Mad Scientist's RPC summary

The big question I have is whether to have all the Sury's as Khmerians, or mix in different civilizations? Can you randomize the Civilizations but keep the Sury?

Yes, you can choose Unrestricted Leaders and set all leaders to be the same by hand, while leaving the civilizations random.

It would make diplomacy considerably easier, since otherwise you wouldn't know which Khmer they're talking about when they ask you to join a war or stop trading.
 
Now that the Mansa Musa game tooks to be heading towards victory, if a little while off, time to open up ideas for teh next game.

Next will be Suryamanan and this clones! A Fantasy world where he needs to build the spaceship and leave the madness, or kill every single imposter.

The big question I have is whether to have all the Sury's as Khmerians, or mix in different civilizations? Can you randomize the Civilizations but keep the Sury? Also to add to the insanity I plan to use choose your religions, and random leader personalities! Or do we stick with 6 identical Sury's?

I would choose Unrestricted Leaders. It'll be too confusing otherwise.

Random personalities...hmm...I'm not really sure. Sury is pretty crazy with his normal personality, but random personalities would be even crazier :)

I would just make sure you don't pick "torodial" as that kind of messes up the gameplay IMO, but it's up to you.
 
I would choose Unrestricted Leaders. It'll be too confusing otherwise.

Random personalities...hmm...I'm not really sure. Sury is pretty crazy with his normal personality, but random personalities would be even crazier :)

I would just make sure you don't pick "torodial" as that kind of messes up the gameplay IMO, but it's up to you.

Aw, but not being able to tell them apart at all is the fun part! I like the idea of random personalities, it'd be like dealing in a world ruled by someone with multiple personality disorder. :p Plus it'd give you a little way of telling them apart. (Is this the aggressive one or the religious one?!)

Also I've played torodial and it didn't screw it up too much, even on a no-oceans map. It's always weird when you keep exploring down and find the top of your empire though.
 
Huge Toroidal Fantasy World with whatever the craziest resoruce placement is, Advanced Start, with 18 Sury/Khmer. PLEASE?
 
Sima Quin or someone similar did a pretty cool story in the civ3 forums a long time ago where he played as Ghandi the Vegetarian.

Rules:

Ghandi can never build an improvement on an animal tile.
Ghandi must immediately declare was on any AI that is seen exploiting animals. The objective of the war is to move in, capture the offending city and pillage the improvement.

The rules would need to be slightly modified in this game though, but it would probably best be played on a smaller map, since all the bookkeeping on those animals would be a pain on larger maps. But it generally created a "always war" situation. Seems like something that might be fun to adopt in this game though.
 
I like the idea of the random personalities for multiple Surys. I would not go to 18 civs unless the map was huge. Maybe just add a couple extra civs to the standard for whatever the map size is. We do not want to make a conquest the only real option.

@madscientist

I find these always to be a fun read and i do follow them. I just do not have much to offer on the specifics. Keep it up.
 
This has nothing to do with the Sury madeness game abut looking at the next one which I think may follow it nicely.

Frederick of Germany, the Organized, Perfect German.

The idea is to built th perfect German civilization, through the perfect and ideal techpath to a space win. While Bismark was perfect German manufacturing based, this is perfect research based. I got past of this idea from the BTS grenaders thread and the talk about deadend techs. Some lose ideas, so I am looking at some suggesitons and improvements

1) We can only win by going to space.
2) We must finish the tech tree to future tech.
3) We must always have teh most efrficient and newest military, either through upgrades or building the modern version and disbanding the old. Example, we have 6 archer defenders, we need to get 6 at least 6 longbows.
4) We can never research a dead end tech, but can trade/steal it. Now what constitutes a dead end tech??? Good question, my thinking is a tech that is NOT needed for the space race and there is another alternative to it. It must lead to another tech which is NOT dead end itself (So liberalism is deadnend for this discussion since communism is dead end) Examples, theology is deadend but also leads to paper (as does CS) thus we can only tech CS. WHAT this means is that Fred can only get techs like archery/HBR/liberalism/theology via trade, espionage, or internet.
5) Fred has no citiy number limit, but we want some very strict specialized cities

A) Berlin: Must be landlocked on a river (regen until I get it). We must then create the ideal Bureacracy city, thus lot's of cottages and mines plus food for the mines. NO SPECIALISTS ALLOWED HERE. We do not have to stay in Bureacracy (unless we want to) just build the capital towards it.

B) GP farm: This should excourage as many specialists as possible, so food/food/food. We should also favor buildings that produce specialists, although graneries/harbors/universities are allowed. The cannot be any military production or buildings (barracks/stables/drydocks) here, although drafting/whipping emergency defenders are allowed. Any specialists may be run here.

C) Military City: HE and WP have to go here as well as settling every GG. Emphasis is production but we can decide how to go about this. NO science/gold building though. Onyl engineers and priests can be run here.

D) Prodcution city: IW and future production site of most of the space ship part and Apollo. FArms/mines/workshops/watermills here, and of course resource imporvement. Only engineers and priests can be run here.

E) Science city: emphasis on cottages/commerce and the future home of OXford and we also need an academy (Berlin is the only other city that can get one). Scientists specialists may be run here only.

F) GOLD city: Must be a shrined holy city IF we get one (this is not a requirement) and home od Wall street. You guessed it, only mechants can be run here!

Other cities may be build and emphasized anyway we see fit. THe specialized cities will be designated by myself as the game goes on and cannot change.

We shoukld not be war-mongers but Fred can expand as he see's fit for the German Empire. To claim needed land, or defensive first strikes against threats. He fears noone but may live in peace if his neighbors are tolerable.

A very rigid and Organized game for a very structured and organized people/leader.
 
4) We can never research a dead end tech, but can trade/steal it. Now what constitutes a dead end tech??? Good question, my thinking is a tech that is NOT needed for the space race and there is another alternative to it. It must lead to another tech which is NOT dead end itself (So liberalism is deadnend for this discussion since communism is dead end) Examples, theology is deadend but also leads to paper (as does CS) thus we can only tech CS. WHAT this means is that Fred can only get techs like archery/HBR/liberalism/theology via trade, espionage, or internet.

Very hard rule. Example:

You are not allowed to research Animal Husbandry, because it leads to Horseback Riding(dead) and Writing, but Writing is unlocked with Potery, or Priesthood as well. Do I need to mention, that AH could be very important tech and there is a long way to Alphabet and even than you may not be able to get the tech, isolated for example. Another example is Aesthetics, not that critical, but still important tech.
 
Very hard rule. Example:

You are not allowed to research Animal Husbandry, because it leads to Horseback Riding(dead) and Writing, but Writing is unlocked with Potery, or Priesthood as well. Do I need to mention, that AH could be very important tech and there is a long way to Alphabet and even than you may not be able to get the tech, isolated for example. Another example is Aesthetics, not that critical, but still important tech.

I would make an exception for any worker techs, pastures are needed.

Aesthetics leads to literature which then leads to music (dead end???) and drama (dead end???). I have to review the tech tree while playing this one out, Fred is a nbel leader and not one I would bend or break RPC rules (Sury by the way is always a potential rule breaker although not many in his game to break).

So perhaps a start are the PURE deadened techs. The ones that do not lead to any other

archery
HBR
Military Science
Military Tradition
Divine Right
Communism

OK, let's start a list of those that lead to a dead end tech

Theology
Monotheism (a 2 tech dead end)
Liberalism

It's a start
 
A) Berlin: Must be landlocked on a river (regen until I get it). We must then create the ideal Bureacracy city, thus lot's of cottages and mines plus food for the mines. NO SPECIALISTS ALLOWED HERE. We do not have to stay in Bureacracy (unless we want to) just build the capital towards it.

B) GP farm: This should excourage as many specialists as possible, so food/food/food. We should also favor buildings that produce specialists, although graneries/harbors/universities are allowed. The cannot be any military production or buildings (barracks/stables/drydocks) here, although drafting/whipping emergency defenders are allowed. Any specialists may be run here.

C) Military City: HE and WP have to go here as well as settling every GG. Emphasis is production but we can decide how to go about this. NO science/gold building though. Onyl engineers and priests can be run here.

D) Prodcution city: IW and future production site of most of the space ship part and Apollo. FArms/mines/workshops/watermills here, and of course resource imporvement. Only engineers and priests can be run here.

E) Science city: emphasis on cottages/commerce and the future home of OXford and we also need an academy (Berlin is the only other city that can get one). Scientists specialists may be run here only.

F) GOLD city: Must be a shrined holy city IF we get one (this is not a requirement) and home od Wall street. You guessed it, only mechants can be run here!

Other cities may be build and emphasized anyway we see fit. THe specialized cities will be designated by myself as the game goes on and cannot change.

What about your specialized Espionage city that only has couthouse,jail,ect.. buildings and can only run spies?
cripp
 
What about your specialized Espionage city that only has couthouse,jail,ect.. buildings and can only run spies?
cripp

Good point, although because of the capital's default +4 eps Berlin is the best choice. OK, Berlin is a Buerocratic and Espionage city!
 
Aesthetics leads to Literature and Drama, Literature leads to Music, Music leads to Military Tradition(dead). Drama leads to Music and Philosophy, but Philosophy is unlocked with Code of Laws, so Aesthetics is deadend tech.

Another question is what you do if chosing one tech makes another dead. Example:

Nationalism is not a deadend, but it's unlocked with either Divine right, or Philosophy. If you go trough DR, Philosophy and even Meditaion is deadend, but Mono and Theo aren't and opposite.
 
Aesthetics leads to Literature and Drama, Literature leads to Music, Music leads to Military Tradition(dead). Drama leads to Music and Philosophy, but Philosophy is unlocked with Code of Laws, so Aesthetics is deadend tech.

Another question is what you do if chosing one tech makes another dead. Example:

Nationalism is not a deadend, but it's unlocked with either Divine right, or Philosophy. If you go trough DR, Philosophy and even Meditaion is deadend, but Mono and Theo aren't and opposite.

OK, my thinking

Literature leads to 2 national wonders, Drama and Music.
To get Lit we need Aesthetics,
Meditation leads to Monestaries, not insignificant buildings.

All of these things are preferred but we CAN build the space Ship without them, correct????

Rather than get a slew of lost echs, we just stick to teching thoses really essential techs, trade/steal the rest.

SO examples: We beeline Guilds/Engineering and noit Liberalism. We tech Physics post SM rather than Communism. We ignore HBR and archery in favor of BW/AH/IW.

In a sense it's a straight line, organized, techpath with fewer options.
 
Then be prepared to almost lose that one, mad: Composites, the enabling tech for the SS Castings, is a Dead-End Tech. >>

(I'm ignoring the end of the road techs Fusion and Future Tech, of course. ;))
 
Well, here is the full list in alphabetical order. If there is alternative, the cheaper path is choosen(ex: Artilery, instead of Flight). I think you should be fine, if you allow Agr and AH and skip everything else.



Advanced Flight
Aesthetics
Agriculture
Animal Husbandry
Archery
Communism
Democracy
Divine Right
Drama
Fascism
Flight
Horseback riding
Hunting(but you start with it)
Laser
Liberalism
Literature
Mass Media
Military Science
Military Tradition
Monotheism
Music
Polytheism
Robotics
Stealth
Theology
 
Well, here is the full list in alphabetical order. If there is alternative, the cheaper path is choosen(ex: Artilery, instead of Flight). I think you should be fine, if you allow Agr and AH and skip everything else.



Advanced Flight
Aesthetics
Agriculture
Animal Husbandry
Archery
Communism
Democracy
Divine Right
Drama
Fascism
Flight
Horseback riding
Hunting(but you start with it)
Laser
Liberalism
Literature
Mass Media
Military Science
Military Tradition
Monotheism
Music
Polytheism
Robotics
Stealth
Theology

THANKS, I think this is what we need! LIke I said worker techs are fine. THe biggest issues are archery if we have no metals and Democracy is we have trouble ttrading/stealing it.

I like it though! Perhaps no barbarians, that way we may have to rely on warriors and diplomacy for defense if there are no metals nearby!
 
I like it though! Perhaps no barbarians, that way we may have to rely on warriors and diplomacy for defense if there are no metals nearby!

Hmmm, I dont like "no barbarians" option turned on. It benefits the human player too much. He knows, that he does not need military, he can send unescorted settlers, explore with workers, etc. But AI will play the game in the same manner, it will still build deffence and research military techs(and if they dont you will rush them). It's a huge advantage for the human player.

You start with Hunting and Mining. I think you can research BW, followed by AH, if there is no copper. If there is no horses, research Masonry and chop the Wall. After all this is Monarch and barbs come relatively late.

About Democracy, AIs are usually happy to trade this tech.
 
Hmmm, I dont like "no barbarians" option turned on. It benefits the human player too much. He knows, that he does not need military, he can send unescorted settlers, explore with workers, etc. But AI will play the game in the same manner, it will still build deffence and research military techs(and if they dont you will rush them). It's a huge advantage for the human player.

You start with Hunting and Mining. I think you can research BW, followed by AH, if there is no copper. If there is no horses, research Masonry and chop the Wall. After all this is Monarch and barbs come relatively late.

About Democracy, AIs are usually happy to trade this tech.

Good point. Fred starts with hunting/mining so a BW/masonry path for the Great Wall is concievable. Production should be OK since we would be landlocked.
 
Back
Top Bottom