Charis
Realms Beyond
RBD Succession Game 16 - The Opium Mughals
The Mughals of India were a strong people with a rise to dominance, a Muslim
empire spanning from 1526-1857. In the late 1500's, led by Akbar, Opium was
a significant source of revenue and its impact was worldwide, although the
trade of these 'luxuries' were considered illicit by many. In this SG we
explore the aspects of a game focused greatly on luxury trade as a source of
happiness and wealth.
The Mughal leaders here have a goal, and one goal only, to achieve
magnificent wealth and power through the trade of luxuries. They disdain
religious and western forms of luxury, and do not build or use the temple,
cathedral, colloseum. Happiness wonders are special - they do NOT want these
in the hands of others and must control all happiness great wonders to win.
They must also have all eight luxuries available in all their cities to win.
The emphasis is on trade and luxuries, obviously, and a strong military
may be unavoidable.
Game Summary:
Civ: Mughals, led by Padshah Akbar in the city of Agra (Mughals replace India)
Traits: Commercial / Expansionist
Techs: Alphabet and Pottery
Map: Large, continents, medium land mass
UU: Pachyderm. 1.1.1. Shields: 30. Carries one foot unit, can build colony.
Requires Currency and Horses. All terrain as roads. (Scouts on steroids! )
Unit changes: Taj Mahal replaces Hanging Gardens (in name only)
Smith's Trading Company: Increases luxury trade, +50% lux output in city
(This company specializes in money laundering and racketeering) 800 shields
Marketplace: 'Increase luxury trade' is activated
Resources: Some name changes and minor tweaks (you'll see)
Saves: This is a scenario with no 'mod' to install. A one-time copy of four
folders is all that's needed in addition to the save file.
Mughals (also spelled Moguls) have two other unit tweaks:
Gurkha - like immortals in strength, the Gurkhas are able to fight while
hiding their true nationality! They're available with Nationalism.
Migrant Worker - Available with the Corporation, these workers can MOVE,
and can build roads, rails, colonies. They can clear forest and jungle
but not plant, mine or irrigate.
While only the UU, the Pachyderm triggers a Golden Age, all three work together
toward the goal of the game, to establish and hold luxury colonies.
Win conditions: All victory types are enabled, but... we must also:
- Have all eight luxuries and no unconnected cities
- Must own (or destroy) all non-obsolete happiness great wonders
- Amass at least 10,000 gold in the treasury
- Every 'Opium' and 'Pungent Weed' luxury on the map must be under your control
Variant rule: Player cannot build temples, cathedrals or courthouses.
Game play:
- The Moghuls hate corruption and do *NOT* wish a massive empire of a hundred
cities, rather, they prefer to let the AI grow large and increase their
trade revenue. This will also reduce our corruption. *As far as you are able*,
only capture cities with a luxury inside the city radius OR a city between
your core/harbor/airport and a luxury city/colony. Harbors and airports will
play a KEY role in allowing us to hold a minimum number of cities but
control all the luxuries.
- The Moghuls like to look like a legit government and seek a 'colony island'
as soon as feasible, which has some illicit luxury, where they can carry
out farming and research. Make map mapping and at least one colony a priority.
- The other priority is Currency. With no temple or cathedral, the marketplace
(and library) are crucial for culture. We also get our UU with Currency,
and it gives bonuses to our trade. We'll eventually seek to own or destroy
all happiness wonders, but one to definitely try to build ourselves is Smiths!
- Use whatever means necessary to capture luxury cities - culture, espionage/
propaganda, or military. If a country is at war with you, no trade - non-military
options are beneficial
- A goal, but not a rule would be, once whole map is visible, start to take over
luxuries one by one, ie get a monopoly on each of the 8 lux in succession. Make
war and set war objectives along these lines.
- After a lux objective is met, consider making peace and giving away something
to regain them as friends. 'Serial' targetting, one country as foe first,
then ally with it against another, might be a way to win brownie points.
- How many luxuries on a large map? If rbd3 is any indication, about 52!
Looking at a few games around late 1800's where we expanded nicely but didn't
concern ourselves with luxuries, we were short 12-15 lux cities. If targetted
earlier that number could be reduced quite a bit.
- On Large size, 'optimal' number of cities is 24, when you can start the
Forbidden palace. I'm envisioning but not dictating, that initial expansion
plus colony island can get us 24 cities, and we set up no more than another
24 cities, each a luxury town (or harbor to get lux home).
* Our word is vital * Do NOT do things to ruin our reputation. Successful
business absolutely depends on it. This means no sneak attacks while in RoP,
etc, and it may mean no MPP.
"Lux, Lux, Lux!" -- that's the game's motto!
Starting map is shown, the roster is not finished, but I'm hoping some of
the following folks will play...
Sirian, Jaffa, Zed, Cy, Carbon Copy ... (time in other-SG-game permitting)
Ozymandous, Warstrike... mentioned 'OpiumLord' interest
Melle, Schnaard, Jester... mentioned general game interest
Some/many have gotten into games and not ready at this time to join
another. If we're not full, I'll open up the roster and get more.
Sirian, this one is further off into the sphere of left field, but
I'm hoping the lack of 'odd rules' and the opening of victory conditions
will make it of interest. (If you take game objective as: monopolize ALL
luxuries, do it in a way that is strategically sound, win with any condition,
as make good use of the special units, it would I hope be very accurate!
The only real variant 'rule' is build no temple/cathedral/colloseum)
I'll say this, knowing other factors in the scenario, this one is NOT as
easy as it looks!
I won't be starting this one, as I needed to do some minor map adjustments,
so I'll be putting a 'solid-starter' up front.
For more info on Mughals and Opium see:
http://opioids.com/opium/history/ - Opium history
http://www.travel-burma.com/history.html - Burma history
http://members.tripod.com/~INDIA_RESOURCE/mughal.html - Mughals
http://www.wsu.edu:8080/~dee/MUGHAL/AKBAR.HTM - Akbar of the Mughals
So... who's in? Any questions?
Charis
The Mughals of India were a strong people with a rise to dominance, a Muslim
empire spanning from 1526-1857. In the late 1500's, led by Akbar, Opium was
a significant source of revenue and its impact was worldwide, although the
trade of these 'luxuries' were considered illicit by many. In this SG we
explore the aspects of a game focused greatly on luxury trade as a source of
happiness and wealth.
The Mughal leaders here have a goal, and one goal only, to achieve
magnificent wealth and power through the trade of luxuries. They disdain
religious and western forms of luxury, and do not build or use the temple,
cathedral, colloseum. Happiness wonders are special - they do NOT want these
in the hands of others and must control all happiness great wonders to win.
They must also have all eight luxuries available in all their cities to win.
The emphasis is on trade and luxuries, obviously, and a strong military
may be unavoidable.
Game Summary:
Civ: Mughals, led by Padshah Akbar in the city of Agra (Mughals replace India)
Traits: Commercial / Expansionist
Techs: Alphabet and Pottery
Map: Large, continents, medium land mass
UU: Pachyderm. 1.1.1. Shields: 30. Carries one foot unit, can build colony.
Requires Currency and Horses. All terrain as roads. (Scouts on steroids! )
Unit changes: Taj Mahal replaces Hanging Gardens (in name only)
Smith's Trading Company: Increases luxury trade, +50% lux output in city
(This company specializes in money laundering and racketeering) 800 shields
Marketplace: 'Increase luxury trade' is activated
Resources: Some name changes and minor tweaks (you'll see)
Saves: This is a scenario with no 'mod' to install. A one-time copy of four
folders is all that's needed in addition to the save file.
Mughals (also spelled Moguls) have two other unit tweaks:
Gurkha - like immortals in strength, the Gurkhas are able to fight while
hiding their true nationality! They're available with Nationalism.
Migrant Worker - Available with the Corporation, these workers can MOVE,
and can build roads, rails, colonies. They can clear forest and jungle
but not plant, mine or irrigate.
While only the UU, the Pachyderm triggers a Golden Age, all three work together
toward the goal of the game, to establish and hold luxury colonies.
Win conditions: All victory types are enabled, but... we must also:
- Have all eight luxuries and no unconnected cities
- Must own (or destroy) all non-obsolete happiness great wonders
- Amass at least 10,000 gold in the treasury
- Every 'Opium' and 'Pungent Weed' luxury on the map must be under your control
Variant rule: Player cannot build temples, cathedrals or courthouses.
Game play:
- The Moghuls hate corruption and do *NOT* wish a massive empire of a hundred
cities, rather, they prefer to let the AI grow large and increase their
trade revenue. This will also reduce our corruption. *As far as you are able*,
only capture cities with a luxury inside the city radius OR a city between
your core/harbor/airport and a luxury city/colony. Harbors and airports will
play a KEY role in allowing us to hold a minimum number of cities but
control all the luxuries.
- The Moghuls like to look like a legit government and seek a 'colony island'
as soon as feasible, which has some illicit luxury, where they can carry
out farming and research. Make map mapping and at least one colony a priority.
- The other priority is Currency. With no temple or cathedral, the marketplace
(and library) are crucial for culture. We also get our UU with Currency,
and it gives bonuses to our trade. We'll eventually seek to own or destroy
all happiness wonders, but one to definitely try to build ourselves is Smiths!
- Use whatever means necessary to capture luxury cities - culture, espionage/
propaganda, or military. If a country is at war with you, no trade - non-military
options are beneficial
- A goal, but not a rule would be, once whole map is visible, start to take over
luxuries one by one, ie get a monopoly on each of the 8 lux in succession. Make
war and set war objectives along these lines.
- After a lux objective is met, consider making peace and giving away something
to regain them as friends. 'Serial' targetting, one country as foe first,
then ally with it against another, might be a way to win brownie points.
- How many luxuries on a large map? If rbd3 is any indication, about 52!
Looking at a few games around late 1800's where we expanded nicely but didn't
concern ourselves with luxuries, we were short 12-15 lux cities. If targetted
earlier that number could be reduced quite a bit.
- On Large size, 'optimal' number of cities is 24, when you can start the
Forbidden palace. I'm envisioning but not dictating, that initial expansion
plus colony island can get us 24 cities, and we set up no more than another
24 cities, each a luxury town (or harbor to get lux home).
* Our word is vital * Do NOT do things to ruin our reputation. Successful
business absolutely depends on it. This means no sneak attacks while in RoP,
etc, and it may mean no MPP.
"Lux, Lux, Lux!" -- that's the game's motto!
Starting map is shown, the roster is not finished, but I'm hoping some of
the following folks will play...
Sirian, Jaffa, Zed, Cy, Carbon Copy ... (time in other-SG-game permitting)
Ozymandous, Warstrike... mentioned 'OpiumLord' interest
Melle, Schnaard, Jester... mentioned general game interest
Some/many have gotten into games and not ready at this time to join
another. If we're not full, I'll open up the roster and get more.
Sirian, this one is further off into the sphere of left field, but
I'm hoping the lack of 'odd rules' and the opening of victory conditions
will make it of interest. (If you take game objective as: monopolize ALL
luxuries, do it in a way that is strategically sound, win with any condition,
as make good use of the special units, it would I hope be very accurate!
The only real variant 'rule' is build no temple/cathedral/colloseum)
I'll say this, knowing other factors in the scenario, this one is NOT as
easy as it looks!
I won't be starting this one, as I needed to do some minor map adjustments,
so I'll be putting a 'solid-starter' up front.
For more info on Mughals and Opium see:
http://opioids.com/opium/history/ - Opium history
http://www.travel-burma.com/history.html - Burma history
http://members.tripod.com/~INDIA_RESOURCE/mughal.html - Mughals
http://www.wsu.edu:8080/~dee/MUGHAL/AKBAR.HTM - Akbar of the Mughals
So... who's in? Any questions?
Charis