Charis
Realms Beyond
RBP5 - Defiant Nationalists of Japan (Succession game)
A 'Defiant' civ takes "no guff!", never giving in to tribute demands or paying for peace
The Nationalist in Civilization has a supreme view of itself as a nation, putting its own
interests first above all others, shuns globalism, and has a keen view of independence.
The proposed "Defiant Nationalist" rules are:
* No giving in to tribute, ever. That includes never paying for peace.
* May never sign mutual protection pacts, military alliance, right of passage, or embargo
* Any troops in your land must be told to leave immediately
* No capturing of foreign cities or demanding cities in tribute (flips/propaganda are ok)
* No qualms about dastardly actions in the best interest of our nation
(e.g., steal tech, military blockades, wars of aggression, neutral pillaging...)
* If an AI razes one of your cities, it must be eliminated (timeframe up to you)
* Foreign workers may never be added to your cities.
* Nationalism should be learned ASAP upon entering Industrial era
* Every city size 7+ at this time, and subsequent cities reaching size 7 for first time,
MUST draft a unit for defense of that city. (So eventually, a conscript in every 'city')
Other comments to set the spirit of the game...
- International reputation is simply not a high priority, although treaties are not
broken for simply monetary gain. Under the rules described though, I can't see
getting in situations where you would have to cancel a treaty early,
since you have no RoP, no alliances, tell troops to leave rather than openly
declare, and have 20 turns to 'prepare' for required action. The above list of
rules is longer than I like, but I hope the "spirit" of the game is quite clear.
- If a city you found is captured, you should not rest until that city is recovered
Peace before that occurs is an option, but do not forsake the city - work to get it back!
- Be careful about AI expanding their borders 'onto' your units. If the expansion is into
your territory this is certainly 'guff' and you would refuse, taking the annexation
of your space as an act of war. Alas, the international community will see it as a sneak
attack. There is precedence for not caring what others say about sneak attacks!
- Any govt form is allowed, but if the people start whining about weariness, take no
guff from them either! Strike down the insurrection and change to become an
Emperor (Monarchy) or an Ultranationalist Government (Communism)
- Refusing tribute and having no alliances is going to make for a MAJOR challenge -
expect at least one "dogpile" on us, which won't be pretty
Game details for RBP5:
- Difficulty: Deity
- Civ: Japan, led by Emperor Meiji
- Map: Standard, medium pangaea, random attributes, restless barbarians. No respawn.
- Foes: Mostly random, with a few foes traditional to Meiji era
- Victory conditions for player: cultural, space, domination, conquest.
With starting tile right on a river, with game and several bonus grasslands nearby,
and nice combo of forests, grass and hills, this looks like a pretty decent start.
Comments on civ choice. I wanted a military civ, preferably a fast UU, but
one that comes fairly early, and is sturdy. On Emperor diff I probably like
Rome as the Legionaries will do well, and last quite a while, but on Deity,
you're rather likely to see things fly into early Middle Ages, and you need
something that is useful throughout that era. Combine these, add in religious
trait for cheap temples and culture to keep foes nicer, and Japan is a great
choice. Plus, they have a historical nationalistic bent that fits well. So
much so I looked for an alternate, later era leader, and Meiji seemed appropriate.
Emperor Meiji toppled the Tokugawa shogunate and led Japan through unparalleled
modernization and growth, with a strong underlying nationalistic fervor.
Acknowledgements: Thanks to Iteen and ukrneal for their ideals on a Defiant
game and a nationalism-focused game. These, along with some ideas and playtesting
of my own led to this variant. Thanks also to cpp1 and others who helped shape the
rules for this game. I hope it works well!
Roster:
Arathorn
Architect
cpp1
Charis
Semi-open slot (Urugharakh will fill if needed; deity experience is a must)
First player should take up to 40 turns, second player 20, then 10 after that.
(This is a schedule I normally use for peaceful games. If we go to war real early
be prepared to adjust) We, uniquely, start out with wheel and horse knowledge.
Finding out where iron is seems important, as it's needed for our UU (and swords).
Save File RBP5-Japan-bc4000.zip
Be careful, and have fun
Charis
PS - I generated the map to be able to check for a 'dud' by playing through
a few turns. It turns out the first map seems fine, so I quickly stopped and
we'll go with that. (Nevertheless, I'll go last in the order and make no early
comments!)
A 'Defiant' civ takes "no guff!", never giving in to tribute demands or paying for peace
The Nationalist in Civilization has a supreme view of itself as a nation, putting its own
interests first above all others, shuns globalism, and has a keen view of independence.
The proposed "Defiant Nationalist" rules are:
* No giving in to tribute, ever. That includes never paying for peace.
* May never sign mutual protection pacts, military alliance, right of passage, or embargo
* Any troops in your land must be told to leave immediately
* No capturing of foreign cities or demanding cities in tribute (flips/propaganda are ok)
* No qualms about dastardly actions in the best interest of our nation
(e.g., steal tech, military blockades, wars of aggression, neutral pillaging...)
* If an AI razes one of your cities, it must be eliminated (timeframe up to you)
* Foreign workers may never be added to your cities.
* Nationalism should be learned ASAP upon entering Industrial era
* Every city size 7+ at this time, and subsequent cities reaching size 7 for first time,
MUST draft a unit for defense of that city. (So eventually, a conscript in every 'city')
Other comments to set the spirit of the game...
- International reputation is simply not a high priority, although treaties are not
broken for simply monetary gain. Under the rules described though, I can't see
getting in situations where you would have to cancel a treaty early,
since you have no RoP, no alliances, tell troops to leave rather than openly
declare, and have 20 turns to 'prepare' for required action. The above list of
rules is longer than I like, but I hope the "spirit" of the game is quite clear.
- If a city you found is captured, you should not rest until that city is recovered
Peace before that occurs is an option, but do not forsake the city - work to get it back!
- Be careful about AI expanding their borders 'onto' your units. If the expansion is into
your territory this is certainly 'guff' and you would refuse, taking the annexation
of your space as an act of war. Alas, the international community will see it as a sneak
attack. There is precedence for not caring what others say about sneak attacks!
- Any govt form is allowed, but if the people start whining about weariness, take no
guff from them either! Strike down the insurrection and change to become an
Emperor (Monarchy) or an Ultranationalist Government (Communism)
- Refusing tribute and having no alliances is going to make for a MAJOR challenge -
expect at least one "dogpile" on us, which won't be pretty

Game details for RBP5:
- Difficulty: Deity
- Civ: Japan, led by Emperor Meiji
- Map: Standard, medium pangaea, random attributes, restless barbarians. No respawn.
- Foes: Mostly random, with a few foes traditional to Meiji era
- Victory conditions for player: cultural, space, domination, conquest.

With starting tile right on a river, with game and several bonus grasslands nearby,
and nice combo of forests, grass and hills, this looks like a pretty decent start.
Comments on civ choice. I wanted a military civ, preferably a fast UU, but
one that comes fairly early, and is sturdy. On Emperor diff I probably like
Rome as the Legionaries will do well, and last quite a while, but on Deity,
you're rather likely to see things fly into early Middle Ages, and you need
something that is useful throughout that era. Combine these, add in religious
trait for cheap temples and culture to keep foes nicer, and Japan is a great
choice. Plus, they have a historical nationalistic bent that fits well. So
much so I looked for an alternate, later era leader, and Meiji seemed appropriate.
Emperor Meiji toppled the Tokugawa shogunate and led Japan through unparalleled
modernization and growth, with a strong underlying nationalistic fervor.
Acknowledgements: Thanks to Iteen and ukrneal for their ideals on a Defiant
game and a nationalism-focused game. These, along with some ideas and playtesting
of my own led to this variant. Thanks also to cpp1 and others who helped shape the
rules for this game. I hope it works well!
Roster:
Arathorn
Architect
cpp1
Charis
Semi-open slot (Urugharakh will fill if needed; deity experience is a must)
First player should take up to 40 turns, second player 20, then 10 after that.
(This is a schedule I normally use for peaceful games. If we go to war real early
be prepared to adjust) We, uniquely, start out with wheel and horse knowledge.
Finding out where iron is seems important, as it's needed for our UU (and swords).
Save File RBP5-Japan-bc4000.zip
Be careful, and have fun

Charis
PS - I generated the map to be able to check for a 'dud' by playing through
a few turns. It turns out the first map seems fine, so I quickly stopped and
we'll go with that. (Nevertheless, I'll go last in the order and make no early
comments!)