madscientist
RPC Supergenius
Welcome to a replay of my next RPC game. Previous games can be found in my signature. These games add a certain amount of fun to this forum as well as show different strategies often focusing and a specific strategy/economy.
The first attempt at this game was a bitter disappointment, as we struggled bigtime in tech resulting in Shaka wiping us out
. This time we will alter our espionage although the goals arethe same, to play a good diplomatic game utilizing espionage and corps which are two big BTS items.
This game we will play a Diplomacy based game as Peter the Great of Russia. WE will use the espionage to help steal techs as well as other mischievious things to help out game, while exploring the full potential of corps and corp espionage (spreading the corps to AIs for excess gold). As usual I will make a distinction between rule (essentially unbreakable except for rare circumstances) and guidelines (how we plan to play but can adjust for the benefit and enjoyment of the game). All are welcomed to to shadow, advice, criticise, comment but please put all spoilers in appropriate spoiler wraps
Spoiler:
Like this!
. Finally remember that war is the ultimate (and usually final) diplomatic tool.
Rules:
1) I still want to explore uses of espionage so I still plan to utilize the ep slider at certain points. The ranges are fixed, so we are committed to those barring financial constraints. Given these rules we should be able to tech military to avoid complete military collapse.
A) Once we tech alphabet the slider must be at 10-20%.
B) At engineering the slider must go to 30-40%.
C) At Democracy the slider must go to 50-60%.
D) At Communism the slider must go to 60-80%.
E) Once all spy infrastructure is up in all cities, we have to turn the science slider off and proceed with specialists and espionage.
2) We must give diplomacy a chance against any AI, meaning we must try to open borders. We must get a certain number of eps towards an AI to view the power graph numbers, after which we can shut down eps towards that AI.
3) Great Spies can be used as we please.
Guidelines.
1) All types of economies (yeah, I call them economies, it's my RPC and I'll call them what I want) are open, CE, SE, TE, HE, whatever the map dicatates. Peter is Philosophical and I see no problems popping GS's for bulbing and subsequent trading. 3) Tech trading is encouraged at all times although no specific rules.
2) We should try for as many corps as possible, even the ones that contradict each other (Sid's vs Cereal). GMs, GEs, GAs should be saved for the corps however the GSs are easier to get and thus can be used earlier if it helps Peter's cause. Once we get corps they must be spread to other AIs
3) Regarding war, Peter can declare war against anyone he wants if there is a clear diplomatic positive. What we do not want to do is steamroll everyone (like MONTY and Willem) unless that is the only path to victory.
4) Civics: All are in play except State property because of the Corp conflict. We should encourage or force and AI out of SP if possible. Free Market should be the preferred civic and there had better be a very good reason to go to environmentalism (Doubtful as Peter is Expansive) or Mercantilism (doubtful again as we plan a diplo friendly game).
5) All wonders are in play but Great Spy one's such as the Great Wall, Kremlin, and the Pentagon should be encouraged.
6) Empire size. We will try to run as compact a civilization as possible to force us down the diplomatic route. Expanding to conquer another AI is a viable option ONLY if there is a strategic resource involved (iron/horse/oil/coal etc...)
Map is a random Big/Little map with large continents
Monarch difficulty (I will keep this)
As always, Marathon speed.
All others random.
Victory conditions:
Diplomatic (UN) or space, both equally acceptible
NOTE: If once again we fail in this game, I will end the espionage RPC and move on to the next.
Peter starts with hunting and mining, very nice for early military tech although light on food. His UU is nerfed even more in BTS with the delay in cavalry but still very good. I particularly like the late UB (research institute), who cannot like a Great Library in every city post-superconductors with a philosphical leader.
Peter's trait's work excellently together, Philosophical for the generation of GPs and expansive for fast ganeries and extra health for larger cities.
Onto the Game!!!
Our Extraordinary Leader
Our random settings. Looks like a Cold boeard
And of course the start
Looks production heavy, food light.
OK troops, how do we start?
The first attempt at this game was a bitter disappointment, as we struggled bigtime in tech resulting in Shaka wiping us out

This game we will play a Diplomacy based game as Peter the Great of Russia. WE will use the espionage to help steal techs as well as other mischievious things to help out game, while exploring the full potential of corps and corp espionage (spreading the corps to AIs for excess gold). As usual I will make a distinction between rule (essentially unbreakable except for rare circumstances) and guidelines (how we plan to play but can adjust for the benefit and enjoyment of the game). All are welcomed to to shadow, advice, criticise, comment but please put all spoilers in appropriate spoiler wraps
Spoiler:
Like this!
. Finally remember that war is the ultimate (and usually final) diplomatic tool.
Rules:
1) I still want to explore uses of espionage so I still plan to utilize the ep slider at certain points. The ranges are fixed, so we are committed to those barring financial constraints. Given these rules we should be able to tech military to avoid complete military collapse.
A) Once we tech alphabet the slider must be at 10-20%.
B) At engineering the slider must go to 30-40%.
C) At Democracy the slider must go to 50-60%.
D) At Communism the slider must go to 60-80%.
E) Once all spy infrastructure is up in all cities, we have to turn the science slider off and proceed with specialists and espionage.
2) We must give diplomacy a chance against any AI, meaning we must try to open borders. We must get a certain number of eps towards an AI to view the power graph numbers, after which we can shut down eps towards that AI.
3) Great Spies can be used as we please.
Guidelines.
1) All types of economies (yeah, I call them economies, it's my RPC and I'll call them what I want) are open, CE, SE, TE, HE, whatever the map dicatates. Peter is Philosophical and I see no problems popping GS's for bulbing and subsequent trading. 3) Tech trading is encouraged at all times although no specific rules.
2) We should try for as many corps as possible, even the ones that contradict each other (Sid's vs Cereal). GMs, GEs, GAs should be saved for the corps however the GSs are easier to get and thus can be used earlier if it helps Peter's cause. Once we get corps they must be spread to other AIs
3) Regarding war, Peter can declare war against anyone he wants if there is a clear diplomatic positive. What we do not want to do is steamroll everyone (like MONTY and Willem) unless that is the only path to victory.
4) Civics: All are in play except State property because of the Corp conflict. We should encourage or force and AI out of SP if possible. Free Market should be the preferred civic and there had better be a very good reason to go to environmentalism (Doubtful as Peter is Expansive) or Mercantilism (doubtful again as we plan a diplo friendly game).
5) All wonders are in play but Great Spy one's such as the Great Wall, Kremlin, and the Pentagon should be encouraged.
6) Empire size. We will try to run as compact a civilization as possible to force us down the diplomatic route. Expanding to conquer another AI is a viable option ONLY if there is a strategic resource involved (iron/horse/oil/coal etc...)
Map is a random Big/Little map with large continents
Monarch difficulty (I will keep this)
As always, Marathon speed.
All others random.
Victory conditions:
Diplomatic (UN) or space, both equally acceptible
NOTE: If once again we fail in this game, I will end the espionage RPC and move on to the next.
Peter starts with hunting and mining, very nice for early military tech although light on food. His UU is nerfed even more in BTS with the delay in cavalry but still very good. I particularly like the late UB (research institute), who cannot like a Great Library in every city post-superconductors with a philosphical leader.
Peter's trait's work excellently together, Philosophical for the generation of GPs and expansive for fast ganeries and extra health for larger cities.
Onto the Game!!!
Our Extraordinary Leader


Our random settings. Looks like a Cold boeard
And of course the start

Looks production heavy, food light.
OK troops, how do we start?