Gotm 138

Prof. Garfield

Deity
Supporter
Joined
Mar 6, 2004
Messages
4,400
Location
Ontario
Game of the Month 138: October 2012

Game Settings:
Civilization: Egyptians
Difficulty: Deity
Map: Revealed as part of the scenario
Victory: Special Scoring System
Length: 240 turns (Jan 1871 - Dec 1890)
Special Rules: See Below
Deadline: February 1. This may be extended depending on how long the game takes to play.

This scenario is designed to introduce two aspects of Civ 2 that are not usually seen by experienced players: a fight for survival and modern naval warfare. Spoiler tags are used in this post for organizational purposes, not because they spoil the game.

I'm sorry if this GOTM has a lot of information, but I think most of it is necessary given the unusual nature of this game. If anything is unclear or if you think it should be changed, please say so.

Storyline
Spoiler :

The Ellingsworth Archipelago was discovered in 1328 by Eliot E. Ellingsworth and the three ships under his command. The large archipelago was settled somewhat haphazardly over the following centuries, with the result that many islands are still divided between several powers. As the centuries progressed, some colonial powers declined and their territories gained independence, yielding the four main regional powers. Still, many territories are governed by extra-regional powers.

Recently, the Romans, largest of the regional powers, have sought to expand their power in the Archipelago. This desire has finally erupted into war with the Egyptians, the smallest of the regional powers. President Cleopatra is now marshalling Egypt's forces to halt the Roman invasion. Her ultimate goal is to inflict a defeat so decisive on the Romans that their government will agree to major military restrictions and enforcement inspections.

Scenario Factions

Romans
Spoiler :

The communist Romans are the largest power in the region and their territorial ambitions have finally brought them into conflict with the Egyptians. They are well developed and have many industrialized cities.

Regional Tribes
Spoiler :

Although colonial powers took possession of most of the land in the region, there are still a number of tribes scattered about the archipelago that were neither wiped out nor assimilated into modern society. Armies and navies trained to fight modern enemies in improved areas may find that attempting operations in the swamps, deserts, and jungles where most tribes still live is more difficult than expected.


Vikings
Spoiler :

The Vikings are renown for the world class research that is conducted in Trondheim and some of their other cities. Despite this (or, perhaps, because of it), the Viking government directs nearly all its attention to the cities near the capital, and a couple mineral rich islands in the south. The Viking navy consists mostly of submarines, with many scattered about the region.


Egyptians
Spoiler :

The Egyptian Democracy is the smallest of the four regional powers, and generally the furthest behind in economic improvements. They now face invasion from the expansionistic Romans and it remains to be seen if Cleopatra can halt the invasion and better the fortunes of her nation.

Persians
Spoiler :

The Persian Democracy is found in the Northeast of the Archipelago. They have a sizeable surface fleet stationed to protect their territories, but being somewhat removed from the Romans, it is unclear what kind of impact they will have on the current conflict. The Persians are well known for their early adoption of Women's Suffrage and for the world famous Michelangelo's Chapel.

League of Carthage
Spoiler :

The League of Carthage was the brainchild of Jason Hannibal, current President of the League and former foreign minister of Utica. The League is an alliance of various small independent nations for the primary purpose of increasing their clout in international relations. Additionally, the League seeks to promote its members' ability to provide international trade and financial services (all cities have Airports and Superhighways). The League leader, Carthage, is a global financial center, and nearby Utica holds extensive mineral wealth. Relations between the League and the governments of the Dependent Territories are frequently tense, due to allegations that the League enables tax evasion and supports independence movements.

Dependent Territories
Spoiler :

These cities are dependencies to extra-regional powers. The wealth and government of these territories varies a lot, as some governments take more interest in their overseas territories than others. Several large international naval fleets are stationed in the region.




Scoring System

Spoiler :

1. Green Star

Spoiler :
The Green Star is awarded to the first player to bring the Romans down to 20 objectives (a Roman "Marginal Defeat"). There is no requirement for holding the objectives.

This rewards a player for a quick retaliation.

2. Gold, Silver, and Bronze Medals
Spoiler :

The medals are awarded to the players who most quickly bring the Romans down to 5 objectives (a Roman "Decisive Defeat") and keep the Romans at 5 or fewer objectives for 5 consecutive turns. If the Romans capture objective cities (even foreign objectives) during this and exceed 5 objectives at any point, then the player must try again.

This is the main victory condition for this scenario.

3. Blue Star
Spoiler :

The Blue Star is awarded to the first player to obtain 70 objectives and hold at least that many for 3 consecutive turns.

This is an optional goal for this scenario.

4. Red Star
Spoiler :

A Red Star is awarded to any player who finishes the scenario. That is, the player plays out the 240 turns of the scenario or completely eliminates all the other civilizations.

This is intended mainly to reward players for sticking with the game if they are holding on to a few cities but are unable to turn the tide of the war. The conquest option allows more successful players to obtain this reward if they desire without having to waste time managing a civilization waiting for the last turn to come.

5. Roman Marginal Victory
Spoiler :

If the Romans obtain 40 or more objectives at any time, the player is penalized by 5 years (60 turns) in the competition for the Gold, Silver, and Bronze medals. Green, Blue, and Red stars are still awarded as normal.

This is a penalty for the player allowing the Romans to get too strong.

6. Survival
Spoiler :

Players are said to have survived the scenario if they finish the scenario but do not decisively defeat the Romans. Surviving players are ranked based on the number of objectives held at the end of the scenario. If fewer than 3 players decisively defeat the Romans, then surviving players qualify for medals. All surviving players receive a Red Star.

7. Defeat
Spoiler :

Players are defeated if they lose all their cities. Defeated players are ranked based on how long they survive.

8. Game Length
Spoiler :

The scenario ends in 1891, 240 turns after it begins. If no player qualifies for the Blue Star before the scenario ends, then the player with the most objectives on the last turn of the scenario is awarded the Blue Star. If no player qualifies for the Green Star, then it is awarded to the recipient of the Gold Medal.



Special Rules for this Scenario
Spoiler :

1. The use of ship chains is forbidden.

2. Bomber Stack Restriction
Spoiler :

i. Squares with loaded transports are not to be "protected" with bombers. If a transport is covered through accident or movement point restrictions, it, and any other ships on the square, forfeit their next turn, and no new ships may be added for extra defense.

ii. Use of bombers over other units should be avoided where reasonable to do so. This should not prevent the use of bombers if it would put them out of range or substantially increase the risk of having the bomber trapped by foreign units. Units may be used for legitimate protection of the bomber from fighter retaliation, provided the bomber made an attack or is in flight between destinations.

3. Trade Restrictions
Spoiler :

i. It is forbidden to trade with the Romans.

ii. It is forbidden to trade with a nation with which you are at war or cease-fire.

iii. If you take an objective city from its original owner, you may no longer trade with that nation for the remainder of the game. Trade with the purple civ is an exception to this rule, and may be done if at peace regardless of objectives taken.



Player Notes:

Spoiler :
The Egyptians have 4 diplomats in Roman territory at the start of the game. These diplomats can be used for any purpose, although it is recommended that one of them be used to steal Advanced Flight (the only tech the Romans have that the Egyptians don't). The other three should probably be used to investigate the coastal cities to get an idea of the sort of force that can be brought to bear against you on the first turn. Use this information when deciding whether to defend or evacuate Byblos.

Nearly all AI units at the start of the game have veteran status (although not all cities will produce veteran units). Take this into account when setting up defenses.

Pollution is disabled in this scenario. Most cities have adequate pollution control, however, so some cash can be raised by selling the improvements.

There is no technology from conquest.

The Total War Flag is toggled (which also prevents spaceships) and government switching is forbidden. This combination eliminates senate interference. It also allows cities to be in disorder without overthrowing the government and allows tech theft without the government falling.

No new wonders can be built.

As a rule of thumb, OBJECTIVE cities have at least 20 shield production at the start of the scenario and OBJECTIVEx2 cities have 50 shield production. Some minor capitals also have double objectives, and major capitals have triple objectives.

An early draft of this scenario can be found here. Some changes have been made since then, including an increased size of the invasion force. It may be worth playing through the first few turns of the save to get a feel for what might happen.


Submission Guidelines

Players should submit saves on the turn they qualify for the Green Star, a Medal, and the Blue Star. They should also submit a saved game from 1881 (half way through the game) and their final save. Additionally, a saved game should be included if the Romans gain 40 objectives for a marginal victory.

A player may end this GOTM on any turn and submit for ranking based on the objectives he actually completed. Players who do not meet any victory conditions (Green Star, Medal, Blue Star, Red Star) are ranked as players defeated the turn after their submission.

Please be sure to follow the submission guidelines when submitting your game (please do not send your files in a .zip file. Attach them directly to your e-mail with your name in the save file).

Please sent the savegames only to civ2gotm@gmail.com.

Edit: I have just created the page. And added the savelink in this post.

Starting save is here.

GotM_138.jpg
 
Last edited by a moderator:
Still no reply yet?!
Well, I kind of have no idea whatsoever how to start this game. Ever since I started to learn the basics about civ2-strategy, I was pretty sure that the crucial point was to avoid situations like that! I really appreciate all that work you have put into the game (and great choice of that purple civ's cities names! :thumbsup:)
I'm gonna try my best, but it stills feels like the NY Yankees facing THW Kiel playing Hockey! ;)
 
I have looked at it very briefly but have been too busy with GOTMs 136 and 137. Definitely plan to play but would not be able to start before November.

By the way, Prof. Garfield, there is no mention of a deadline. Typical would be December 1st. Extend that if you feel more time is needed due to the special nature of the scenario.
 
Ever since I started to learn the basics about civ2-strategy, I was pretty sure that the crucial point was to avoid situations like that!

That's why I started making this scenario. I have fond memories of a game where I fielded submarines in order to resist a Viking naval invasion, and I wanted to experience something like that again.

Well, I kind of have no idea whatsoever how to start this game.

Use airplanes to check the sea for enemy invasion forces, and choose whether to stop them with air or naval forces, or to defend with land forces. Perhaps you might engage in anti-submarine action. I didn't design this scenario with any specific first moves in mind; it wasn't designed as a puzzle where you will be safe if you figure out the "correct" move and hurt badly if you don't.

Beyond halting the invasion, I'm not even sure what the best course of action is, so don't feel bad.

I'm gonna try my best, but it stills feels like the NY Yankees facing THW Kiel playing Hockey!

If I recall correctly, it usually took about 12 turns for the Romans to wipe out the Egyptians when they were both controlled by the AI. You could also try appeasement, although it might be expensive and perhaps less fun.

For anyone that wants it, here's a little hint that I found when playtesting the first few turns of the scenario a few months ago. It is nothing that a good player shouldn't already know, but it doesn't come up in this context in ordinary play.

Spoiler :
Take advantage of how inexpensive it is to bribe a city and get all the units around it, especially if the city is small, in disorder, and used to be yours. The Romans will generally have a lot of units in and around Memphis when they capture the city. Bribing the city will turn over a large portion of the invasion force, even if some of it must be disbanded.
 
Here's a question for you to think about.

If a player captures an AI city on an island that is semi-remote from the other cities of that civilization, the player should expect a significant amphibious counter attack to occur ...
a) never.
b) within the next 20 turns.
c) within the next 5 turns.
d) on the very next turn.

Also, here is an optional template for recording game status

Status
Roman Objectives:
Egyptian Objectives:
Gold:
Infantry (Partisans--Alpine--Riflemen--Marines--Mech. Inf.):
Artillery (Armor -- Artillery-- Howitzers):
Navy (Destroyers-- Cruisers -- AEGIS -- Battleships -- Submarines):
Air Force (Fighters -- Bombers -- Carriers):
Other (Engineer -- Paratrooper -- Transport -- Diplomat/Spy):

Casualties:
Egyptian Infantry (Partisans--Alpine--Riflemen--Marines--Mech. Inf.):
Egyptian Artillery (Armor -- Artillery-- Howitzers):
Egyptian Navy (Destroyers-- Cruisers -- AEGIS -- Battleships -- Submarines):
Egyptian Air Force (Fighters -- Bombers -- Carriers):
Egyptian Other (Engineer -- Paratrooper -- Transport -- Diplomat/Spy):

Roman Infantry (Partisans--Alpine--Riflemen--Marines--Mech. Inf.):
Roman Artillery (Armor -- Artillery-- Howitzers):
Roman Navy (Destroyers-- Cruisers -- AEGIS -- Battleships - -- Submarines):
Roman Air Force (Fighters -- Bombers -- Carriers):
Roman Other (Engineer -- Paratrooper -- Transport -- Diplomat/Spy):
 
I've extended the deadline to January 15. I think the game will take enough real time that an extra month is warranted, especially since people are still finishing up GOTM 137.
 
I started looking at this scenario earlier tonight. Prof. Garfield, you have put a lot of time into this; thanks. It seems like an exciting game but I yet have to absorb all the details.
 
Awesome Game Proffesor ...I did study the map for almost 8 hours, and still made a few misstakes....BUT I am a bit confused about the Scoring system. I lost Byblos on March , Memphis was lost in April and re-conquered in May. Then Byblos was re-taken in September, right now the Romans have lost 297 Units , I have lost 77. I still hold all the original 12 cities...does the civ score has anything to do Pressing f-9 ? I have all the other Civs at one point at war against Romans yet the Persians have not shown in the Battlefield.....shall I gave up or going for all the Marbles. What is the definition of " Objective " ...20 is a Roman Marginal Defeat ? Is it a shhet with the point system for each city lost or Conquered ? " The current player goal is to inflict a decisive defeat on the Romans, by keeping the Romans below a certain number of objectives (say 5) for 5 turns ".... ????? I have no Idea what am I supposed to do. Regardless ..Incredible Game ..Thank YOU
 
Are saves from every turn required ? I will Post my log in the Spoiler, and perhaps I can get a bit of guidance about " Objective " Points ..Byblos is Listed as Objective in the beguinning ....but after re-conquered in September , that dissapers. I Have Saves from March , May , June , August and currently playing September when I retake Byblos. Since I DID not hold Byblos for 5 turns means that I should gave up ? Sorry If I am confused.
 
Are saves from every turn required ?

NO! You only need to present saved games when certain victory conditions are met. Additionally, keeping a log is optional as usual. (I suggest providing an army and casualty report because it is of interest in this particular game)

perhaps I can get a bit of guidance about " Objective " Points

Objectives are used as an alternate scoring system in scenarios, usually where conquest is the goal. Both the WWII and ROME scenarios use an objective based scoring system. If the scenario has a "protagonist" (Axis in WWII and Romans in this scenario), then the scenario is won or lost based on the objectives of the protagonist. The Axis have a marginal victory in WWII if they end the scenario with at least 32 of the 70 objectives, and a decisive victory if they have at least 54 in December 1947. Everyone else wants to make sure the Axis have a marginal or decisive defeat. The Axis don't have to take all the cities to win WWII, they only have to take most of the "important" cities.

The standard way to play a scenario is to play to the end and then count the objectives to see who won. This GOTM doesn't require playing to the end of the scenario, and the objective scoring system is used as an easy way to determine if victory conditions are being met.

The goal of this GOTM is to make sure the Romans have 5 or fewer objectives. When that happens, the F9 screen should have the information

Roman Objectives: 5 (or fewer)
Roman Decisive Defeat

After bringing the Romans to this point, they must be kept there for 5 turns. At the end of 5 turns, save the game and keep it for your submission (I also recommend keeping the save for the turn the Romans were brought down to 5 objectives). This is so that players don't stretch themselves too thin for a quick win. Note that it is possible for the Romans to have a lot of cities left over at this point, because many cities are not objectives. Also note that a few cities are worth 2 objectives and Rome is worth 3.

If other nations take Roman objectives (allied to you or not), then you are lucky to get the help and it counts toward your victory.

Since I DID not hold Byblos for 5 turns means that I should gave up ?

You should not give up on this scenario unless you are completely beaten (even then, you can still submit for ranking). If you manage to hold on for the whole game (even with only 1 city that isn't an objective) you will receive a Red Star for your effort.

You don't have to worry about how many objectives the Egyptians or the Romans have on any particular turn, with the following exception. If the Romans start to capture a lot of foreign cities (Egypt doesn't have enough objectives by itself to allow the Romans to achieve a marginal victory), you should check the F9 screen to make sure they don't achieve a marginal victory (which is defined as 40 objectives). If they do, provide a save and your victory date will be penalized 5 years for the Gold, Silver and Bronze Medals.

Byblos is Listed as Objective in the beguinning ....but after re-conquered in September , that dissapers.

If a city gets destroyed from all the fighting, it doesn't matter for the Medals or the Green Star, because those are calculated based on the objectives the Romans hold, and your goal is to stop the Romans from holding objectives.

If you want a Blue Star, it will matter, because that is calculated based on the objectives you hold. That said, there are 16 more objectives in the game than you need for a Blue Star, so you can still try to get one even if some cities get destroyed.

I hope this helps you understand the scoring system. If anything is still unclear, say so and I'll try to provide a better explanation.
 
What is the definition of " Objective " ...20 is a Roman Marginal Defeat ?
Objectives is an alternative method of keeping score in scenarios which is particularly useful when you and your rivals start with a significant number of well developed cities.

Any city can be designated as an objective by the scenario designer. Typically only some cities are. Go to "Find city" menu item to find out which cities are objectives. The designer also has the choice of making wonders objectives as well or not. In this case, Prof. Garfield has chosen to do so. Thus, cities having n wonders count as n+1 objectives. That is how you see some cities counting as 2 or 3 objectives. These two, cities and wonders, are the only things that can be made into objectives.

The designer also gets to define four numbers that from high to low constitute Decisive Victory, Marginal Victory, Marginal Defeat, and Decisive Defeat for the protagonist (in this case Romans). The scoring screen (F9) shows you the number of objectives held by you, by the protagonist (in this case Romans), and what kind of victory/defeat this number of objectives constitute. For example, if the number of objectives held by the protagonist is between Margianl defeat and Marginal victory then it is a stalemate. Once the number of objectives goes further up (down) the victory condition becomes margianl victory (defeat) and eventually decisive victory (defeat).
 
Thanks for the Explanation Ali and Garfield ... I have never played a Scenario....I have taken 4 Objective cities in the Roman Heartland , Including Rome , and after pressing F-9 , it reads " Points 920 " Marginal Roman Defeat..Romans moved their Capital and I also have taken it ( Hippo Regious ) but the Objective did not change it to OBJECTIVE 3 as in other Capitals....so how long I need to keep playing , and most important how many turns I need to Keep this " Objective " Cities , Rome , Aggripina , Hippo Regius , Antium ?
 
Romans moved their Capital and I also have taken it ( Hippo Regious ) but the Objective did not change it to OBJECTIVE 3 as in other Capitals

Moving a capital doesn't give a city extra objectives. I gave Rome 3 objectives because it is the original capital of the Romans. You don't have to chase the Roman capital city around to meet any victory condition.

so how long I need to keep playing , and most important how many turns I need to Keep this " Objective " Cities , Rome , Aggripina , Hippo Regius , Antium ?

The Green Star competition doesn't require holding the objectives for any length of time. The turn the Romans have a Marginal Defeat is the turn you submit. It doesn't matter if the Romans take the objectives back on the very next turn.

If you want to try for a Medal, then you have to keep playing until the Romans are decisively defeated, and then keep them that way for 5 turns.

If you want to try for the Blue Star, then you will have to keep playing until you get 70 objectives and hold them for 3 turns.

Players don't have to play any more than they want to. You can even submit without completing Green Star requirements and be ranked as a "defeated" player, but still show that you resisted the Romans for so many turns.
 
So , can I Play for the 3 stars ? I have achieved marginal defeat of the Romans. Shall I submit that save ( Star one ) ...and Keep playing for decisive Defeat ( Star Two )...then submit that save and perhaps go the extent of the game ( Star Three )...or Shall I start a New Game for each ?
 
You keep playing the same game, and submit the saved game when each of the scenario goals is achieved. You aren't supposed to restart the game.
 
I would recommend that anyone interested in playing this GOTM start soon. While I'll be happy to extend the deadline, this scenario is rather real-time intensive.

Lest this discourage people from playing, here are a few remarks from my experience with the scenario.

The first few turns of the scenario is crisis management, as you try to stop the Roman invasion. You can play a few turns and get a feel for the scenario before devising a general strategy for winning.

A lot of the time involved in playing this scenario is the time spent thinking about what to do, as opposed to actually moving the units around (although there is a lot of that as well, once you start taking cities). Playing a little bit at a time can allow you to think about the game between sessions (at least at the beginning), or think about it in different states of mind. Also, if you decide to play more casually, you won't have to spend as much time planning.

You don't have to play through the whole scenario. A Roman marginal defeat can be a relatively quick achievement, so, if you like, you can play competitively for the green star and play more casually for the decisive defeat (or quit).
 
One of the best Games I ever played. This was also my first scenario and YES...lot of planning are necessary and every turn is incredibly fascinating. An addictive and well though design. I have never used some of the units ( subs , aegis , carriers , missiles ...etc etc ) Congratulations Prof. Garfiled
 
Back
Top Bottom