madscientist
RPC Supergenius
Welcome to my next RPC game, Frederick the Perfect German. These games are meant to be fun and education with a unique angle on the game, and sometimes a great challenge. This one is a bit more on the educational side, with a heavey emphasis on demonstrating city specialization!
The Germans are a very organized and structured people, and very prideful in what they can do. In fact, Frederick has determined that the Germans can reach space and run the entire tech tree with only 8 cities! How can this be done??? Well by spectacular German oragizational skills, production of a high number of great people, and of course superior fire power when the other parts are not enough!
So first the rules
1) We must win via Space after going through the entire tech tree (well we do not need future tech).
2) We cannot research deadend techs until the modern era. Thus techs like archery, HBR, Monotheism etc require espionage or trade. Fred retains full decision ability to determine what is deadend!
3) We are limited to 8 cities, all of which must have a purose and specialization as I will discuss. Appendment to this, Fred may settle or take any late game reosurces he needs which include oil, uranium, coal, aluminum. However, the city must be real basic.
4) We cannot take inferior vassals, nor capture and keep enemy cities. If early on we need something like iron, we can declare war to get it but must raze the city and built a proper German one.
5) Fred insists on modern military, thus we quickly must either upgrade or replace obsolete troops. No bringing axes or maces to a gunfight. Also, Fred reserves the right to wage war as he sees fit.
City Specialization, in no order except the first. Building can be constructed as best fit to the situation.
Capital: Must be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for spacepart production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS. We also need an academy here.
GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change and has to have the NE. Any Specialist may be run here.
Military: Best EARLY location of a production monster city. Besides a Barracks and Stable, only the core buildings for production and essential health. Only Military from here, and we should mazimize farms and mines here. H.E. MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.
Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Only Scientist Specialists here, but it is NOT and GS farm.
Production: May be versatile early, but the future home of the Ironworks and production powerhouse for space parts. Can support the Military city as needed. Apollo must be built here.
Culture/espionage city: Globe here (to use for drafting if needed) plus National Park, thus NO forrect chopping here. A scotland yard goes here, as well as the three espionage buildings. We can only run spy and artist specialists here.
Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.
Money city: We must agressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goeas here. Merchant specialists only. Also corps go here if we go that route.
Wildcard National wonders: Hermitage, Forbidden Palace, and the Red Cross.
World Wonders and Great People can be built/used as we see fit.
Settings!
Continents Map, standard sized
Monarch difficulty, marathon speed.
So onto our Perfect, if long-winded leader
And the start!
This was our first start we loaded!!!! Fred starts with Hunting and Mining, so gold and food early! I say AH and maybe the wheel and Pottery first! Perhaps BW early too as we are not going to tech off archery for a while (unless desperate).
The Germans are a very organized and structured people, and very prideful in what they can do. In fact, Frederick has determined that the Germans can reach space and run the entire tech tree with only 8 cities! How can this be done??? Well by spectacular German oragizational skills, production of a high number of great people, and of course superior fire power when the other parts are not enough!
So first the rules
1) We must win via Space after going through the entire tech tree (well we do not need future tech).
2) We cannot research deadend techs until the modern era. Thus techs like archery, HBR, Monotheism etc require espionage or trade. Fred retains full decision ability to determine what is deadend!
3) We are limited to 8 cities, all of which must have a purose and specialization as I will discuss. Appendment to this, Fred may settle or take any late game reosurces he needs which include oil, uranium, coal, aluminum. However, the city must be real basic.
4) We cannot take inferior vassals, nor capture and keep enemy cities. If early on we need something like iron, we can declare war to get it but must raze the city and built a proper German one.
5) Fred insists on modern military, thus we quickly must either upgrade or replace obsolete troops. No bringing axes or maces to a gunfight. Also, Fred reserves the right to wage war as he sees fit.
City Specialization, in no order except the first. Building can be constructed as best fit to the situation.
Capital: Must be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for spacepart production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS. We also need an academy here.
GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change and has to have the NE. Any Specialist may be run here.
Military: Best EARLY location of a production monster city. Besides a Barracks and Stable, only the core buildings for production and essential health. Only Military from here, and we should mazimize farms and mines here. H.E. MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.
Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Only Scientist Specialists here, but it is NOT and GS farm.
Production: May be versatile early, but the future home of the Ironworks and production powerhouse for space parts. Can support the Military city as needed. Apollo must be built here.
Culture/espionage city: Globe here (to use for drafting if needed) plus National Park, thus NO forrect chopping here. A scotland yard goes here, as well as the three espionage buildings. We can only run spy and artist specialists here.
Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.
Money city: We must agressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goeas here. Merchant specialists only. Also corps go here if we go that route.
Wildcard National wonders: Hermitage, Forbidden Palace, and the Red Cross.
World Wonders and Great People can be built/used as we see fit.
Settings!
Continents Map, standard sized
Monarch difficulty, marathon speed.
So onto our Perfect, if long-winded leader
And the start!
This was our first start we loaded!!!! Fred starts with Hunting and Mining, so gold and food early! I say AH and maybe the wheel and Pottery first! Perhaps BW early too as we are not going to tech off archery for a while (unless desperate).