slobberinbear
Ursine Skald
BTS Roleplaying Challenge: Tokugawa
Greetings. Right off the bat, let us all bow down now and acknowledge the master of the ALC genre, Civilization bon vivant, my hero, Sisiutil.
The idea of the Roleplaying Challenge is to provide challenge not neccessarily by raising the difficulty level, but by giving ourselves a handicap by “roleplaying” the civilization in question. At the start I will identify the roleplaying particulars. I am open to suggestions on other handicaps. I will play this as a demo game a la the ALC series. For additional roleplaying flavor, I will add a short narrative at the beginning of each round.
I anticipate posting a round every day or two. I frankly lack the patience to wait more than a day to play, so this should be fairly fast. Get your comments in!
For this game, I have selected Japan. Our leader is Tokugawa, who is Aggressive and Protective, giving us half-cost barracks, drydocks, walls, and castles, along with free Combat I promotions for melee and gunpowder units and free City Garrison I and Drill I promotions for archery and gunpowder units. Our unique unit is the Samurai, a maceman replacement with two first strikes and the Drill promotion. Our unique building is the Shale Plant, a coal plant replacement that grants +10% production. We begin the game with The Wheel and Fishing.
Japan, as presented in the game, is a xenophobic, feudal nation. In some ways, that xenophobia continues to this day, though it is certainly less prevalent today than it was 60 years ago. Since Japan's cultural change is relatively recent, I will attempt to play Japan as it existed through the end of World War II, and make allowances for a possible late-game cultural shift from Feudal Japan to Modern Japan as appropriate.
A footnote:
I apologize in advance for offending anyone with my characterization of Japan. I freely admit that my perspective and proposed rules reflect an Americanized view of Japan, and welcome any feedback.
The rules:
While these rules impose some limitations, I do not believe they are enough to justify a reduced difficulty level. The Tokugawa unit also provides a significant initial advantage to partially offset the limitations. The selection of the Archipelago map also provides a slight advantage, as we begin the game with the Fishing technology and enjoy greater security from invasion than on a land-based map, especially in the early game.
This game’s settings: Monarch difficulty, archipelago map, standard size and settings, epic speed, ancient start. I use the Blue Marble mod for the maps, but it has no impact on gameplay.
I will post the first screenshot and initial strategy thoughts tonight.
Greetings. Right off the bat, let us all bow down now and acknowledge the master of the ALC genre, Civilization bon vivant, my hero, Sisiutil.
The idea of the Roleplaying Challenge is to provide challenge not neccessarily by raising the difficulty level, but by giving ourselves a handicap by “roleplaying” the civilization in question. At the start I will identify the roleplaying particulars. I am open to suggestions on other handicaps. I will play this as a demo game a la the ALC series. For additional roleplaying flavor, I will add a short narrative at the beginning of each round.
I anticipate posting a round every day or two. I frankly lack the patience to wait more than a day to play, so this should be fairly fast. Get your comments in!
For this game, I have selected Japan. Our leader is Tokugawa, who is Aggressive and Protective, giving us half-cost barracks, drydocks, walls, and castles, along with free Combat I promotions for melee and gunpowder units and free City Garrison I and Drill I promotions for archery and gunpowder units. Our unique unit is the Samurai, a maceman replacement with two first strikes and the Drill promotion. Our unique building is the Shale Plant, a coal plant replacement that grants +10% production. We begin the game with The Wheel and Fishing.
Japan, as presented in the game, is a xenophobic, feudal nation. In some ways, that xenophobia continues to this day, though it is certainly less prevalent today than it was 60 years ago. Since Japan's cultural change is relatively recent, I will attempt to play Japan as it existed through the end of World War II, and make allowances for a possible late-game cultural shift from Feudal Japan to Modern Japan as appropriate.
A footnote:
Spoiler :
Note that "Feudal Japan," as I use that term, references pre-World War II Japanese ethics and values, not necessarily the technology of the times. The Japanase of the late 1800s through the end of World War II still exhibited most of the same cultural values as their medieval and renaissance predecessors. "Modern Japan," then, represents not merely modern technology but a relative openness to the rest of the world and a range of civil liberties and change in society that would have been shocking 150 years before.
I apologize in advance for offending anyone with my characterization of Japan. I freely admit that my perspective and proposed rules reflect an Americanized view of Japan, and welcome any feedback.
The rules:
• Japan is in “Feudal Japan” mode until it adopts Universal Suffrage, Free Speech, Emancipation, and Free Religion, when it permanently changes to “Modern Japan” mode. The “Modern Japan” civics must be taken as a bloc or not at all.
• Feudal Japan may use the Slavery civic until Serfdom or Caste System are discovered, at which point it must switch. Feudal Japan may freely switch between Serfdom, Caste System, and Nationhood.
• Feudal Japan must leave the Barbarism and Tribalism civics as soon as possible.
• Feudal Japan may never use the Free Market, State Property, or Environmentalism civics, and must use Mercantilism when discovered.
• Feudal Japan may not train gunpowder units while under the Vassalage civic. Once gunpowder units have been trained, Samurai may never be trained and must be deleted or upgraded to Riflemen as soon as possible.
• Feudal Japan may never use the Pacifism or Free Religion civics.
• Feudal Japan may never have open borders with a non-vassal civilization, may not win a Diplomatic or Space victory, and may not end a war unless the enemy capitulates or is conquered.
• Modern Japan may never leave Universal Suffrage, Free Speech, Emancipation, and Free Religion; additionally, it may not take the Decentralization or State Property Civics.
• Modern Japan must control the headquarters of Sid’s Sushi Co. and at least one other corporation when the game ends, or we lose.
• Japan will start the game with Tokugawa Ieyasu, a Great General attached to a Swordsman unit. During the Feudal Japan period, Tokugawa must fight in at least one battle during every war with a foreign civilization and must be part of any attack against an enemy capital. If Tokugawa dies during the Feudal Japan period, we lose. We may not move Tokugawa from Kyoto until we have learned Iron Working.
• Feudal Japan may use the Slavery civic until Serfdom or Caste System are discovered, at which point it must switch. Feudal Japan may freely switch between Serfdom, Caste System, and Nationhood.
• Feudal Japan must leave the Barbarism and Tribalism civics as soon as possible.
• Feudal Japan may never use the Free Market, State Property, or Environmentalism civics, and must use Mercantilism when discovered.
• Feudal Japan may not train gunpowder units while under the Vassalage civic. Once gunpowder units have been trained, Samurai may never be trained and must be deleted or upgraded to Riflemen as soon as possible.
• Feudal Japan may never use the Pacifism or Free Religion civics.
• Feudal Japan may never have open borders with a non-vassal civilization, may not win a Diplomatic or Space victory, and may not end a war unless the enemy capitulates or is conquered.
• Modern Japan may never leave Universal Suffrage, Free Speech, Emancipation, and Free Religion; additionally, it may not take the Decentralization or State Property Civics.
• Modern Japan must control the headquarters of Sid’s Sushi Co. and at least one other corporation when the game ends, or we lose.
• Japan will start the game with Tokugawa Ieyasu, a Great General attached to a Swordsman unit. During the Feudal Japan period, Tokugawa must fight in at least one battle during every war with a foreign civilization and must be part of any attack against an enemy capital. If Tokugawa dies during the Feudal Japan period, we lose. We may not move Tokugawa from Kyoto until we have learned Iron Working.
While these rules impose some limitations, I do not believe they are enough to justify a reduced difficulty level. The Tokugawa unit also provides a significant initial advantage to partially offset the limitations. The selection of the Archipelago map also provides a slight advantage, as we begin the game with the Fishing technology and enjoy greater security from invasion than on a land-based map, especially in the early game.
This game’s settings: Monarch difficulty, archipelago map, standard size and settings, epic speed, ancient start. I use the Blue Marble mod for the maps, but it has no impact on gameplay.
I will post the first screenshot and initial strategy thoughts tonight.