RBD - Succession Game Ideas

Zed: I'm trying to involve all the folks who seemed interested, but for whom there was no room in RBD9. If it turns out I overestimated the interest level, and we need someone else to get a full game going, I'll keep you in mind. Unless I gauged wrongly, though, there will be more than enough applicants to fill at least one more 5CC game. We already have three signed up, and Ozy seems to want in on more games.

Since you seem interested (must be chomping at the bit, for the restrictions Mrs. Zed urged upon you) maybe we'll also start an OCC? No more than four players for that one, though, and turn length 20 turns, until say about 1500AD, then down to 10. What would you say to that one?


- Sirian
 
The 5 CC sounds like fun, based on what is going on in RBD9. Talk about luck with the free settlers!!

Anywho, sign me up, should be interesting. :)
 
I had another idea for a variant game. I'd just found it and do it, but:

- I'm not sure it's viable (not play-tested at all)
- Seems lots of people have been complaining of no time to play

So I'm just gonna throw it out there and see if it sticks.

The opposite of the communicators, the true isolationists. Those Cubans claim to be isolationist, but they were running all over the world, whoring their techs. Not this civ, no sirree! Inspired by MOO2, it's the GROSS Greeks. Or something like that.

Rules:
- No contacting other civs -- ever, no matter what.
- No establishing embassies
- If you are offered a trade, the only two choices are "accept as offered" and "decline". No counter-offers.

This makes war much dicier (peace on their schedule), eliminates pretty much all tech trading, limits luxuries to your borders, and basically makes a lot of things harder. Not being able to trade for communications makes the Great Library a bit dicier, too, but probably essential in the early game.

Just a thought.

One of these games, I'm going to join. No real interest in the FCC/OCC here, though, as I won one OCC (Monarch) already and plan to beat deity with 20,000 culture in one city (I hope) soon.

Also a plug, we need a couple players to help us finish up the Small/Monarch/Russia game. It's basically won, but nobody seems to be playing.... ( http://forums.civfanatics.com/showthread.php?s=&threadid=14338 ) Any joiners would be appreciated.

Have fun all!
Arathorn
 
plan to beat deity with 20,000 culture in one city (I hope) soon

What size map?

I followed solo's thread on Deity OCC launch, and he did manage that with a (I think) a custom made map for it. Tiny map, though, MUCH easier to keep up in science.

It looks like the RBD 10 5CC will be played on a large map, Monarch. It will be interesting to compare the difficulty there with RBD 9, in which I am also playing, which is Emperor on a standard map, with RBD 11, which is a typical OCC standard map, but Monarch. I'll let you know which one proved the roughest. :)


- Sirian
 
As soon as some of the elder RBD games actually finish, I think I'd actually really like to play an "Opium Lord" game.

Play as The Romans probably (Commercial, we are after all dealers, and Militaristic, so we can hire cheap enforcers to protect shipments) We could Play Commercial Industrious instead - the workers will produce the product twice as fast. :smoke:

Large, Pangea(the better to contact everyone to trade), Monarch (the highest level I am comfortable with) would be my guess at the best map type. Maybe we would need some other restriction like Global Cop (we don't want to lose any markets) to make this challenging enough.

I don't know what victory conditions we would want available. I am also not comfortable actually being the starting member because I am still kind of weak at the very beginning expansion, and want s Sirian map to tell me where to go. :goodjob:
Also, If I don't actually start it, it can wait until some of the other games are over.

Just my 2 cents, I'll play whatever comes up if I am welcome, but I think this would be a fun game.

-Warstrike
 
I would love to play anyone of these games if someone starts one. Don't forget me! PLEASE!:king:
 
Ok this thread needs reviving :p.

Sirian suggested that we post new ideas in this thread. And I kinda like the RBD competition game idea :).

So will RBD23 be divided up into two parts? The Sirian team and the Charis Team??

We could have rbd23a and rbd23b and rbd23 announcements threads. The 23a and b threads would be for the different games respectively, and the announcements would be the way of communicating between the two teams.

Any other suggestions for making this work (other than letting Infantry and benevolent finish (if benevolent isn't finished yet))?

I'm also after feedback on when to restart rbd17. I'd really like to try it, and I have the mod almost ready (and to the point where a mod is not neaded - only a unit copy).
 
The RBD23a/b sounds really interesting. Maybe a moderator/play-by-play person to tell story of both in common thread without giving anything away....Could let teams know who has most cities, culture, contacts, tech, ect...Maybe Run it as a parallel universe story. What choices were made and what the effcts were. How will the sides be split (weed on one and non-weed on the other :D), I would like to see them as pretty even teams but someone will have to make choises about balance of the teams.

I would also like to see a builder/culture game. No offensive conquest. Must capture cities with culture if you want them. Or maybe can only capture cities with wonders. Could be they will have to own/build or capture all wonders and build all the small ones. 100,000 culture victory the goal.
 
I think I promised some folks an archipelago game a month or two ago at the conclusion of RBD2, and I'm about to deliver on that promise: Here's what the setup will be:

Egypt
Emperor Difficulty
Large map
Small archipelago
3 billion
Cold, dry
fewer than maximum opponents, not sure how many that will mean, though (hopefully we'll be at least within shouting distance of other civs). Probably 9 or 8 opponents, I don't want to run the risk of being unable to make contact for millenia while everyone else is launching their spaceships.

Win conditions: Conquest, spaceship. Diplo will also be enabled, but we will not be allowed to hold any UN votes if we build it.

The play format will be grab-the-game similar to how Sirian's Roman mod game went: Everyone plays 10 turns, then after that it's grab as you can, 8 hours of turnaround from grabbing the game to posting your results, can't play again until one or two other people (depending on the size of the pool) have played. I'll start the thread soon (today or tonight), but the earliest possible time that this game can get started would be Friday.
 
Are any of these popular enough?

Variant ideas:

- "Competetive" games A and B playing from the same start but not interactive, with a common thread to tie information together? This one might be perfect for me to "run", as it the runner would have to commit a fair chunk of time to following the games but could play in neither.

- Lying, Cheating B@$t@rds, who never let any per turn deal last without breaking it -- by whatever means (goading the AI into war, declaring war, signing a MPP, whatever it takes) This one would probably turn into early domination, which is fine with me.

- Gross Greeks described above. Seems very hard, even if done by military conquest. I've not played around with this at all, so I have no idea how hard it is.

- Anti-Infantry variant. Only fast troops can be built. No military unit with a movement of one is allowed (workers and settlers are distinctly NOT military units -- all artillery is questionable). City defense would be a major pain, as this pretty much eliminates ALL defensive troops -- at least until mech. infantry (unless we play the Zulu). Zero defense but a rocking offense, probably. No idea how this one would play out either but it doesn't seem unreasonable at all.

Email/PM/post if any of these sound interesting.

Arathorn
 
A total bombardment game.....turn on death by bombardment for all units and get everything with cats, atry, planes, ect....only use ground forces to move into city and garrison. Before air power will have to allow defensive units to escort cats and arty.
 
Xerces, you have chosen unwisely :p. What you see is the force that will take susa and persopolis in a matter of two turns, and go on to crush persia from the number 1 spot on the histograms.
 

Attachments

  • unwise.jpg
    unwise.jpg
    169.4 KB · Views: 180
I'm planning some new variant ideas to try out for the next round of games. The current crop are maturing and going to be taking LONGER to play, so I don't anticipate starting new SG's for a couple weeks maybe. But Charis pointed out to me that the game starts lately have been kind of rugged, with rules discussion or even haggling in most threads, and some proposals floundering due to misjudged interest or problematic concepts.

We were doing more discussing earlier on, and should perhaps get back to that. After all, what is this thread here for?? :p


LAZY SOB's:

* No irrigations and no mining. Ever. Ever. Captured lands with these improvements must be pillaged and reworked.


LAZY SOB's Masochistic Version:

* No irrigations, mining, roads or railroads, ever. Ever. (Workers can clean pollution, plant or chop forests, chop jungles, build forts, but that would be it).

* Captured lands must be stripped of all such improvements.

* Might play on Regent, as India, so we stand half a chance. :)


SLAVE MASTERS:

* Meld our first worker into our city and never, ever train any more. All labor tasks needed by our civ must be done with slave labor.

* Slaves can be bought, captured, or raze-n-enslaved.

* Slave workers may be trained in captured cities but ONLY if the worker would be completed before even the first unit of population growth takes place (thus training a slave worker).


DESPOTIC SPACESHIP:

* All Despotism, all game long. All victory conditions on table, our civ can only win via space launch.


CULTURAL VICTORY:

* Must win with civ-wide (not one-city) Cultural Victory

* May not eliminate any rivals. (Wounding them badly is OK, say down to five cities -- allies taking them out is OK).

* No more than two great wonders in any given city. (Must be careful not to win with single-city cultural win).

* Large map, large landmass.

* Domination, diplo and space disabled.


RBD3 BUILDERS, THE SEQUEL: "Sirian Gets the Rules Straight!" :)

* All victory conditions disabled. (Game must last to 2050).

* No attacking enemy cities. (Exception: retaking cities captured by enemies, or which flip to another civ).

* No declaring war. (Demanding others remove from your lands is allowed).

* Alliances are OK, but only vs civs who declared war on us first.

* Land grabs in the wake of AI wars amongst one another would be OK. (Just that we don't do any of the capturing and razing. :) )


DELAYED ACTION:

* Twiddle our thumbs for 20 turns, THEN found our capital and start playing. (20 is negotiable. Could be fewer for less of a hole, more for more of one).


REGULAR TROOPS:

* Conquest game, nonmilitaristic civ.

* No barracks, ever. (No SunTzu).


HISTOGRAM THE HARD WAY:

* All victory conditions on the table.

* Game must last to 2050, and we must win on score.

* Must prevent AI's from winning via other methods (obviously).

* Allowed to attack any AI who has more landmass under his control than we do. After we pull ahead on territory, NO FURTHER ATTACKS vs the AI's except as necessary to prevent spaceship construction (controlling ALL sources of aluminum would be a big help) or to wound cultural powerhouses who threaten to win by cultural victory.

* No first use of nukes. MAD Retaliations only!

* Anything else goes to prevent AI victories, but only as NEEDED.


* JAFFA'S MONKEY CULT: "This looks like it was typed by monkeys randomly punching some keys"

Draw up a list of actions, number them, and every turn roll dice and act on the result that you roll up. For example:
1) Irrigate a mined tile.
2) Plant a forest.
3) Demand territory map and 20 gold from the weakest civ.
4) Offer to trade maps with your closest neighbor.
5) Pillage a tile within range of your capital.
6) Give 20 gold and a free territory map to the weakest civ.
7) Disband a worker.
8) If the current year ends in 0, reroll TWO MORE results and follow them both. If not, do nothing.
9) Booted Out. Your turn ENDS now. Pack up your bags and get out, post the save file and turn the game over to next player.
10) Your turn extended by two game turns. Play For Longer.
11) Go Directly to Jail, Do Not Pass Go, Do Not Collect Two Hundred Dollars.
12) Advance to Park Place!
13) Kill all the Monsters in the Den.
14) Etc etc.

Would include suggestions taken from a wide pool of players, with Jaffa getting veto power. (After all, the Head Monkey is in charge! :lol: )

:sheep:


These concepts open to feedback, suggestions, input, "sign ups", etc etc, but they are my babies so please no kidnapping of them. :p


- Sirian
 
How about the Lazze Farre (sp?) variant -
Complete hands off approach -
Obey the city governors -
Automate all workers

However, I suspect that one is imposibble.
 
To add a bit of characterization, Masochistic Lazy SOBs sounds like Mad Archaeologists or Park Rangers or something; not sure exactly what, but the quote would be "we must leave everything EXACTLY as we find it! Don't touch, you might disturb something..." So, no workers, period! Well, except maybe to clean up pollution.

Heh, now that really is masochistic. :) It'll take HOW long to build that granary in Middle-of-the-Jungleville?? :crazyeye:
 
Some good ideas here, but I don't suggest starting any more games until the current crop dies out - you guys do have jobs, right? :lol: A game that predicates all decisions on the toss of the dice, no matter how foolish or illogical? You could call it the "Catherine the Great" game! ;)

And the spelling of the word is "laissez faire" lkendter :)
 
I like that one, LK. "You are the commander of the armed forces of the nation -- you direct all troop movements. However, you have no jurisdiction in civil matters, and do not meddle with them. What improvements/units the governors of the cities choose to build for you is out of your hands, it's up to you to use them effectively!"
 
When we get a few of these games done, I'd be all for a monkey cult game.

How big of a list could we make, though? I'd love to have a list that uses percentile dice or at least a d20, but I understand that not everyone has those sorts of dice on hand. Actually, rolling 2d6 twice (once for each digit) and subtracting two from each result works kind of like percentiles, doesn't it? Just as long as we put the *really* weedy actions like "declare war on everyone" at the extremes and the tame stuff like "irrigate a mined tile" in the 50s and 60s.
 
The insane expanders. We must play a normal game, expanding, warring, teching UNTIL 1 ad. At that time, we MUST give ALL of our cities away to the weakest civ (except our capital of course :p), and it immediately switches to a OCC style setup.

Incedentally I downloaded the latest save from Benevolent, just to have a look, and I fiddled around, and gave all of the cities away to a civ that was furious with us. THEY WERE STILL FURIOUS! I just thought that giving someone near on a hundred cities would make them like you a bit more. Oh well, such is life. Another interesting thing to note is that my AMD XP 1700+ with 256 MB DDR Ram stopped dead for 5-6 minutes when I gave the cities away.
 
An idea I've been toying with is making a civ with only one unit -- a 2/2/2 Borg that is available very early and costs 30 shields. It would be the civ's UU (for GA purposes) and would be the only "normal" unit allowed. Ships and airplanes and workers and settlers would be fine. But NO artillery.

Could get extremely tedious later in the game, attacking a city with 50 little guys, but it could be fun.

Definitely agreed on the "wait a while before starting" and the "please don't steal my idea" thoughts.

Like the "Monkey cult" idea. Like the idea of a non-random distribution. I'd say just roll 3d6 (EVERYBODY has 6-sided dice or they should be ashamed of themselves) to get the result -- the distribution is pretty varied, so we could have a variety of ideas.

Idea for MC results -- declare war, break a deal, sell a luxury, sell a resource, buy a luxury, no unit may attack this turn, do absolutely nothing (just hit shift-enter for end-of-turn), all units who can must pillage this turn (OUCHIE!), sign peace treaty, no worker MM that turn, must trade one map that turn. Some of these are obviously "if possible" as it's hard to sign a peace treaty if you're not at war, for example.

No workers? Are you guys criminally insane? Even on regeant, that one sounds crazy.

Despotic spaceship sounds eminently reasonable -- probably even on emperor, honestly.

With "Histogram the hard way", would I be allowed to give away cities to a certain civ to get its territory larger than mine and then raze internal cities?

Of course, count me out for everything right now. I had my first feast last night/this morning and was incredibly lucky to have it match my one and only day of freedom to actually do it. I'm out of new games for a while.

I kinda like LK's painful-to-watch military commander only idea, but it would need a lot of detail work (Trades? Declaring war? Peace treaties? Tech decisions? etc)

I recommend people check out Dr Hacknslash's thread. I'm not quite sure what he has in mind, but I know him and it's probably pretty interesting.

Arathorn
 
Top Bottom