Charis
Realms Beyond
I've done the first turn for the game described below, and would like input here on if it should be:
- a private game (ie no interest
- RBD3? (I did use the game options for size and arid and 3 billion that others was suggested for this)
- rbd4? (something in ADDITION to CC's game and Sirian's building game. His Infantry game is independent and "on" afaik)
- Slots will be open first to those here who show interest, and if short, opened up for other CF fans (hence the post in this thread, not making a new thread quite yet)
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Artillery. BOOM? I've not been using that element effectively at all.
So what to do when I'm lousy at something? Force myself to use it
I've been wanting to do this since seeing how some other folks were using
artillery to great effect in a succsion game, but Sirian's "Infantry" game
prompted some of the specifics of the 'extra rules' here. (The game play is envisioned as quite different, I'm certainly not trying to copy it or horn in on it, I just want to have an artillery focus game where Musketeers play a key role
Basic premise: No city may be taken without the direct support of artillery.
Civilization? What is needed for the catapult? Alphabet and Masonry to reach
Mathematics. Who starts with those? Commercial industrious. Ah, the French.
Some would find it appropriate that the French play a game in which they are
scared for their infantry to fight without first have their foes softened up,
but I leave such judgements to the reader. The workers extra speed will help
make roads, which are required to move artillery in rough terrain.
French? Well there's a UU I've never used, even in my two French games! This
must be corrected too. Simple: for Cannons and later, a Musketeer is required
to operate and coordinate fire! Plus what better companion for these vulnerable
units than these Musketeers. While we're at it, might as well let Paratroopers
(the other worthless unit) have a special role.
Game parameters: Continents, large land mass, random climate.
Size: Large, Number of Opponents: only 7 (not max 11). Would be good
to get to Muskets before all the fighting was over.
Opponents: Random, except the Germans and Russians will be there.
Difficulty: Monarch sounds about right.
Victory conditions: Diplomacy, Cultural, Conquest. (No space or domination)
Turns: 40-30-25-20-15 then 10 for each turn. #players: 5 would be good, +/- ok.
(These long turns in first round due to size of map, and the first turn in
particular to found 3 musketeer cities. We may need to adjust those.)
Normal rules:
- No reload
- No automation of workers
- Use 'Save', not 'Autosave' to recover from crash until Autosave bug is fixed
Extra rules:
- No city may be attacked on any round until artillery support has fired on
the town (catapult, cannon, artillery, radar artillery, or any bombardment)
- The only exception is that Paratroopers do not require artillery support.
- Paratroopers are suggested to be made and used, and should pillage key supply
lines and special resources as a key part of their mission.
- Cities need artillery garrisons. For a captured city, one artillery unit must
remain as garrison. For a built city, an artillery unit should be produced or
imported (AFTER that city builds/gets an infantry defender)
- For cannon, artillery, radar art, a Musketman is required in the same square
to operate the equipment. (This goes for city garrison as well)
- Note that a Marine attacking a city after naval bombardment is another
option opened up nicely ;P
A side effect of these rules is that we won't get to crush the AI in massive
blitzreigs due to the artillery movement speed (further making paratrooper
deployment behind enemy lines more useful).
BTW, I think the patch changed the paratrooper range to 6, up from 4. Nice?
Charis
PS I'm hoping there's interest, but this is as much a training exercise for me
in effective use of artillery as anything else, so I will proceed even with
a small number of players. For those already using artillery routinely in
your campaigns, there won't be much change except elimination of blitzs.
PPS I wonder if Helicopters can carry artillery? (Airlift)
- a private game (ie no interest

- RBD3? (I did use the game options for size and arid and 3 billion that others was suggested for this)
- rbd4? (something in ADDITION to CC's game and Sirian's building game. His Infantry game is independent and "on" afaik)
- Slots will be open first to those here who show interest, and if short, opened up for other CF fans (hence the post in this thread, not making a new thread quite yet)
-------
Artillery. BOOM? I've not been using that element effectively at all.
So what to do when I'm lousy at something? Force myself to use it

I've been wanting to do this since seeing how some other folks were using
artillery to great effect in a succsion game, but Sirian's "Infantry" game
prompted some of the specifics of the 'extra rules' here. (The game play is envisioned as quite different, I'm certainly not trying to copy it or horn in on it, I just want to have an artillery focus game where Musketeers play a key role

Basic premise: No city may be taken without the direct support of artillery.
Civilization? What is needed for the catapult? Alphabet and Masonry to reach
Mathematics. Who starts with those? Commercial industrious. Ah, the French.
Some would find it appropriate that the French play a game in which they are
scared for their infantry to fight without first have their foes softened up,
but I leave such judgements to the reader. The workers extra speed will help
make roads, which are required to move artillery in rough terrain.
French? Well there's a UU I've never used, even in my two French games! This
must be corrected too. Simple: for Cannons and later, a Musketeer is required
to operate and coordinate fire! Plus what better companion for these vulnerable
units than these Musketeers. While we're at it, might as well let Paratroopers
(the other worthless unit) have a special role.
Game parameters: Continents, large land mass, random climate.
Size: Large, Number of Opponents: only 7 (not max 11). Would be good
to get to Muskets before all the fighting was over.
Opponents: Random, except the Germans and Russians will be there.
Difficulty: Monarch sounds about right.
Victory conditions: Diplomacy, Cultural, Conquest. (No space or domination)
Turns: 40-30-25-20-15 then 10 for each turn. #players: 5 would be good, +/- ok.
(These long turns in first round due to size of map, and the first turn in
particular to found 3 musketeer cities. We may need to adjust those.)
Normal rules:
- No reload
- No automation of workers
- Use 'Save', not 'Autosave' to recover from crash until Autosave bug is fixed
Extra rules:
- No city may be attacked on any round until artillery support has fired on
the town (catapult, cannon, artillery, radar artillery, or any bombardment)
- The only exception is that Paratroopers do not require artillery support.
- Paratroopers are suggested to be made and used, and should pillage key supply
lines and special resources as a key part of their mission.
- Cities need artillery garrisons. For a captured city, one artillery unit must
remain as garrison. For a built city, an artillery unit should be produced or
imported (AFTER that city builds/gets an infantry defender)
- For cannon, artillery, radar art, a Musketman is required in the same square
to operate the equipment. (This goes for city garrison as well)
- Note that a Marine attacking a city after naval bombardment is another
option opened up nicely ;P
A side effect of these rules is that we won't get to crush the AI in massive
blitzreigs due to the artillery movement speed (further making paratrooper
deployment behind enemy lines more useful).
BTW, I think the patch changed the paratrooper range to 6, up from 4. Nice?
Charis
PS I'm hoping there's interest, but this is as much a training exercise for me
in effective use of artillery as anything else, so I will proceed even with
a small number of players. For those already using artillery routinely in
your campaigns, there won't be much change except elimination of blitzs.
PPS I wonder if Helicopters can carry artillery? (Airlift)