Role Play Challenge, TNG: Mad Scientist, A New World Order

MAd Scientist, A New World Order: A Brutal Ending

Of course I am arrogant and secure in our defenses, afterall I spent alot of time contructing them. I also have SDI in place even though Charlemagne also has it.

So we are falling behind in space part construction, burning through our eps (A SpaceShip PArt espionage mission failure still costs eps!), and raging lunatic is on our shores.

Then out of nowhere this happens!

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Old forgotten Brennus! He of little mind but great heart was that heroic warrior, running all 26 miles to let me know danger was at hand. BOOM, a Golden Age was started to honor him, speeding up the spaceship parts needed (2 engines and replacing a sabotaged Stasis Chamber).

Our army fought gloriously! We nuked Charle's approaching armada and destroyed what was left! Our naval was a wall of steel, and we have a massive number of military/airforce in that coastal city to defend against any invasion.

UNTIL!!!!!!!!!!!!!!!!!!!

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Apparently tactical Nukes are not as well stopped as ICBMs. We took a major beating here, left with a poor defense against even more Holy Roman troops! Meanwhile eps are exhausted and we need just a few more turns to finish the space ship.

Here you can see how fast Gilgamesh con reconstruct his space ship

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we kept launching ICBMs and only a few got through. However, we got many to land against Hyuna who was nailing us pretty well with nukes himself.

Inevitably, Charlemagne landed 2 large stacks!

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The heroics of the Celtic Airforce however saved the day, as the entire invading armies were killed. Yet, this did not end our problems.

A severe Nuke attack got through SDI to seriously damage the Bribrate area

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Fortunately, our last space parts are being built safely in teh eastern cities, far from Charlemagne's eye.

Worse we lost both Uranium mines and are sitting ducks here.

Worse yet

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We are out of eps and Gilgamesh has to only repair a few cheap parts.

Yet, because of the Golden Age attributed to Brennus's heroics we are almost finished with the last 2 parts

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And the next turn

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All I need is 15 turns to keep this moron out of Bribrate. However, Charlemagne's stomach for war has also soured

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10 turns of peace, however Gilgamesh now "Has enough on his hands" and while he is likely heading for Charlemagne's head I am NOT taking a chance and swap civics again.

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However, the last 15 turns eneded up being the simplest in the entire damned game

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THAT folks was a very difficult and brutal game! Especially the last segment!

Our score

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I should mention that we really got a LOT of Great Generals this game due to the defensive battles against Charlemagne and having the Great wall with the Charismatic trait.

I hope everyone enjoyed this game and thanks for being patient while I showcase my very own MOD! As I mentioned earlier I plan of playing a few more posted games with this mod, call it the MadSceintist New World Order series.

In a bit I will make a post on what I thought of the Secretive and Charismatic Traits from this game.

However, then next game will be an RPC with the standard BTS 3.19 game!

Watch out folks, the Jews are coming and they are looking for the Promised Land!
 

Attachments

SO my comments on the Traits here

CHARISMATIC

Basically not that much different from the Normal BTS version which was powerful enough.
The extra happiness per Collesium and it's double rpoduction really do help and allows you to beeline down construction as opposed to Monarchy, thus you can get 4 extra happiness just from the trait at construction (1 base, +1 per monument, +2 per collesium). The fast broadcast tower helped later in the game although I really cannot se that being a big deal most of the time.

The fast Globe theater was nice though as I could quickly build it in a food rich/production poor city.

SECRETIVE

One of the new techs and I think it worked well. The extra food bonus is very nice and makes the trait useful in case of an isolated start. It also favors a Specialist based game, particularly spy psecialists.

The +1 ep/city is very useful early on but fades later. The double production buildings all come mid-game almost at once and cna instantly transform you empire into an espionage monster game. Fast spy production was also very useful, especially after I go alphabet and spies are a little pricier.

The double production National Epic is one of the more useful things though.

Any advice or suggestions I am open to.
 
Um, wow. Just WOW! I would never have guessed that such brutality was possible in this game. I've had nasty wars near the end while chasing a space race victory (always on noble), but I had no idea it could get this silly on higher levels.

Excellent win, Mad :goodjob:, and I hope I never have to deal with an end game like this myself.

Cheers.
 
Stealing into space is a bit novel IMO. EP has a powerful advantage in that you can invest almost entirely in hammer infrastructure + EP buildings (one which doubles as anti-WW) and still keep up in tech, meaning you steal things and kill people.

Ironically, you stole things and went space, while I bought things and killed people :rolleyes:.
 
Loved the game. This was intense. Really looking forward to see another game with the new traits.
 
Wow, great read, Mad. That was perhaps a bit more legitimate than swapping civics with Cathy. :D

I've been playing around with your mod. I like it, the changes definitely give a new twist to some of my favorite leaders. Peter, especially, becomes a very powerful SE leader with the extra food and beakers from cities. The espionage is pretty nice too (and perhaps a bit too powerful in combination with Phi) especially when you start unlocking the EP buildings.

Still its fun. I'm playing a Monarch / Epic game with Peter on a Global Highlands map in a pretty much optimal position, friends with backwards Mao & Brennus and in a triangle against a very powerful teching Liz. I'm pretty much wholesale ripping her off with passes to my lands blocked if she starts talking about huricanes and fires and what not. I'm planning to make a shot w/ Lib to Cossacks and then go on the war path. Really digging the fun of this game being a sneaky little twit in my corner of the map.
 
Jaboo, glad you like the mod. My goal was to make the mod fun, no so much to balance traits. Yes, the Russian is a powerful SuperSpy, part in homage to my Peter RPC, SuperSpyExtraordinare!

Viking Navy is also pretty fierce with three free promotions with the UB!

I finished an off-line game with Justinian (seaFaring/Imperialistic) and had him on a landmass himself but with cointact. The Great Lighthouse was just plain abusive, until my entire economy crashed to a halt when everyone teched Banking and adotped mercantilism! Still mamanged to win though, lot's of fun.

Look for another Mod game after one or 2 normal RPCs.
 
Well played game Mad. Do you think Charles altered traits helped him dominate his contient or was it someother factor?

Financial looks like it was hit the hardest in your changes. It really only comes into play in the midgame with Calender resources, mature villages, or Collosus coast. Assuming you really want to keep the change to commerce tiles bonus, I think giving them 1/2 price markets would give the trait some use earlier in the game and aid balance.
 
Well played game Mad. Do you think Charles altered traits helped him dominate his contient or was it someother factor?

Financial looks like it was hit the hardest in your changes. It really only comes into play in the midgame with Calender resources, mature villages, or Collosus coast. Assuming you really want to keep the change to commerce tiles bonus, I think giving them 1/2 price markets would give the trait some use earlier in the game and aid balance.

I have played a few financial games and think it's fine. Definitely less dominating, but teh key is to get rivers! Hamlet's on rivers get the bonus. Also watermill post electricity can be very useful. Also do not forget the cheap executives, so spamming corps and fast banks can lead to a big gold edge there. Changes the emphasis of the trait from a commerce hog trait for beakers, to a gold producing trait. Basically the new financial means you gotta really think over the land and exploit it correctly to exploit the trait!
 
Well I think you have some really good ideas that make interesting changes to the gameplay. Regarding balance, well, not all Civs are equal. :)

One note, though, I think you have one set of duplicate traits, Darius & Victoria I think are both Fin/Sea?
 
Well I think you have some really good ideas that make interesting changes to the gameplay. Regarding balance, well, not all Civs are equal. :)

One note, though, I think you have one set of duplicate traits, Darius & Victoria I think are both Fin/Sea?

Looks like you are right. I'll likely give Darius the ORG trait back, thanks!
 
Okay that was, dare I jest, "mad" fun, though a bit overpowered. (Who cares!?) I ramped up my main military cities and grabbed Gunpowder and started to spam Curiassers. Another city with decent production mass produced spies. Moscow did the heavy lifting of research.

MT > Gunpowder > PP > RP > Lib (Rifling). Turned off research for a bit, mass upgraded to Cossacks. Seine? Who needs siege with the insane about of EP I had that was about to turn useless? Then a wonderful event happened, the jilted bride that results in a war declaration... by Elizabeth... with Brennus, Mao and I in defensive pacts.

Sometimes everything just goes right.

It was a complete and total rout. One interesting thing, I think the AI got smart about EP, because near the beginning of the war, a LOT of my spies were caught by Liz (and later on, Isabella managed to knick MT off me). Seems that the AI responded to the People's Information Network. I don't know if EP works as counter-intelligence or not, but if so, the AI responded, but as best as they could. Once Democracy, Constitution and Communism came in, the AI just couldn't keep up in EP at all. Moscow alone was probably out-producing the AI with 0% on the slider.

Anyway, that's how the Great Bear should be played. I tripled up in cities, all of them quality to decent, Mao and Brennus took out some of the outliers (hey thanks for the spy destination on my landmass, Brennus, that's awful nice of you, good buddy) and really never slowed down. Spies wrecked havoc on England and the Cossacks all but walked in with some rifles to mind the store while they took more cities.

Thanks Mad, that was a lot of fun, though a bit easier. This was on Monarch and it felt like a slow Noble game (other than the troop spam by Isabella)
 
Oh, and the AI does read things from the XML, it's just not very good at it.

If it were hardcoded, it actually would be smarter.
 
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