Role Play Challenge: Happy Hatty

madscientist

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welcome to the next Mad Scientist RPC, Happy Hatty. These games are meant to be educational and fun! Here we have a nice change of speed from the last two warfests!

Hatshepsut is way excited about the new things coming out of Egypt. Yep, Hieroglyphics are the way of the Egyptian people and definitely the coolest language in the world. In fact, Hatty plans never to leave such dynamite things and has no big concerns about the outside world!

So how does our happy go lucky Egyptian Queen view this game!

1) Hieroglyphics are the way to go, so she can never obtain alphabet.

2) She can never refuse a trade and must open borders with all.

3) She cannot declare war but may defend herself. No razing cities and she prefers to not attack enemy cities. However, she can if it's a matter of survival (see the early Isabella game for an example!).

4) She must turn the science slider off once she researches Literature/Music/Drama.

5) The folowing civics are outlawed: Police State/Vassalage/Nationhood/Slavery/Theocracy.

So here is our Dynamite Lady



And the start



My oh my, no resources so far!
 
at a guess the health resource should be to the east so I reccomend 1SE, it should get the bonus healths and probably grabs more floodplains.
 
no slavery? How will the pyramids get built?!

Also, wont rule 1 and 2 conflict with each other down the line? I see it as a definite possibility heh.
 
the other civs can research alphabet. and since it only takes one civ knowing alphabet to be able to trade tech all it means is that Mad's going to have to wait a bit longer before he can trade tech with the world. Also, there are still forest chops to speed along the 'Mids.
 
no slavery? How will the pyramids get built?!

Also, wont rule 1 and 2 conflict with each other down the line? I see it as a definite possibility heh.

No, not really. If the AI has alphabet, they can propose tech trades with Hatty. I'm guessing for this game, the Pyramids are essential since the science slider will be completely off.
 
The conflict is that AIs will propose trades that include sending Alphabet Hattie's way. So long as this is set up like Newton's laws of Robotics, though, I think it's easily worked around (i.e., cannot accept a trade, except those which involve taking Alphabet).
 
Neal, dont you mean Mad can accept trades, apart from ones that involve taking alphabet, because one of the variants of this game is no alphabet.
 
meh, missreading a post is easy to do. and also, I thought that Newton concerned himself with alchemy and mechanics, not robotics (although I may be mistaken).

and in an on topic note this should be a fun game to follow. good luck Mad.
 
Wow, I was going to clarify to rules but it's more fun to see everyone try to figure it out!
 
what's not to understand, you cant aquire alphabet, or reject a trade (unless it contradicts rule 1), dont act like tokugawa, you cant use police state, theocracy, vassalage, slavery or police state, no declaring war or raising cities, and the science slider must be turned off after you research literature, music and drama. Simples.
 
I should have mentioned the starting conditions.

Monarch, marathon on a Hemispheres map. I like the idea of having teh slider off and having to deal with a whole new diplomacy situation midway through.

For the record, Hatty cannot get alphabet via a trade. You have to excuse her, she's a bit of a dingbat!
 
@ madscientist

I would settle in place-Hatty should be happy to trust in the game's starting position.

No Alphabet=no spies so an Espionage game is out.

Science Slider off after Literature/Music/Drama=Can only gain techs by trades if the other civ has alphabet or by specialists (for beakers and bulbing). What are the rules for researching Literature/Music/Drama? Do you have to tech them if you have their prerequisites?

This will be a tough one-can't declare war, no spies, no whip, and a crippled tech ability. And a crazy diplo situation since you have to trade with everyone.
 
@ madscientist

I would settle in place-Hatty should be happy to trust in the game's starting position.

I tend to agree, and it's nice grassland for either farms or cottages, plus production.

No Alphabet=no spies so an Espionage game is out.

Also spying is just so not cool

Science Slider off after Literature/Music/Drama=Can only gain techs by trades if the other civ has alphabet or by specialists (for beakers and bulbing). What are the rules for researching Literature/Music/Drama? Do you have to tech them if you have their prerequisites?

I considered this and purposedly avoided addressing it. I certainyl do not plan to avoid these three forever, but I definitely want CoL, Currency, and probably Philosophy before I turn the slider off. SO let's say Hayy will prudently pace them out.

This will be a tough one-can't declare war, no spies, no whip, and a crippled tech ability. And a crazy diplo situation since you have to trade with everyone.

You betcha!
 
I know everyone says this at the start of a new RPC, but


'I think this will be the best yet!'
 
Ok, so Hatty can't refuse a trade proposed by the AI, but what about the other way? She'll may want to suggest some trades herself, so does that mean she must do the "what do you want for this?" option and not refuse those conditions? Or are you thinking that she can't propose any trades herself at all?
 
She certainly can propose trades once the AI has alphabet. I would say she is allowed to negotiate trades also, although she must come out of those with a deal.
 
The conflict is that AIs will propose trades that include sending Alphabet Hattie's way. So long as this is set up like Newton's laws of Robotics, though, I think it's easily worked around (i.e., cannot accept a trade, except those which involve taking Alphabet).

Umm, Neal, I think you mean Isaac Asimov, not Isaac Newton. :lol:
 
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