Nad
Known Troublemaker
Sir Humphrey: "Bernard, what is the purpose of our defence policy?"
Bernard: "To defend Britain."
Sir Humphrey: "No Bernard, it is to make people believe that Britain is defended."
Bernard: "The Russians!"
Sir Humphrey: "Not the Russians! The BRITISH! The Russians know it's not."
(Yes Prime Minister)
After the last gasp victory of Random Deity Troublemaking, I'm ready for another SG with a sillier variant. And what could be sillier than British foreign policy?
Format: Conquests 1.22
Civilization: England
Difficulty: Deity
Map: standard, 30% archipelago, random conditions
Barbarians: roaming
Opponents: India, Russia, America, France, Arabia, Spain, Germany (see below).
Aggression: normal
Rules: default, culture-linked start and respawn are OFF.
Victory: significantly altered victory conditions for us. See below.
Etiquette: RBCiv rules on forbidden exploits, except that worker purchases ARE ALLOWED at any point. Standard 24/48 for "got it" and play.
Variant Rules
a) No more than 2 military units per city at any point! Workers and settlers do not count, but all other units, including ships, aircraft, artillery, nukes etc do. We may never have more than 2 units/city total, so if we have 1 city we can only have 2 military units, if we have 10 cities we can have no more than 20 mlitary units, etc. As Sir Humphrey said, our military might is an illusion. Given the other variant conditions, this is going to be some challenge
.
Our relations with some of the other civs bear restrictions which we must respect! Even those civs for whom we have no special conditions (Russia, America and India) have an impact on the victory conditions, however, as below.
b) France - oscillating war every 30 turns! As soon as we meet France, we must take note. 30 turns later we must declare war on them! We must then make peace 30 turns later, then declare war in another 30 turns, make peace 30 turns later and so on, until either elimination or the game end.
c) Arabia - our allies (oil supplies!). We may never declare war on Arabia and are encouraged to trade with them as much as possible. If for any reason Arabia should declare war on us we may only fight defensively, to protect/regain our cities. We may not attack Arabian cities (unless they are ours and we are trying to recapture).
d) Spain - as soon as WE reach the middle ages we must declare war on Spain. We can then not make peace with them until WE reach the industrial age!
e) Germany - as soon as WE reach the industrial age we must declare war on Germany. We can then not make peace with them until WE reach the modern age!
How do we win?
We win by accumulating certain preset victory points, which are in effect style marks for the feats we accomplish during the game. We win if we have accumulated 50 victory points at the game end.
This is the list of victory points:
i) For a diplomatic victory (no freebies allowed before the vote!): 20 points
ii) For a domination victory: 15 points
iii) For a cultural victory: 10 points
iv) For a space victory: 5 points
v) For controlling 5 Indian cities (cities with Indian names) at the game end: 15 points
vi) For controlling 5 American cities (cities with American names) at the game end: 10 points
vii) For each French city controlled (cities with French names) at the game end: 1 point per city.
viii) For every Spanish ship sunk during the game (must keep an accurate note!): 1 point per ship.
ix) For every other civ still alive at the game end: 1 point per civ.
x) For every native luxury possessed at the game end (within our empire and connected, not purchased): 1 point per luxury.
That is quite a long list of rules but most of it is fairly straightforward and most of the administration only occurs at the game end. The important aspects during the game will be to keep a note of turn numbers for wars against France, declaring war on Spain/Germany at the relevant times, and a record of every Spanish ship sunk.
Effectively, we're talking about a deity game where we'll be doing a lot of warring but can have no more than 2 units per city
. Should be pretty crazy. If there is a lot of interest this would be the perfect scenario to have different teams all having a crack with their own strategies/ploys.
Takers?
Bernard: "To defend Britain."
Sir Humphrey: "No Bernard, it is to make people believe that Britain is defended."
Bernard: "The Russians!"
Sir Humphrey: "Not the Russians! The BRITISH! The Russians know it's not."
(Yes Prime Minister)
After the last gasp victory of Random Deity Troublemaking, I'm ready for another SG with a sillier variant. And what could be sillier than British foreign policy?
Format: Conquests 1.22
Civilization: England
Difficulty: Deity
Map: standard, 30% archipelago, random conditions
Barbarians: roaming
Opponents: India, Russia, America, France, Arabia, Spain, Germany (see below).
Aggression: normal
Rules: default, culture-linked start and respawn are OFF.
Victory: significantly altered victory conditions for us. See below.
Etiquette: RBCiv rules on forbidden exploits, except that worker purchases ARE ALLOWED at any point. Standard 24/48 for "got it" and play.
Variant Rules
a) No more than 2 military units per city at any point! Workers and settlers do not count, but all other units, including ships, aircraft, artillery, nukes etc do. We may never have more than 2 units/city total, so if we have 1 city we can only have 2 military units, if we have 10 cities we can have no more than 20 mlitary units, etc. As Sir Humphrey said, our military might is an illusion. Given the other variant conditions, this is going to be some challenge

Our relations with some of the other civs bear restrictions which we must respect! Even those civs for whom we have no special conditions (Russia, America and India) have an impact on the victory conditions, however, as below.
b) France - oscillating war every 30 turns! As soon as we meet France, we must take note. 30 turns later we must declare war on them! We must then make peace 30 turns later, then declare war in another 30 turns, make peace 30 turns later and so on, until either elimination or the game end.
c) Arabia - our allies (oil supplies!). We may never declare war on Arabia and are encouraged to trade with them as much as possible. If for any reason Arabia should declare war on us we may only fight defensively, to protect/regain our cities. We may not attack Arabian cities (unless they are ours and we are trying to recapture).
d) Spain - as soon as WE reach the middle ages we must declare war on Spain. We can then not make peace with them until WE reach the industrial age!
e) Germany - as soon as WE reach the industrial age we must declare war on Germany. We can then not make peace with them until WE reach the modern age!
How do we win?
We win by accumulating certain preset victory points, which are in effect style marks for the feats we accomplish during the game. We win if we have accumulated 50 victory points at the game end.
This is the list of victory points:
i) For a diplomatic victory (no freebies allowed before the vote!): 20 points
ii) For a domination victory: 15 points
iii) For a cultural victory: 10 points
iv) For a space victory: 5 points
v) For controlling 5 Indian cities (cities with Indian names) at the game end: 15 points
vi) For controlling 5 American cities (cities with American names) at the game end: 10 points
vii) For each French city controlled (cities with French names) at the game end: 1 point per city.
viii) For every Spanish ship sunk during the game (must keep an accurate note!): 1 point per ship.
ix) For every other civ still alive at the game end: 1 point per civ.
x) For every native luxury possessed at the game end (within our empire and connected, not purchased): 1 point per luxury.
That is quite a long list of rules but most of it is fairly straightforward and most of the administration only occurs at the game end. The important aspects during the game will be to keep a note of turn numbers for wars against France, declaring war on Spain/Germany at the relevant times, and a record of every Spanish ship sunk.
Effectively, we're talking about a deity game where we'll be doing a lot of warring but can have no more than 2 units per city

Takers?
