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Thema: First Strike PBEM #2

  1. #1
    Registrierter Benutzer Avatar von John Henry Eden
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    First Strike PBEM #2

    Welcome to this off-shoot of the other PBEM. I have attached the scenario files to this post in case someone needs them. The style of this post was shamelessly stolen from Gelion's original post.

    We still need a player for the USSR and we're ready to go.

    1. Warsaw Pact: JPetroski
    2. People's Republic of China: cupcoffee
    3. Pro-Soviets: Fidel Castro
    4. Pro-Westerners: Augusto Pinochet
    5. NATO: John
    6. Brazil: McMonkey
    7. India: Ingvar

    House Rules
    (changes from original rules are in bold)

    Generic house rules:
    01. No tech trading.
    02. No reloading!
    03. No terraforming.
    04. No rehoming of trade units.
    05. No 'square stealing' from the AI.
    06. No air protected land/sea stacks.
    07. No "freezing" of airplanes.
    08. No ship chains.
    09. No building of new cities. Only re-creating razed ones alowed.
    10. No airbases in adjecent to each other or a city.
    11. No artificial creating of ZOC with units.

    Scenario specific house rules:
    12. No bribing of cities or units (Spain may be bribed in 1981 by NATO).
    13. No bribing of other than the AI pro-countries allowed. Nor may Non-aligned be bribed. A state of war between human civs is the exeption.
    14. No trading of NATO with the pro-soviets, and vica verca WARPAC may not trade with the Pro-Westerners. Everyone may trade with the Non-Aligned. China/Brazil/India may trade freely world wide.
    15. No war ships may cross straits owned by a foreign power (i.e. the Bosphorus Strait (Istanbul), Suez Canal, Panama Canal, Kiel Canal, Gibraltar strait, Øresund (Copenhagen) etc.). Submarines are an exception and must fall back upon being spotted.
    16. NATO can only build it's USA units in America and likewise it's European in Europe.
    17. No use of missiles in a proxy war.
    18. NATO and WARPAC may station 2 units of their choosing in any of their pro-country (read "How a proxy war is won" in the Proxy * War section).

    Unit house rules:
    19. No Jet bombers and Long Range Bombers on Carriers.
    20. No more than 5 units on the regular Aircraft Carrier and maximum 15 on the NP supercarrier.
    21. No ICBMs on Aircraft Carriers.
    22. No ballistic missiles on submarines until you've researched "Submarine-Based Nukes". And subs may not carry ICBMs, only MRBMs and Cruise Missiles.
    23. Once discovered "Submarine-Based Nukes", you may only have 1 MRBM in a sub, or only 4 cruise missiles. You can't combine them * in one sub (remember that missiles must be loaded inside a city).
    24. No "flying" of missiles from sub to sub, carrier to carrier, or city to ship. Missiles must be loaded inside a coastal city.
    25. No using of missiles for reconaissance. For that you use aircrafts, and then especially the recon aircraft.
    26. Only the recon aircraft may do aerial incursions into enemy territory during recon missions. Use of military planes for internaional and domestic recon flights is allowed.

    Diplomatic house rules:
    27. Every civ may sneak attack, but only with conventional weapons. Nuclear weapons may first be used on the second war turn.
    28. WARPAC can not declare war on the pro Soviet civ and vice verca NATO may not declare war on the pro Western civ.

    Victory Point System

    In Multiplayer this scenario is won by a system of victory points. This to avoid a certain nuclear holocaust, and to make the scenario more of a struggle to keep the peace than to be the first one to start WW3.

    The civ with the most victory points upon ended game wins. Score is to be kept in full honesty between the players during the game, with updates on the respective players' point situation after each played turn. Everyone start at zero points.

    Diplomacy points
    -50 points for declaring war without a legitimate casus belli.
    -25 for provoking the other civ to declare war.

    Civilised points
    +0,5 point for every trade route established for WARPAC and NATO. China, Brazil and India gets +1 (zero points for trading with your own civ).
    -1 point for every pollution square within you territory. In case of a nuclear attack the attacker get's -1 point for every pollution square created in enemy territory (points given back upon cleaning).

    Technological points
    +2 point for every civil tech discovered.
    -2 point for every military tech discovered.
    -5 points received for every ICBM built after having discovered Tsjernobyl Lesson.

    War points
    -10 points for every nuke used (minus points for caused pollution in adition).
    +2 points for every city won through proxy war.
    +1 point for capturing a human city using conventional weapons.
    -5 point for capturing a human city using nuclear weapons.
    +10 points for capturing an enemy capitol city (points lost upon enemy recapture).
    -10 points for losing capitol city (points won back upon recapture).

    Proxy Wars using the shield system

    How to start a proxy war
    Proxy Wars are started using Dario's Diplomacy tool (rember to save from both civ sides). You force war, and before you save your turn force peace, so that the AI won't attack you from another pro-country independent of the proxy war you're fighting.
    If a player decides to start a proxy war, he must announce this 3 turns before he sends his units from his home ports. This gives the opposing side time enough to scramble troops for a counter move to the same country.

    What you may bring
    A player may only bring with him x100 (planes count x200 (including helicopters), ships nothing) worth of units in terms of shields of what the actual city size is. If a proxy war is started in a size 5 city, the player is allowed to bring with him 500 shields worth of units.
    Whole countries are represented, so if the country has more than one city, the city sizes are added together as one city size to determine how many shields may be brought along.
    If you lose units in the fight you may send in aditional reserve forces. You can send unlimited units into the territory, as long as you stay within the shield limit.

    How a proxy war is won and what you do afterwards
    A player may claim victory in two cases

    1. Annihilate the enemy force. 2. Capture and hold all cities for 5 turns.
    After winning the war, the nation must be handed back to the respective minor ally. After this a new proxy war can't be started for another 6 (1 game year) turns by the opposing side, so that remote participants in a future proxy war can prepare for the next assault.
    Once handed over the player may start to trade with the city.
    The victor of the proxy war may station 2 units, including planes (in which case he may build an airbase within the country's border), of his chosing in the country after having won the war. These units would then be alowed to be used in adition to a possible new proxy war in that country.
    If a city is captured, you may not build anything in it, only city improvements.

    What countries you may attack

    In general all "Pro-" countries are subject to proxy wars (exept Cuba and Chile), but for the mentioned on the excluded list the player get a legitimate chance to declare war on the opposing side, without loss of victory points (VP). In this situation it will be regarded as a provocation by the opposing side and he will suffer -25 VPs in accordance to VP rule #2.

    What China/India/Brazil may do
    China, India and Brazil may keep the cities they start proxy war in. But those areas are of course then again subject to counter proxy wars from both the Soviets and the NATO. But they as well should be careful starting proxy wars with nations on the exeption list...
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    Geändert von John Henry Eden (27. Januar 2011 um 00:43 Uhr)

  2. #2
    Evertonian Avatar von McMonkey
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    Actually, can I play as Brazil and let someone else take the USSR?

  3. #3
    Registrierter Benutzer Avatar von John Henry Eden
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    Zitat Zitat von McMonkey Beitrag anzeigen
    Actually, can I play as Brazil and let someone else take the USSR?
    Sure thing.

  4. #4
    Registrierter Benutzer
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    I would like to play as the USSR if that is ok with everyone...

    This is my first post here but I've been playing Civ2 since it came out.

  5. #5
    Evertonian Avatar von McMonkey
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    Hi John. Glad to see you here at Civ Webring! New, and old, players are always welcome. It looks like you can start proceedings

  6. #6
    Registrierter Benutzer Avatar von John Henry Eden
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    Sure thing, nice to have you on board.

  7. #7
    Registrierter Benutzer
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    Cool, thanks for letting me play

    Please bear with me for a dumb question or two as I get used to the flow of things.

    The only one I have for now is, when my turn is done, I assume I right click on a blank corner of the map and save like that? Or is there some special process to go through?

    I will post the first turn tonight unless I lose power (there is a major sleet storm moving through).

    Thanks,

    JP

  8. #8
    Registrierter Benutzer
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    Crymogaia.
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    Hello.
    Yes, that is all. I think some people always mention using control+N(automatically ends turn), but this is not too important.

  9. #9
    Registrierter Benutzer Avatar von Dario
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    Zitat Zitat von JPetroski Beitrag anzeigen
    Cool, thanks for letting me play

    Please bear with me for a dumb question or two as I get used to the flow of things.

    The only one I have for now is, when my turn is done, I assume I right click on a blank corner of the map and save like that? Or is there some special process to go through?

    I will post the first turn tonight unless I lose power (there is a major sleet storm moving through).

    Thanks,

    JP
    Hi, two questions i always do for new members!

    1- are you friend of McMonkey?
    2- Where are you from (country, city)

  10. #10
    Registrierter Benutzer
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    Zitat Zitat von Dario Beitrag anzeigen
    Hi, two questions i always do for new members!

    1- are you friend of McMonkey?
    2- Where are you from (country, city)
    Hi Dario,

    Yes, I suppose you could say I'm a friend of McMonkey's. We've collaborated on scenarios in the past and I'm sure we will in the future. Further, anyone who keeps this game alive is a friend of mine (I like to play my scenarios, but there would be little point making them if no one else was around to play them too!)

    Edit - I am from Connecticut in the United States.

    On to the game...

    Turn 1 Report - Soviet Union

    These are uncertain times for the Soviet Union. Technically, we are at peace with the world, though a Cold War rages. We, like the West, have the power to destroy the planet at any moment we choose, but we, like the West, love our children and have no desire to bequeath them an atomic playground.

    Even so, history has shown that the West cannot resist the temptation of Russian lands, as they have invaded mother Russia time and time again. We must stay vigilant and ever ready to repel another invasion.

    For now the world seems relatively calm, and we are willing to work to keep it that way.

    We have dispatched several freighters loaded with goods for any neutral nation that will accept them.

    We have sent an engineering detachment to clean pollution near Leningrad, and invite the west to help us clean pollution near Praha. We will agree to work with any nation—even pro-western—to keep pollution down across the globe.

    Here is the turn, and I hope I haven't messed anything up
    Geändert von JPetroski (17. Juni 2011 um 13:42 Uhr)

  11. #11
    Registrierter Benutzer Avatar von John Henry Eden
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    Did you use Civ2unlimited to play your turn? It's a tool which overcomes a lot of the antiquated Civilization 2 engine's limitations (such as maximum units, gold, population and time limit).

    If not, I hate to inconvenience you, but we should definitely use it because it spares everyone major headaches down the road. I have attached it to this post, just unzip it into your Civ 2 folder and run the .exe, then select "Multiplayer Gold Edition 1.3 [forced]" and check all the multiplayer options (you can also check the No CD option if you don't want to bother with a CD).

    Sadly, this would require you to re-play your turn, but as I said, we should definitely use it.

    Also, this scenario uses a "victory point" system (as explained in the rules in the first post) so you should "mathematically" report all changes to your "balance."

    For example, if you got 1 pollution this turn, you would have -1 victory points. If you clean it up, you get +1 victory points, changing your balance back to 0 again. This system offers a peaceful way of "winning" this PBEM as an alternative to all-out nuclear war. Please do read the house rules, even if they are a daunting wall of text.

    Sorry to hit you over the head like this, just making sure we're all on the same page.
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  12. #12
    Registrierter Benutzer
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    Woops - no, I did not... I will replay the turn right now.

    Sorry for the delay!

  13. #13
    Registrierter Benutzer Avatar von John Henry Eden
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    No sweat.

  14. #14
    Registrierter Benutzer
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    Sorry again. Here's the new turn with Civ2 ultimate.

    I lucked out this time and did not get the pollution squares, so my score is an even 0.

    Same story line as before.
    Geändert von JPetroski (17. Juni 2011 um 13:42 Uhr)

  15. #15
    Registrierter Benutzer
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    Crymogaia.
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    This we use to keep track of points:
    (It's not necessary, but very very useful.)

    VP, this Turn:
    0, Trade ( 1 ) (0.5 for Soviets/NATO.)
    0, Tech (+-2 ) (Which tech was discovered.)
    0, Pollution (+-1 ); (Give which square(s))

    VP, all:
    1. WARPAC: 0
    2. China: 0
    3. Brasil: 0
    4. Nato: 0
    5. India: 0
    (Re-arrange when applicable, of course.)

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