Core Imposter
Felon
- Joined
- May 13, 2011
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This rule set is being developed as an alternate play style. It is not a game mod but a set of rule modifications that give players a different experience with CivCon.
The premise is that the game AI is simple to beat and the games lack tactical and strategic tension. The rule set proposes that the human player adhere to limitations and restrictions above and beyond those imposed by the out of the box edition. No modification of the game files is involved.
Although entitled Ethical, the emphasis is not so much on ethics as it is on providing a framework that yields a more competitive and rewarding game.
This is being tested with the following parameters: CivCon fully patched, random civ, 15 random foes on a huge archipelago map of a 400 billion year old planet with a normal, temperate climate. Demigod level. Roaming barbarians. Normal AI aggression. We are restarting as needed to feel good about the starting position, no reloads thereafter. All victory conditions are disabled and the only rules enabled are those that allow AI respawning and cultural conversions. Victory is attained by compiling the highest score of all civilizations at the end of 540 turns.
General Rules
1. Player is prohibited from commencing hostilities and setting war goals against any civilization without a legitimate casus belli, which is defined as receiving a declaration of war followed by an attack on or bombardment of a settlement or assault on population such as a direct attack on workers, slaves or settlers, or an attack on transports with population aboard or attacks on naval vessels in home waters or an invasion of the homeland coupled with attacks on player forces resulting in multiple combat unit losses. In cases where player has received a declaration or has been attacked, player may fight freely including incursions into enemy territory but may not directly attack enemy workers or settlers or directly assault enemy settlements unless and until the provisions set forth above are met. Multiple unit losses are defined as the destruction (or capture) of three or more combat units. Once this requirement is met player may set war goals as provided for in rule 16.
2. A casus belli due to accumulative bad acts occurs when a civilization has committed 7 or more points of provocation as follows: Any declaration of war without the consequences as defined in rule 1 (3 points), joining a military alliance against player without the consequences as defined in rule 1 (2 points), trade embargos (1 point), coercion in diplomacy, verified first use of nuclear weapons against 3rd party civ (2 points), attributable espionage act (1 point), loss of native settlement to cultural conversion (3 points), loss of captured settlement to cultural conversion (2 points). Please note that if a war ensues under this provision it resets the counter to zero.
3. Player is prohibited from entering into mutual defense pacts, right of passage agreements, trade embargos, or military alliances.
4. Player may not engage in known exploits such as, but not limited to, ship chaining, ROP rape, etc. (full list to be added later).
5. Player may not reload except in case of equipment or power failure.
6. Player may not insult, bully, or coerce the AI civilizations.
7. Player may not utilize elements of the game system to entice AI aggression. This includes but is not limited to leaving border settlements ungarrisoned or intentionally, artificially, weakening overall force status.
8. Player is prohibited from razing or abandoning settlements of any size. There is no prohibition however, towards action against small settlements in a valid war that may be destroyed upon the entrance of players forces. No sanction accrues to the player as a result of the destruction of a city in this manner, nor does this event count towards war goals as defined in Rule 16.
9. Player is prohibited from the first use of nuclear weapons.
10. Player may use the enslave feature as contained in the game to its full extent.
11. Player is prohibited from using the following espionage options against civilization with which he is not at war, unless a legitimate casus belli is in place. A. Sabotage. B. Propaganda. C. Steal Plans. D. Expose Spy.
12. Player is prohibited from stealing technology for ten turns after an attempt regardless of results.
13. Player may not violate AI borders except in a necessary or reasonable transit that is non-hostile in nature. Player must withdraw immediately if ordered. If warned rather than ordered to withdraw, player may continue with ground combat troops only if such units will not end another turn in violation; player may continue with non-combat units; and player may continue with naval units.
14. Player may utilize explorers/scouts by deploying them inside other national boundaries as intelligence assets. Must be withdrawn if ordered and may not be placed to deny resources or settlement sites. If stationed inside enemy border explorers/scouts may not be used to pillage on first turn of hostilities unless initiated by enemy civilizations. These units are not restricted to the transit restrictions of ground combat units.
15. Player is prohibited from establishing settlements in hostile territory if said settlement would be founded in the native 21 tile working radius of any existing settlement.
16. War Goals and Warscore: In general the player may capture any settlements lost in previous wars plus a maximum of two additional settlements from any single civilization with which it is engaged. In cases where the AI opponent holds settlements captured from a third party civilization that is no longer active in the game, the player may declare a war of liberation in which up to 6 third party settlements may be liberated. A combination of one enemy settlement and 3 liberated settlements may substituted. In cases where the enemy has possession of settlements from two or more extinct civilizations, the player may capture any combination of settlements that does not exceed these limits. A total warscore of 2 may be attained with original enemy settlements counting as one point and liberated third party settlements as 1/3rd point. For this purpose a settlement which has been conquered by your enemy but whose original civilization is still extant counts as one point. Player accrues no warscore for reclaiming his original settlements. In peace negotiations player is free to make demands as desired, however, rule 26 limits leverage.
17. Player is at all times prohibited from razing irrigation.
18. Player is prohibited from any bombardment for the sole purpose of reducing population at all times. When population might be in the range of possible results along with other results player may bombard for the primary purpose of reducing and redlining enemy combat units. There is no restriction on precision bombing.
19. Once a warscore of 2 points has been reached no further settlements may be assaulted by means that could transfer control to the player, including Propaganda.
20. Core cities are defined as those whose distance from your capital is such that only very moderate corruption is present (as adjusted by government type), have fully developed infrastructure (as adjusted by technological advancement), significant population (as adjusted), and are essentially unit producing settlements as opposed to specialist cities.
21. Should player suffer the loss of two or more core cities to a single civilization in one war, or be attacked by nuclear weapons, Rule 3 is suspended for a period of 7 turns. However, any diplomatic actions during this 20 turn period must be reasonable actions designed for self-defense and/or aimed specifically at offending civilizations.
22. When and if the player is attacked by nuclear weapons a nuclear response is permitted but must be proportional. For each attack the player may respond in kind plus one but is limited therein. ICBMs may respond to ICBMs, tactical weapons to tactical weapons, and the plus one may be of either type as the player may chose. Should the player not possess the type of nuclear device necessary to respond in kind, the player may substitute one ICBM for 2 tactical devices and 2 tactical weapons in response for one ICBM. The nuclear response must occur on the turn following the attack except as delay may be required for the positioning of tactical weapons, however, no response may be launched past the third turn following the initial attack. Should this window of opportunity elapse player is prohibited from further nuclear attacks.
23. Player may attempt to expose enemy spy only while at war with a civilization or when in possession of a valid casa belli against that civilization. If in the last case the effort to expose spy fails player is prohibited from trying again until five turns have elapsed.
24. Disputed lands defined: Land adjacent to players starting location that has been settled by a combination of player and one or more of players neighbors may be designated as disputed if said land can be reasonably construed as part of the natural homeland as it might be defined by geography and other factors. Disputed land is never a just cause for war, however, if war ensues, player may set legitimate war goals of claiming the land if such action would make more natural continuous and geographically constant post war borders. As such disputed cities may count as ½ warscore point in relation to rule 16. In no case however, under this rule, may the player capture more than 6 disputed settlements (in the entire scope of civilized history).
25. Player is restricted in the construction of airfields by workers. In order to construct one airfield the player must have constructed two airports in core cities. Further, for each airfield constructed by workers outside the core, player must have previously constructed one airfield inside the core by workers. There is a limit of three airfields that may be constructed outside the core. The required build pattern is as follows: core airport, core airport, 1st core airfield, core airport, core airport, 1st non-core airfield, core airport, core airport, 2nd core airfield, core airport, core airport, 2nd non-core airfield, core airport, core airport, 3rd core airfield, core airport, core airport, 3rd non-core airfield. Limit of non-core airfields is three (in the entire scope of civilized history) except that a captured or destroyed airfield may be replaced without restriction. Player is not restricted in the construction of airports including rush building options.
26. If during the course of war the player accomplishes war goals the player may continue hostilities for the remainder of that turn and for two full turns afterward at which point no further attacks, bombardment or razing will be allowed in enemy territory. There is no restriction to combat in home territory or international waters on succeeding turns, however, the player must attempt to conclude the war by no later than the third turn after achieving war goals.
The premise is that the game AI is simple to beat and the games lack tactical and strategic tension. The rule set proposes that the human player adhere to limitations and restrictions above and beyond those imposed by the out of the box edition. No modification of the game files is involved.
Although entitled Ethical, the emphasis is not so much on ethics as it is on providing a framework that yields a more competitive and rewarding game.
This is being tested with the following parameters: CivCon fully patched, random civ, 15 random foes on a huge archipelago map of a 400 billion year old planet with a normal, temperate climate. Demigod level. Roaming barbarians. Normal AI aggression. We are restarting as needed to feel good about the starting position, no reloads thereafter. All victory conditions are disabled and the only rules enabled are those that allow AI respawning and cultural conversions. Victory is attained by compiling the highest score of all civilizations at the end of 540 turns.
General Rules
1. Player is prohibited from commencing hostilities and setting war goals against any civilization without a legitimate casus belli, which is defined as receiving a declaration of war followed by an attack on or bombardment of a settlement or assault on population such as a direct attack on workers, slaves or settlers, or an attack on transports with population aboard or attacks on naval vessels in home waters or an invasion of the homeland coupled with attacks on player forces resulting in multiple combat unit losses. In cases where player has received a declaration or has been attacked, player may fight freely including incursions into enemy territory but may not directly attack enemy workers or settlers or directly assault enemy settlements unless and until the provisions set forth above are met. Multiple unit losses are defined as the destruction (or capture) of three or more combat units. Once this requirement is met player may set war goals as provided for in rule 16.
2. A casus belli due to accumulative bad acts occurs when a civilization has committed 7 or more points of provocation as follows: Any declaration of war without the consequences as defined in rule 1 (3 points), joining a military alliance against player without the consequences as defined in rule 1 (2 points), trade embargos (1 point), coercion in diplomacy, verified first use of nuclear weapons against 3rd party civ (2 points), attributable espionage act (1 point), loss of native settlement to cultural conversion (3 points), loss of captured settlement to cultural conversion (2 points). Please note that if a war ensues under this provision it resets the counter to zero.
3. Player is prohibited from entering into mutual defense pacts, right of passage agreements, trade embargos, or military alliances.
4. Player may not engage in known exploits such as, but not limited to, ship chaining, ROP rape, etc. (full list to be added later).
5. Player may not reload except in case of equipment or power failure.
6. Player may not insult, bully, or coerce the AI civilizations.
7. Player may not utilize elements of the game system to entice AI aggression. This includes but is not limited to leaving border settlements ungarrisoned or intentionally, artificially, weakening overall force status.
8. Player is prohibited from razing or abandoning settlements of any size. There is no prohibition however, towards action against small settlements in a valid war that may be destroyed upon the entrance of players forces. No sanction accrues to the player as a result of the destruction of a city in this manner, nor does this event count towards war goals as defined in Rule 16.
9. Player is prohibited from the first use of nuclear weapons.
10. Player may use the enslave feature as contained in the game to its full extent.
11. Player is prohibited from using the following espionage options against civilization with which he is not at war, unless a legitimate casus belli is in place. A. Sabotage. B. Propaganda. C. Steal Plans. D. Expose Spy.
12. Player is prohibited from stealing technology for ten turns after an attempt regardless of results.
13. Player may not violate AI borders except in a necessary or reasonable transit that is non-hostile in nature. Player must withdraw immediately if ordered. If warned rather than ordered to withdraw, player may continue with ground combat troops only if such units will not end another turn in violation; player may continue with non-combat units; and player may continue with naval units.
14. Player may utilize explorers/scouts by deploying them inside other national boundaries as intelligence assets. Must be withdrawn if ordered and may not be placed to deny resources or settlement sites. If stationed inside enemy border explorers/scouts may not be used to pillage on first turn of hostilities unless initiated by enemy civilizations. These units are not restricted to the transit restrictions of ground combat units.
15. Player is prohibited from establishing settlements in hostile territory if said settlement would be founded in the native 21 tile working radius of any existing settlement.
16. War Goals and Warscore: In general the player may capture any settlements lost in previous wars plus a maximum of two additional settlements from any single civilization with which it is engaged. In cases where the AI opponent holds settlements captured from a third party civilization that is no longer active in the game, the player may declare a war of liberation in which up to 6 third party settlements may be liberated. A combination of one enemy settlement and 3 liberated settlements may substituted. In cases where the enemy has possession of settlements from two or more extinct civilizations, the player may capture any combination of settlements that does not exceed these limits. A total warscore of 2 may be attained with original enemy settlements counting as one point and liberated third party settlements as 1/3rd point. For this purpose a settlement which has been conquered by your enemy but whose original civilization is still extant counts as one point. Player accrues no warscore for reclaiming his original settlements. In peace negotiations player is free to make demands as desired, however, rule 26 limits leverage.
17. Player is at all times prohibited from razing irrigation.
18. Player is prohibited from any bombardment for the sole purpose of reducing population at all times. When population might be in the range of possible results along with other results player may bombard for the primary purpose of reducing and redlining enemy combat units. There is no restriction on precision bombing.
19. Once a warscore of 2 points has been reached no further settlements may be assaulted by means that could transfer control to the player, including Propaganda.
20. Core cities are defined as those whose distance from your capital is such that only very moderate corruption is present (as adjusted by government type), have fully developed infrastructure (as adjusted by technological advancement), significant population (as adjusted), and are essentially unit producing settlements as opposed to specialist cities.
21. Should player suffer the loss of two or more core cities to a single civilization in one war, or be attacked by nuclear weapons, Rule 3 is suspended for a period of 7 turns. However, any diplomatic actions during this 20 turn period must be reasonable actions designed for self-defense and/or aimed specifically at offending civilizations.
22. When and if the player is attacked by nuclear weapons a nuclear response is permitted but must be proportional. For each attack the player may respond in kind plus one but is limited therein. ICBMs may respond to ICBMs, tactical weapons to tactical weapons, and the plus one may be of either type as the player may chose. Should the player not possess the type of nuclear device necessary to respond in kind, the player may substitute one ICBM for 2 tactical devices and 2 tactical weapons in response for one ICBM. The nuclear response must occur on the turn following the attack except as delay may be required for the positioning of tactical weapons, however, no response may be launched past the third turn following the initial attack. Should this window of opportunity elapse player is prohibited from further nuclear attacks.
23. Player may attempt to expose enemy spy only while at war with a civilization or when in possession of a valid casa belli against that civilization. If in the last case the effort to expose spy fails player is prohibited from trying again until five turns have elapsed.
24. Disputed lands defined: Land adjacent to players starting location that has been settled by a combination of player and one or more of players neighbors may be designated as disputed if said land can be reasonably construed as part of the natural homeland as it might be defined by geography and other factors. Disputed land is never a just cause for war, however, if war ensues, player may set legitimate war goals of claiming the land if such action would make more natural continuous and geographically constant post war borders. As such disputed cities may count as ½ warscore point in relation to rule 16. In no case however, under this rule, may the player capture more than 6 disputed settlements (in the entire scope of civilized history).
25. Player is restricted in the construction of airfields by workers. In order to construct one airfield the player must have constructed two airports in core cities. Further, for each airfield constructed by workers outside the core, player must have previously constructed one airfield inside the core by workers. There is a limit of three airfields that may be constructed outside the core. The required build pattern is as follows: core airport, core airport, 1st core airfield, core airport, core airport, 1st non-core airfield, core airport, core airport, 2nd core airfield, core airport, core airport, 2nd non-core airfield, core airport, core airport, 3rd core airfield, core airport, core airport, 3rd non-core airfield. Limit of non-core airfields is three (in the entire scope of civilized history) except that a captured or destroyed airfield may be replaced without restriction. Player is not restricted in the construction of airports including rush building options.
26. If during the course of war the player accomplishes war goals the player may continue hostilities for the remainder of that turn and for two full turns afterward at which point no further attacks, bombardment or razing will be allowed in enemy territory. There is no restriction to combat in home territory or international waters on succeeding turns, however, the player must attempt to conclude the war by no later than the third turn after achieving war goals.