Charis
Realms Beyond
RBC 4 - Mesoamerica - Team A - Mayans
A 5CC C3C Scenario (Deity level, normal aggr)
Among the Mayans rose an influential but somewhat deranged leader known
as Weed-Jaguar, who had become far too fond of smoking a certain pungent weed.
He had a grand vision and philosophy that became the driving force for his
nation. "Our nation will have five great cities, one for each of the great
tribes on our continent. Chichen Itza is our native capital, and our own people
will shed their blood in devotion to make it great. We shall create one city for
each other tribe, and there will the blood of the people of that tribe flow as a
testimony to our cultural greatness and superiority. We shall show our supremacy
by being the envy of all other nations. In doing so we will neither take nor
receive credit from any nation, for amongst the wickedness of man, only gold is
of value, not a promise of later riches. Finally, we must enact a Blood Cult govt.
It's a 5CC so that: i) the lack of FP will be a total non-issue, ii) we'll need to
wage significant war to enslave workers to sacrifice, so limiting ourselves to
five cities will help keep this a challenge, iii) we have a chance with five cities
to develop enough culture for a civ-culture 7K win. *EACH* city however must have
a culture of 1000, making things a lot more interesting! That means that every civ must
be hit to reach 1K per city, that if we wait too long and let one civ die out things
will get very rough for us, and our capital will need to make some attempt at wonder
building to see it's own culture reach 1000. All settlers must come from capital.
Each of the non-capital cities must have a Sacrificial Altar, while this is not allowed
for the capital (which will never sacrifice any units EDIT - correction, five foreign tribes, so they will sacrifice if you get enslaved units from every foreign civ!)). Pop-rushing is ONLY allowed in
the capital, and in fact at least one pop-rush must occur there (the blood of the native
tribe representing each city and ONLY that blood must be spilled.) City borders must
have zero overlapped worked-tiles. The cities closest to the capital SW and SE will
be designated for the two lesser tribes closest to us, while the two cities past them
will be designated for our biggest rivals, the Aztecs (Westernly) and Incans (Easterly).
We do not wish any foreigners to trample unwanted across our homelands, so when we have
enough units for it, we'll institute human walls to block entrance to our lands.
Here is our starting city, Chichen Itza.
We're scientific and industrious, starting with Masonry and Craftsmanship.
To players - read the Civopedia carefully, the differences are enormous. There will
be no irrigation, for example, until the next era. With Espionage near end-of-game
comes a 5.3.2 Silent Hunter with Stealth. Enslavement can be carried out by our
Jav Throwers, the Aztec Jagged Warriors, and the Incan Chasqui Scout. All are 40 hp,
2 attack. Jav has 2 def, Jaggs have 2 move, Chasqui have all-terrain-as-roads. One
third of their victories will capture (enslave) a unit, to be used for sacrifice.
Note the jungle is two food, one shield! And we can build a jungle road in just 3 turns.
Keep in mind there is a turn limit of 175 turns. First player will go 15 turns,
then 10 turns each after that. (In this scenario we can buy workers, but may not
sacrifice them if bought)
Team A Roster:
Charis
Grimjack
Kylearan
Dwip
Justus
Good luck, gents!
Charis
==== EDIT: VARIANT RULES SUMMARY FOR RBC4
- Only 5 Cities, period, the capital plus four cities founded by settlers coming from the capital. No worked-tile overlap plz.
- Only the capital may pop-rush any buildings
- We may never give nor take gpt in any trade
- We must shift to a Blood Cult govt at some point (even if it's right at the end)
- Win condition: 7K culture win (+ double culture of next civ)
Style points / secondary win condition: 1K culture in EVERY city
- There are FIVE other tribes, so each must be designated as the sacrifice center for ONE other tribe. This occurs and is fixed when the first foreigner is sacrificed in a city - that city then can only sacrifice those from that same tribe. Note that a sacrificial altar with no blood spilt on it would be an abomination to the deities, so don't built an altar unless you have an enslaved foreign unit in hand, or are sure you will before the game ends or that tribe disappears!
- We don't like foreigners trampling in our lands at all. At some point when a full mil-unit roadblock is possible, set one up or plan to give defiant 'get out' orders.
- 'Bought' workers should be renamed and used for actual work, NOT sacrificied. Captured workers otoh must be sacrificed. Please limit early worker purchases to 1 per tribe. Later after you've gone to war with a tribe if they want to sell you more, that's fine.
Reminders about some key points from the civopedia, etc.:
- We'll have too few cities for a Forbidden Palace
- The best way to amass culture is to fight win enslavement UUs and capture as many as possible, sacrificing in city with sac altar
- Later on the Silent Hunter unit rules (5.3.2!), giving a decent but limited window of opportunity for the UU's to do their thing
- Jungle is like bonus grass: 2 food, 1 shield, and can be irrigated for +1f or mined for +1s, road in 3 turns for +1 comm. No death from disease in the jungle.
- Mountains are nice, +1 food, +1 shield, irrigate for +1 food, mine for +2 shields, road for +2 comm! Hills are normal except you can irrigate for +1food. Grass/plains/desert are normal. Rainforest and ocean are useless. Do NOT clear jungles!
- Resources are very different. Strategic ones are stone, rubber, llama, exoctic birds. Jade and tobacco are new lux. Cacao plant, maize and salt on the coast are new bonus resources. Note maize is +4 food!
- City improvemenst are different: tambo, ball court, sacrificial altar are quite nice. Some wonders are extremely nice.
- Suggestion: since the capital is best suited to getting culture by other means, it might want to choose the foreign tribe that is weakest (first likely eliminated) or furthest away, as the one it will sacrifice.
- Turn limit is 175 turns.
A 5CC C3C Scenario (Deity level, normal aggr)
Among the Mayans rose an influential but somewhat deranged leader known
as Weed-Jaguar, who had become far too fond of smoking a certain pungent weed.
He had a grand vision and philosophy that became the driving force for his
nation. "Our nation will have five great cities, one for each of the great
tribes on our continent. Chichen Itza is our native capital, and our own people
will shed their blood in devotion to make it great. We shall create one city for
each other tribe, and there will the blood of the people of that tribe flow as a
testimony to our cultural greatness and superiority. We shall show our supremacy
by being the envy of all other nations. In doing so we will neither take nor
receive credit from any nation, for amongst the wickedness of man, only gold is
of value, not a promise of later riches. Finally, we must enact a Blood Cult govt.
It's a 5CC so that: i) the lack of FP will be a total non-issue, ii) we'll need to
wage significant war to enslave workers to sacrifice, so limiting ourselves to
five cities will help keep this a challenge, iii) we have a chance with five cities
to develop enough culture for a civ-culture 7K win. *EACH* city however must have
a culture of 1000, making things a lot more interesting! That means that every civ must
be hit to reach 1K per city, that if we wait too long and let one civ die out things
will get very rough for us, and our capital will need to make some attempt at wonder
building to see it's own culture reach 1000. All settlers must come from capital.
Each of the non-capital cities must have a Sacrificial Altar, while this is not allowed
for the capital (which will never sacrifice any units EDIT - correction, five foreign tribes, so they will sacrifice if you get enslaved units from every foreign civ!)). Pop-rushing is ONLY allowed in
the capital, and in fact at least one pop-rush must occur there (the blood of the native
tribe representing each city and ONLY that blood must be spilled.) City borders must
have zero overlapped worked-tiles. The cities closest to the capital SW and SE will
be designated for the two lesser tribes closest to us, while the two cities past them
will be designated for our biggest rivals, the Aztecs (Westernly) and Incans (Easterly).
We do not wish any foreigners to trample unwanted across our homelands, so when we have
enough units for it, we'll institute human walls to block entrance to our lands.
Here is our starting city, Chichen Itza.
We're scientific and industrious, starting with Masonry and Craftsmanship.
To players - read the Civopedia carefully, the differences are enormous. There will
be no irrigation, for example, until the next era. With Espionage near end-of-game
comes a 5.3.2 Silent Hunter with Stealth. Enslavement can be carried out by our
Jav Throwers, the Aztec Jagged Warriors, and the Incan Chasqui Scout. All are 40 hp,
2 attack. Jav has 2 def, Jaggs have 2 move, Chasqui have all-terrain-as-roads. One
third of their victories will capture (enslave) a unit, to be used for sacrifice.
Note the jungle is two food, one shield! And we can build a jungle road in just 3 turns.
Keep in mind there is a turn limit of 175 turns. First player will go 15 turns,
then 10 turns each after that. (In this scenario we can buy workers, but may not
sacrifice them if bought)
Team A Roster:
Charis
Grimjack
Kylearan
Dwip
Justus
Good luck, gents!
Charis
==== EDIT: VARIANT RULES SUMMARY FOR RBC4
- Only 5 Cities, period, the capital plus four cities founded by settlers coming from the capital. No worked-tile overlap plz.
- Only the capital may pop-rush any buildings
- We may never give nor take gpt in any trade
- We must shift to a Blood Cult govt at some point (even if it's right at the end)
- Win condition: 7K culture win (+ double culture of next civ)
Style points / secondary win condition: 1K culture in EVERY city
- There are FIVE other tribes, so each must be designated as the sacrifice center for ONE other tribe. This occurs and is fixed when the first foreigner is sacrificed in a city - that city then can only sacrifice those from that same tribe. Note that a sacrificial altar with no blood spilt on it would be an abomination to the deities, so don't built an altar unless you have an enslaved foreign unit in hand, or are sure you will before the game ends or that tribe disappears!
- We don't like foreigners trampling in our lands at all. At some point when a full mil-unit roadblock is possible, set one up or plan to give defiant 'get out' orders.
- 'Bought' workers should be renamed and used for actual work, NOT sacrificied. Captured workers otoh must be sacrificed. Please limit early worker purchases to 1 per tribe. Later after you've gone to war with a tribe if they want to sell you more, that's fine.
Reminders about some key points from the civopedia, etc.:
- We'll have too few cities for a Forbidden Palace
- The best way to amass culture is to fight win enslavement UUs and capture as many as possible, sacrificing in city with sac altar
- Later on the Silent Hunter unit rules (5.3.2!), giving a decent but limited window of opportunity for the UU's to do their thing
- Jungle is like bonus grass: 2 food, 1 shield, and can be irrigated for +1f or mined for +1s, road in 3 turns for +1 comm. No death from disease in the jungle.
- Mountains are nice, +1 food, +1 shield, irrigate for +1 food, mine for +2 shields, road for +2 comm! Hills are normal except you can irrigate for +1food. Grass/plains/desert are normal. Rainforest and ocean are useless. Do NOT clear jungles!
- Resources are very different. Strategic ones are stone, rubber, llama, exoctic birds. Jade and tobacco are new lux. Cacao plant, maize and salt on the coast are new bonus resources. Note maize is +4 food!
- City improvemenst are different: tambo, ball court, sacrificial altar are quite nice. Some wonders are extremely nice.
- Suggestion: since the capital is best suited to getting culture by other means, it might want to choose the foreign tribe that is weakest (first likely eliminated) or furthest away, as the one it will sacrifice.
- Turn limit is 175 turns.