Mad Scientist's RPC summary

Maybe an Obama/McCain RPC? I remember somebody doing a Dubya RPC :D

The Zara idea... Be prepared for gods to mess with your every single step. Just sayin'. One pissed god and cities get wiped off the map. ;)

I considered the current American politics RPC angle, but after the greatness of Dubya I cannot do any better than that!

The Zara game is sort of like the Sury game, I have to be in the right mindset to play it. And I am not really ready yet (I need to restock my wine refrigerator!)
 
i place my vote for Frederic and the Perfect Germans.

I would add rules for Great People, all must be settled or used to build a building. No bulbing.

All available wonders must be attempted; If a new wonder becomes available a city must switch production to the new wonder.

This game sounds challenging to keep up in power.....
 
I remember I voted for Boudica in a poll half year ago(or maybe more). Too many leaders were played and they weren't present in that poll. Boudica is not a woman that can't be neglected and postponed that much. She is angry!!!. So do you Mad concider playing her soon?
 
Hey mad have you considered an always peace culture-powered domination game? Don't think it was on your list but after reading through some it certainly looks like a fun idea!
 
OK. looks like Old Fred wins for the next RPC! I am a little surprised but happy enough to ablige!

SO I want to hash some ideas for the perfect Germnans

1) We must win via Space after going through the entire tech tree (well we do not need future tech)
2) We cannot research deadend techs until the modern era. Thus techs like archery, HBR Monotheism etc require espionage or trade.
3) We are limited to 8 cities, all of which must have a purose and specialization as I will discuss. Appendment to this, Fred may settle or take any late game reosurces he needs which include oil, uranium, coal, aluminum.
4) We cannot take inferior vassals, nor capture and keep enemy cities. If early on we need something like iron, we cna declare war to get it but must raze the city and built a proper German one.
5) Fred insists on modern military, thus we quickly must either upgrade or replace obsolete troops. No bringing axes or maces to a gunfight.

City Specialization, in no order except the first.

NOTE: all cities may have the following: Monument, Forge, Granery, Courthouse, Assmebly Plant, source of Power, theater.

Capital: Must be along a river (I will reroll until I get one) and be built as a cottage/Bureacracy city. Late in the game I may convert this to a production powerhouse for spacepart production by replaceing towns with watermill or workhouses. We do not have to stay in bureacracy, but at least build the captial towards it. NO SPECIALISTS

GP farm: High food city for GP production, and may or may not Be coastal. This may NOT change ans has to have the NE. Any Specialist may be run here.

Military: Best EARLY location of a production monster capital. Besides a Barracks and Stable, only the core buildings. Only Military from here, and we should mazimize farms and mines here. HE MUST be built here, as well as all settled GGs. West Point is optional. Hammer producing specialists are allowed.

Science: Combination cottages and farms (for scientists). We need an academy here as well as all science buildings and Oxford. Other buildings are OK once the core science buildings are done (example, we must build an observatory foirst before a abnk if both are available). Only Scientist Specialists here.

Production: May be versatile early, but the future home of the Ironworks and production powerhouse for space parts. Can support the Military city as needed. Ironworks here.

Culture/spionage city: Near the borders. The hermiatge and Globe here (to use for drafting if needed) plus all the culture/espionage buildings ASAP. A scotland yard goes here, as well as the three espionage buildings. We can only run spiy specialists here. We also should keep ALOT of forrests to get the NP for alot of freebie specialists.

Naval Port: The minimum coastal city (some of the above MAY also be coastal) but this is the only city for Naval production. Moaris here (regardless of number of water tiles) and potentially the WP.

Money city: We must agressively pursue getting markets/grocers/banks here which we all often neglect. An early Holy city becomes money city. WS goeas here. Merchant specialists only. Also corps go here if we go that route.

Looking for some feed back on the city spcialization aspect incase I miss anything.

Finally, Great People may be used as best fit within limits of the specialization. Meaning only 2 academies, Great Spies go into the espionage city if settled, settled GPs or GMs go into Money city.

Oh yeah, Fred researves the right to make war as he sees fit for teh respectability of the German people.
 
Also, can't have Hermitage, Globe, and NP in the same city. May have to pick a different town for the National Park (maybe allow a late 9th city that is ONLY allowed to build the National Park?). Plus, I'd say the culture/espionage city should be allowed to run artists if you so desired (although I can't think of why you would).
 
OK, espionage get's the Globe theater for drafting and NP. Artists also allowed here. The hermitage is the wild card national wonder then.
 
Ah, by that reasoning you have more "dead end" techs than you probably want: for example Liberalism is a dead end tech since it leads only to Communism which is a dead end tech.

So is Music who leads only to Military Tradition.
So is Drama who leads to Philosophy but CoL also leads there, and to Music.
So is Literature, Polytheism and probably others I've missed.

Too many for my taste.

Should define "dead end" tech before rejecting all those. :)
 
I would define a 'dead end' tech as one that does not lead to any others in the tech tree. I guess Mad could extend that to mean 'any tech which does not lead to a tech we currently can't research', but that's (a) a lot more techs and (b) a lot harder to keep track of.
 
Well, when you're given the option in the pop-up box, it says, "leads to XXX" (I forget the exact wording). If it doesn't give you anything for that, then it's a dead end tech. So yes, techs like Divine Right, Monotheism, and Drama eventually end up there, or you can research them earlier to not have to trade for them.
 
By that reasoning techs that lead to a dead end tech are not dead end as they will *always* lead to something. There's no other tech which leads to Theology, just Monotheism.

Not that it matters a lot if madscientist doesn't want to tech them. If he has no religion and Judaism is already founded, for example, he's probably not going to go for Monotheism anyway. :)
 
It won't matter much what is defined as "dead-end" because with tech trading and stealing allowed he'll get most of them pretty quickly anyway.
 
For the record, I really do not consider a tech that opens two civics really deadend. I would avoid liberlaism if it was the free tech, just like I would avoid Communism even though there is a free GP.

However, I really think I may delay liberalism anyway. Buracracy can suffice until I trade for liberalism, and who knows perhaps a game that delays liberalism may produce some surprizing techpaths!
 
OK, after our Imperfect German game I am ready for some spoil sport activity.

Start the discussion on

"STAGNATION"

Where Mehmed, the man of 5 fast buildings, fast workers and a dynamite mid-game UU! Perhaps one of the very strongest "All-game" leaders out there!

He has 1 rule for this RPC, and one only. Unlike the real Ottoman that were the "Sick Man of Europe", he wants to be king forever and THUS can only win by a Time victory!!!!!

So my big question, is what things should we do or not do? I plan a Hemispheres map

I bring this up because someone has already warned me about not taking vassals (I will still leave the option on though) which I did not think about.

Also a question. If I raze the capital of an AI that is partially doen with the Space Ship, that destroys all production so far, correct???
 
Don't think so. The space ship parts exist somewhere "in between" cities, and the only thing you destroy by razing a city is whatever hammers the AI invested in the latest ship part in that city. On the other hand, you can destroy a ship *after* it launches by destroying the capital IIRC and the guy has to start building it all over again.
 
What difficulty level will this be on? From Monarch up it will be hard as you'll probably have to face several AIs going for Space, maybe Domination (do they go for it? do they ever stumble upon it?), Culture. Diplomacy might also be an issue; you don't want others to get elected but you also don't want yourself to be elected! There's an easy cure though: build the UN yourself if you can control the vote, or raze the UN city if not. Culturemongers can be stopped by limited wars: raze the best city, stop the war; repeat if AI gets near a win again. Domination's pretty ok if you have enough land to prevent it even if someone gets the rest of the land. Space might be more of a problem if there's a great techer on another continent. Since in the end you won't need to build space parts you can transform some of the production in espionage points (build gold -> up the espionage slider) and sabotage the lead AIs cities. If there's more than one AI left, make them go to war, that slows down the spaceship production.

Ideally you want to end with 4-5% less land than the domination limit (just to be safe) and only one rival. That will eliminate a lot of concerns.

Oh, watch out for getting overboard with Culture yourself. That would be a weird "loss"...
 
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