Doing Deals With Baddies - A Cheeky Browse Through English Foreign Policy

Nad

Known Troublemaker
Joined
Oct 1, 2002
Messages
1,718
Location
London, UK
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 :eek:. 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? :D
 
Perhaps you should Play this on a world map of some sort? ;)
(a relatively small world map would be challenging since you would have nowhere to expand to and thus pretty much no military untill mapmaking... when you would most likely be at war with france... :p )
 
Nad, you should have sponsered this idea as a RBCiv Epic. :)
Good luck.
 
This would make a great RBCiv Epic. You should share it with Griselda and Sirian.
 
lurker's comment: and I thought I was a lone idiot... this looks interesting. Let me know if you get a 'B' team
 
Signed Up:

Nad
grs
grahamiam
Admiral Kutzov


Gyathaar, Matt G, Sir Bugsy: are you interested in participating or were you making comments only?

Maximum of 6 players, though if there are more interested I think it would be interesting to see how different teams would approach it, since here is massive scope for tactics and planning. A lot of strategy discussion wil be needed, this is not the sort of game you can just start and take things as they happen...we're going to have to plan ahead for wars with France/Spain/Germany, and to plan what victory conditions we will go far and which victory points we will try to accumulate.

I don't like playing on world maps, I want the game to focus on the concept rather than geography.

I've never played an RB Civ Epic and it's a community I lurk more than participate in, though I agree with most of their gaming ideas. I don't think I'd want to sponsor it myself but if anyone else wishes to take the idea there they are more than welcome. The difficulty might be a big hindrance though, it's okay for an SG where you're only playing a few turns at a time, but I think it might be a bit too intense for a single-player game. Emperor might be a better difficulty level for a tournament attempt at it.
 
lurker's comment:
I was commenting only Nad. Just to busy to play. Not to busy to lurk and cheer you guys on though!
 
I'll be looking to start tomorrow, but we could use one more sign-up at least. Any one else?
 
Signed Up:

Nad
grs
grahamiam
Admiral Kutzov
bed_head7
Open

This is the start:

DDWBStartPic_thumb.jpg


Lots of bonus food but no visible fresh water. Might also be a lot of jungle nearby, especially given central location.

It's an archipelago map so hopefully we'll be on our own to expand, and hopefully France isn't too close! I'm not going to play until tomorrow so we have time to discuss tactics. What should our early plan be? Do we send curraghs out to explore aggressively or shall we turtle some? What about long-term goals? The victory points enable both a warmonger and a peaceful approach to be rewarding; we are obliged to do quite a lot of war but we do have the restriction on number of units to consider. What are everyone's thoughts?

4000BC save:
 
you mean you still have a slot open? this game is such a whacky idea :rolleyes:
if you don't mind, can put me at the end of the roster
 
Definitely some curraghs. If we meet France who is on another continent, no problem. If France is on our island, we'll meet them soon enough anyway. Probably one warrior for barb patrol and one curragh for each of the first three or four cities.
 
yep, build them dingies. let's get our foundation and then think about how were going to handle things. we need a lot of cities so i'd do almost an ics approach, or maybe a standard AW layout. the english can become quite dominate on an arch with enough MoW's. Hell, they seem to spawn faster than you build them. based on this, i have a question:

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 .

what about slaves, do they count? we can accumulate quite a few slave MoW's at the end of the MA/beginning of IA.

btw, the location of that whale makes me want to laugh or cry :)
 
By sod's law, just as I intended to kick this game off, my reliable gaming computer, which I've not had any serious problem with for the 4 years I've had it, has decided to kick me in the teeth with,

"Windows Protection Error. You need to restart your computer. System halted."

What joy. It won't even start in safe mode :rolleyes:

I've done a search through the microsoft website and it looks like a corrupted registry or driver conflict or something. Apparently the only way to troubleshoot it is via a startup disk (which I don't have) or a re-install of Windows Me (the Cd for which I lost years ago :rolleyes: ). I'm back at work tomorrow so I hope the IT admin can sort it out for me. In the meantime it would be best if someone else kicked off and I'll slot in as soon as the computer is repaired, which will hopefully be quite soon (fingers crossed).

With regard to MoWs capturing slave ships, these will NOT count against our two unit per city limit (good thinking grahamiam, I had not considered those) - so we do have a strategic possibility there to have a large navy through capture.

Final roster place goes to ThERat.

grs...UP NOW, go dude!
grahamiam...ON DECK
Admiral Kutzov
Nad (depending on computer!)
ThERat
bed_head7
 
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