Role Playing Challenge: Persians In Space!

madscientist

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Persian's In Space, Cyrus' Vision

Welcome to my next RPC: Persians in Space!!!!

As Cyrus leads his people to their new settlement, the heavens open up and he is given a sign!!!! A vision of far off lands, not on this world, but far off amongst the stars. He is greated by strange looking beings coming from strange ships from the Sky, he is told there are other worlds like his but he must earn his right to visit them. He is the only one these beings will trust in this and if any other finds them first, the earth will be no more. "How can this be done?" he asks. Trust yourself and your people, but beware of what your knowledge unlocks, we will not allow destruction to pass your world. Beware of what weapons you create, but we will await you as they reenter thier ships and fly towards the skies. Cyrus is given a special Amulet to wear, which prolongs his life so he can live to see them again...

OK, a nice beginning and perhaps a decent way to explain why our great leaders last throughout millenium..

The goal is pretty clear. Cyrus must get to alpha centuri as fast as possible, and he must not flee a disintegrating continent that is immersed in war. Nor can he build weapons of mass destruction (NO NUKES!!!!). He must treat his people well, and show mercy to his enemies (I think this was correct historically), there fore he is limited in civics and war.

Rules:
1) We are to run a Cottage Economy: Dave M's way. We will cottage everything except resources and hills, but even hills must be cottaged post democracy and steampower. No watermills, windmills, workshops, lumbermills. Farms are allowed if there is no other way to grow city population, but these should be as minimal as possible.
2) Forrests may be kept intact, but once chopped must be cottaged. Forrest preserves are allowed, but only in the NP city.
3) We can run specialists only in ONE city as a GP farm. If because of population expansion we must run specialists, then we can with no limitation.
4) Civics: We cannot use slavery, Serfdom, police state, theocracy.
5) Captured cities cannot be razed, even barb cities.
6) Spy specialists are prohibited. We cannot perform evil intented spy missions (poison water) but we can send a city into revolt during a war. ALL the Espionage buildings are allowed but not Scottland yard. If we produce a Great Spy he must be used only for a Golden Age.
7) We cannot tech Fascism, therefore we cannot build Mt. Rushmore or the Pentagon. We cannot build the Manhatten Project, and if we get the UN MUST propose a non-proliferation agreement.

Lot's of rules, here are the guidleines.
1) We shoudld try and control our continent, via the sword or diplomatically. We cannot declare was against a Friendly AI. Ideally, we want all the land or vassals.
2) We cannot declare war on an AI off our continent unless they have a city on our land mass. We cannot send troops overseas, but we can defend our waters. We cannot get involved in overseas wars as a PHONY war.
3) Piracy is prohibited.


So there we are, a pretty nobel and aspiring game!!!!

Marathon Speed.
Continents
Monarch difficulty
Temperate climate
Medium sea level.

I will post the start tonight. No reload here, no reason we should for a CE game even if we are isolated.

Here is our glorious leader

CyStart0000.jpg


And the start

CyStart0001.jpg


Remember all we can do for now is farm the wheat, herd the cow, mine the hills!

We start with Hunting and Agriculture.

I say a worker to start, but whrere to settle and what to tech????
 
Looks good. However, I would propose a rule change.
6) No Great Spies, really. The thing here is that the Great Wall was intended for defensive purposes. Instead, I would propose this:
6) We build only the Great Wall as a Wonder to contribute to Great Spy Points. Spy Specialists are to be ignored. Any Great Spies must be settled or killed.

Also, Peasentry is Serfdom. Not trying to be nitpicky, hope you don't take offense!:blush:
 
Looks good. However, I would propose a rule change.
6) No Great Spies, really. The thing here is that the Great Wall was intended for defensive purposes. Instead, I would propose this:
6) We build only the Great Wall as a Wonder to contribute to Great Spy Points. Spy Specialists are to be ignored. Any Great Spies must be settled or killed.

Also, Peasentry is Serfdom. Not trying to be nitpicky, hope you don't take offense!:blush:

Yes, serfdom. Sorry, I couldn't get the term off the top of my head while typing the thread (See signature for details :D ).

As far as the Great Wall, I do not want a Great Spy both for the nobel nature of Cyrus (at least my view of him in this game) and what to do with him (yes, I am still confused from Peter's game). However, if we are landlocked on a continent with potentially alot of Barbs we certainly could use the GW. Plus we are Imperialistic and Charismatic, so early defensive wars can lead to a real rocking military..

So I will eliminate the Great Wall prohibition rule. If we get a Great Spy they must be used for a golden age only.
 
Some questions:
Rules:
2) Forrests may be kept intact, but once chopped must be cottaged. Forrest preserves are allowed, but only in the NP city.
And outside of cities BFC, maybe? ( you can chop projects and SS parts, so having a some extra forests may be helpful ;) )
3) We can run specialists only in ONE city as a GP farm. If because of population expansion we must run specialists, then we can with no limitation. ( this means no SoL and no Merc? )
7) We cannot tech Fascism, therefore we cannot build Mt. Rushmore or the Pentagon. We cannot build the Manhatten Project, and if we get the UN MUST propose a non-proliferation agreement.
Can we trade for Fascism? And that means we can't build the Internet ( it would give us the tech )? And the wonders of fascism are a :nono: or they are forbidden just because of the not researching the tech rule? And can we do the SDI and or retaliate with nukes to a nuke attack ( AI loves to nuke humans trying to launch a SS ) ?


2) We cannot declare war on an AI off our continent unless they have a city on our land mass. We cannot send troops overseas, but we can defend our waters. We cannot get involved in overseas wars as a PHONY war.
Can we demand overseas cities as peace demands? A island near our start land is another continent? Can we do colonies? Can we do DP ( they can force you to a war where you need to land troops elsewhere or to be a phoney one ) ?
Sorry, to much SGing can make you worse than a :devil: lawyer regarding rules ( we have to ... if we don't there can be bitter and sometimes rude discussion about some points that weren't clarified in the beggining ) ;)
 
Some questions:


And outside of cities BFC, maybe? ( you can chop projects and SS parts, so having a some extra forests may be helpful )

Can we trade for Fascism? And that means we can't build the Internet ( it would give us the tech )? And the wonders of fascism are a or they are forbidden just because of the not researching the tech rule? And can we do the SDI and or retaliate with nukes to a nuke attack ( AI loves to nuke humans trying to launch a SS ) ?



Can we demand overseas cities as peace demands? A island near our start land is another continent? Can we do colonies? Can we do DP ( they can force you to a war where you need to land troops elsewhere or to be a phoney one ) ?
Sorry, to much SGing can make you worse than a :devil: lawyer regarding rules ( we have to ... if we don't there can be bitter and sometimes rude discussion about some points that weren't clarified in the beggining ) ;)

Good questions.

We cannot accept Fascism under any circumstances, so NO internet.

Yes, we can build the SDI.

No, we cannot retaliate or build, or use nuclear weapons.

No demands for an overseas city. Ageneral no to colonies although I see no reason not to build a city on a small island off our continental borders.

DP's are fine. That's one of the CIV characteristics about Cyrus, easy to get a DP with, so let's keep that open even if it means DoWing on another continent to defend our friends!!!
 
...
4) Civics: We cannot use slavery, peasentry, police state, theocracy.
...
6) Spy specialists are prohibited. We cannot perform evil intented spy missions (poison water) but we can send a city into revolt during a war. ALL the Espionage buildings are allowed but not Scottland yard. If we produce a Great Spy he must be used only for a Golden Age.
...

I noticed you updated rule 6, but left the word peasentry in rule 4.

Anyway, I am looking forward to your game. They have been fun and informative
 
I think Communism is even worst. You can add this technology as well.


Well, the game will be fun and I am sure we will have more luck this time. :thumbsup: Waiting for the starting position.

State Property is OK in our book. I do have a preference for corps in a space race, sio we may not even go that way.
 
Tech to AH then pottery to get things moving.

Ignore GW as GSpy points will be very troublesome.

Corporations will be the key for the late game, especially Mining Inc for the production boost.

Recommend thinking about early wonders that will give GEs to be used for Corp founding.
 
Eh, I'm not so hot on that starting location. It's really annoying how you can't have both wheats in one city, but then again, considering the cottage everything rule maybe it's not so bad.

I'm thinking I'll just be lurking, but definitly reading.
 
I agree with 1N. Bonus food is thin; I think that's the best site that snags three of them. Also, your capitol will be a mighty production powerhouse with 5 hills, 2 cows, and you need just one grassland farm (or a chain irrigation) to work it all. Any chance that Northern wheat is actually on a lake? :) Or we could even cottage it immediately, and just use pastures and also plains & hill cottages for hammers
 
1N is the way to go if you ask me. It looks like the wheat is near a river or a lake which makes it very good to have. 2 cows, wheat and a couple of grassland hills is a good production capital. Get AH and some horses in the BFC and you are set for your first victim. Immmortals are go.

Besides you should add a voice of the muppet show to the Peeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeersians in space with a corny shot of Swine trek :p

pigspace.jpg
 
There's tundra to the south, so 1N is definitely the way to go, I think.

First tech would be AH - the sooner you can get those cows online, the better (don't forget that Imperialistic gets +50% on settlers, but only on the hammer production, making hammers much more valuable than food for expansion).
 
I've decided to delurk and say I'm loving your RPC's.

My two pennys worth is also move 1N. I'd also move the Scout 2 NW on to the plains hill as it does look like there is water of some kind up by the wheat.

Tech AH > Pott ang get spamming!

Also if you do forgo the Great Wall get plenty of fog busters out there so no nasty barbs come to pillage your maturing cottages!:trouble:
 
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