- Joined
- Mar 31, 2008
- Messages
- 14,928
War is easy. All you have to do is send in the big guns, kick down some doors, and watch a rotten structure cave in. Yes, war is easy. Occupation?
You all are members of the Immortal General Staff of Medieval France. Your job, should you choose to accept it, will be to make plans that will lead to France achieving victory in any way possible. But watch out! There are raging barbarians, rebels, and other civilizations willing to backstab France just to get ahead.
Cities can't be razed.
Presidents are elected by a quick player vote. The President is in office for 30 turns (two turnsets) and then there's a new election. When the President comes into office, s/he brings in a Commander of the Army, Navy, and Security Director.
President: Controls what the cities build, diplomacy, and sliders.
(The President controls workers, missionaries, and Inquisitions as well.).
Commander of the Army: Controls all land troops.
(The Commander of the Army also assigns non-cabinet players as Governors of captured cities. A player can be a governor of multiple cities. With DCM, artillery have ranged bombard and doesn't need to launch a suicidal attack to hit a stack.)
Grand Admiral of the Navy: Controls all ships.
Security Director: Controls the espionage screen and spies.
(The SD will be the tough one, I already know. Some Presidents will cut funding for the SD at every turn and not bother to build spies. Some Presidents will see great value in spies. A lot will be in between. The SD controls the Espionage Screen which assigns weight to nations to decide how much espionage points go to who.)
Governors: Assigned by a commander when a city is taken. The city is placed under the command of the governor, who controls the city's build until the war is over.
You all are members of the Immortal General Staff of Medieval France. Your job, should you choose to accept it, will be to make plans that will lead to France achieving victory in any way possible. But watch out! There are raging barbarians, rebels, and other civilizations willing to backstab France just to get ahead.
Cities can't be razed.
Presidents are elected by a quick player vote. The President is in office for 30 turns (two turnsets) and then there's a new election. When the President comes into office, s/he brings in a Commander of the Army, Navy, and Security Director.
President: Controls what the cities build, diplomacy, and sliders.
(The President controls workers, missionaries, and Inquisitions as well.).
Commander of the Army: Controls all land troops.
(The Commander of the Army also assigns non-cabinet players as Governors of captured cities. A player can be a governor of multiple cities. With DCM, artillery have ranged bombard and doesn't need to launch a suicidal attack to hit a stack.)
Grand Admiral of the Navy: Controls all ships.
Security Director: Controls the espionage screen and spies.
(The SD will be the tough one, I already know. Some Presidents will cut funding for the SD at every turn and not bother to build spies. Some Presidents will see great value in spies. A lot will be in between. The SD controls the Espionage Screen which assigns weight to nations to decide how much espionage points go to who.)
Governors: Assigned by a commander when a city is taken. The city is placed under the command of the governor, who controls the city's build until the war is over.