of the turn.
2c. "Alien units" will be permitted to leave city radius when the ability to build Modern Armor has been achieved.
3. Any Great Generals generated must be assigned to the Alien Units first before joining them to the city or other units.
 
I'll be lurking this one/Put me as an alternate, i'm not very confortable with OCC-games.
Although Emperor is doable, good luck :D
 
SIgning up, I vote for IND. Being industrious is necessary me think, although the 2 MA would help a lot. You could achieve the same effect as being PHI by beelining to the Parthenon first.

Question is are you going ensure there is certain resources within, say 3-4 tiles radius of te starting location? Else, if there is no iron, copper, oil, aluminum, the game is over before it has even began.

--
 
We could try balanced resource start and bump the difficulty level back up. Then, Bismark would be best and give us a chance to use the UB.
 
Oh yeah! That BALANCED option. Shows how much I use that feature. :lol:
Great! We'll go back up to Immortal AND pick Bismarck.
It is still a Small map for 4 opponents. Standard still fields too many units at once for my taste.

Do you want a coastal start? Or do you want a Great Plains, Oasis or some flat map instead so we don't have to worry about the coast? And which side do you want to start on if on GP/Oasis? Or stick to Pangaea?

Roster:
1. RKai
2. Fox
3. Shogi??
4. ???
5. ???
 
Highlands would be good for production! A coastal start with minimal coast, like 1-3 squares might enable a harbor and extra health with seafood. It would be very good to have lots of extra food to run those extra GE the UB allows. However, a coastal start limits our ability to pick up resources in all directions, so I think an inland start, with a river, and 2 food bonuses. We can also try adding raging barbs to the mix as that would slow the AI down a bit.
 
Highlands, inland, river, 2 food.

I've been wondering, is there any way to give March to Mobile Armor short of Worldbuilder? I'm sure they will be severely injured especially once the AI reaches infantry.

My plan for the Explorer is to have him go out and "hunt" barbarians to get Combat I and Medic I.
 
Looks like a tough variant!

OCC, AW and Immortal. Never tried any of these variants.

Can you get enough science going to research all the space ship parts and build them on time? Even with opponents on Immortal.
 
Modern Armor will get promoted fast enough and each one gets a GG attached. I don't see why the armor would need another unit for medical help. Why should we worry about the AI units when we can build other units too? AI should be set to agressive to match the scenario.
 
AI need not be aggressive; it won't really matter, it's Always War! :D
And no tech trading since all of them will be chums because of us.

remconius, is that a sign-up? :D

We'll start in 18-22 hours, maybe wait one day for 1-2 more peeps.
 
Sure, I'll sign up.

I'll be relying on you guys to fill me in on this variant's pros and cons.

Guess I need to try a OCC... I'll try a quickie on a smaller map.
 
I'll sign up for this. I like OCC, but I've never tried Immortal before.

We should prioritize Temple of Artemis and Great Lighthouse. OCC's work best with a Specialist focus and joining the Merchants to the city gets an extra food, which lets you run more.
 
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