fbouthil
Occasional Mercenary


I have been looking for a way to put some kind of competition between the players of a SG and I really liked the "Sengoku: The sword of the shogun" scenario so I came up with the following idea. The rules are very binding and unusual so make sure you read them carefully before signing up.
World: Random
Difficulty level: Monarch.
Civilisation: Oda
Number of daimyos per civ: 5
Size: 60x170 to have a Japan-like continent.
Landmass: Pangaea
Water coverage: 60%
Climate: Normal
Temperature: Warm
Age: 4 Billion
Barbarians: Restless
Patch: C3C 1.22
Victory conditions:
Domination (35%)
Conquest
Diplomatic
Players:
Daimyo Oda Keich
Daimyo Oda Detlef Richter
Daimyo Oda fbouthil
Daimyo Oda bed_head7
Daimyo Oda Scoutsout
Rooster order will be random unless requested. My position has been determined at random.
10 turns every players (except 20 for the first turn of the first player).
24h got it. 2 days to play time for daimyo, 3 for ghost, as they may have to ask permissions in the middle of their turns.
Rules
Exploits are permitted/prohibited as per GOTM. See GOTM rules for details.
Standard rules:
1) Worker automation of any kind is prohibited.
2) No worker purchases for the first 50 turns of the game.
3) Declaring war / demanding leave solely for the purpose of getting out of trade deals.
4) Even if not covered under exploits listed, please try not to use tactics that take advantage of holes in the game design.
5) Our trading reputation is golden - please respect it.
6) Complete your turn. It is frustrating to get a 1/2 completed turn.
Code of honour:
1) Player daimyo. Our civ starts with 5 daimyos, one for each player and named accordingly. The players can move and attack using their own daimyo. You can ask another player to move your daimyo where you want to. The daimyo of the other players should be moved where asked or fortified otherwise.
2) Enemy daimyo. An enemy daimyo must die with honour by the hand of the current player's daimyo. No other unit of our nationality can attack an enemy daimyo, but artillery can (and should) be used to weaken them. You can also assassinate an enemy daimyo with units having hidden nationality.
3) Ghost. If your daimyo dies, he becomes a ghost. He can "possess" another player's daimyo (move and attack using that daimyo) if that other player gives him permission. The other player can include any restrictions he wants. A ghost can only possess one daimyo at a time and cannot change in the middle of his turns.
4) Daimyo upgrade. If the daimyo of the next player is in a town with a barrack, he must be upgraded before your last turn so that the next player can move its upgraded daimyo on your last turn (his turn 0).
Titles:
Titles will be given to provide some competition between players.
Daimyo Hunter: The daimyo who kills the most enemy daimyos personally.
Golden Katana: The daimyo who kills the most units personally.
Ninja master: The player who assassinate the most enemy daimyos.
War generals: All daimyos who create military leaders personally.
I will discern the titles after each round of the rooster but the first round will not count as the first player would get too much of a head start on the Golden Katana. Daimyos are also more fragile than they look like before they get at least one upgrade so it will also serve as an incentive to not risk it early in the game. Any combat implicating a daimyo must be written in details in your logs.
The scenario is attached if you are curious. I made the following mods:
- Daimyos do not need support anymore.
- Upgrade cost of daimyos cut in half.
- Research cost increased by 25%.
- Technology tree modified to get ronin faster (I never used them otherwise) and diplomatic finesse later (to slow down the possibility of a diplomatic victory).
Starting position: