Jaffa Tamarin
Monkey Cult
- Joined
- Dec 5, 2001
- Messages
- 570
An army-themed game brought to you by the Monkey Cult and the folks at RBD.
Civ: Zulu (leader Mzilikazi).
Map: large, continents.
Barbarians: raging.
Opponents: 11, semi-random, definitely includes Persians, Germans, English and Americans.
Difficulty: monarch
Victory conditions: conquest only.
Proposed ruleset (open to discussion) :
Editor changes:
We start with an Army instead of the initial worker. Everybody else gets a worker, as normal.
Army build cost halved (from 400 to 200 shields).
Military Acadamy and Sun Tzu swapped in tech tree (so Military Academy is at Feudalism, Sun Tzu at Military Tradition). Requirement for a victorious army removed from Academy.
Ability to build army units added to Pentagon small wonder.
Army support requirement down to one city.
"Rush improvement" ability removed from Great Leaders.
Experimental change: I checked the box for "Build Often - Artillery Land Units" for the English and American AI.
Variant rules:
Only armies and elite units can operate outside our cultural border. Only these (and units which can't form armies -- ships, planes, artillery -- and non-military units) have the necessary training and discipline to operate in unfriendly territory. Units of vet status and below must remain inside our cultural border until they gain elite experience, or get assigned to an army. If a low-level unit accidentally finds itself outside our culture (because a nearby town got captured), it panics and runs for the nearest 'safe' square. (Exceptions: non-elite units are allowed to cross neutral (no-culture) squares en route to garrison new cities, and are allowed to accompany our workers and settlers into neutral territory to protect them (defensive protection only) -- but no having our workers wandering around outside our territory just to get the military units out there.)
Only armies can assault enemy cities. Only units properly trained and grouped into armies have sufficient power to be able to attack enemies entrenched in their city defenses. Whoever heard of a city being stormed by a single tank?
Bombardment is allowed.
An army must remain on garrison duty in newly-captured towns until resistance has been crushed. Extra garrison can be any grade of unit.
I expect a slow start, with limited possibilities for offensive military action until late middle into modern era, when we can build sufficient numbers of army units. Unless we get attacked earlier, and can generate elite units in defensive operations.
Roster:
Jaffa
Melle
Charis
Smegged
Sirian
Ozymandous
10 turns per player after I start off, probably drop to 5 if (when) things get busy later.
Civ: Zulu (leader Mzilikazi).
Map: large, continents.
Barbarians: raging.
Opponents: 11, semi-random, definitely includes Persians, Germans, English and Americans.
Difficulty: monarch
Victory conditions: conquest only.
Proposed ruleset (open to discussion) :
Editor changes:
We start with an Army instead of the initial worker. Everybody else gets a worker, as normal.
Army build cost halved (from 400 to 200 shields).
Military Acadamy and Sun Tzu swapped in tech tree (so Military Academy is at Feudalism, Sun Tzu at Military Tradition). Requirement for a victorious army removed from Academy.
Ability to build army units added to Pentagon small wonder.
Army support requirement down to one city.
"Rush improvement" ability removed from Great Leaders.
Experimental change: I checked the box for "Build Often - Artillery Land Units" for the English and American AI.
Variant rules:
Only armies and elite units can operate outside our cultural border. Only these (and units which can't form armies -- ships, planes, artillery -- and non-military units) have the necessary training and discipline to operate in unfriendly territory. Units of vet status and below must remain inside our cultural border until they gain elite experience, or get assigned to an army. If a low-level unit accidentally finds itself outside our culture (because a nearby town got captured), it panics and runs for the nearest 'safe' square. (Exceptions: non-elite units are allowed to cross neutral (no-culture) squares en route to garrison new cities, and are allowed to accompany our workers and settlers into neutral territory to protect them (defensive protection only) -- but no having our workers wandering around outside our territory just to get the military units out there.)
Only armies can assault enemy cities. Only units properly trained and grouped into armies have sufficient power to be able to attack enemies entrenched in their city defenses. Whoever heard of a city being stormed by a single tank?

An army must remain on garrison duty in newly-captured towns until resistance has been crushed. Extra garrison can be any grade of unit.
I expect a slow start, with limited possibilities for offensive military action until late middle into modern era, when we can build sufficient numbers of army units. Unless we get attacked earlier, and can generate elite units in defensive operations.
Roster:
Jaffa
Melle
Charis
Smegged
Sirian
Ozymandous
10 turns per player after I start off, probably drop to 5 if (when) things get busy later.