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Thema: First Stirke (3rd strike and you're out!)

  1. #1
    Registrierter Benutzer Avatar von cupcoffee
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    First Stirke (3rd strike and you're out!)

    1. Warsaw Pact: cupcoffee
    2. People's Republic of China: McMonkey
    3. Pro-Soviets: (AI)
    4. Pro-Westerners: (AI)
    5. NATO: (Open)
    6. Brazil: (Open)
    7. India: (Open)

    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...
    It's been a bummer that the other games fizzled out specially since we who stuck to the end put a lot of effort in this pretty big scenario, so let's see if we can't give this one just one more try.
    The above I copied directly from the other thread, but I'm open to change the rules some, for example, in the other thread we decided not to count pollution points, at least not until the end.
    I'd also be open to suggestions that would make it easier for countries to declare war not just on the AI civs, but also on each other to make things a little more interesting.

    Since we haven't decided yet, I'll upload both versions of First Strike.
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    Geändert von cupcoffee (26. Oktober 2011 um 14:37 Uhr)

  2. #2
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    I´m not sure which to pick, but I could take NATO if no one else wants it.

    I want to change all or most unit costs.

    I think all units, expect for infantry, should be much more expensive.
    By perhaps 50 percent.

  3. #3
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    No ICBM's or MRBM's inside cities either.

    Nor bombers of any kind I think. It gives the game a little more strategic depth if you need to build and defend airbases for the units.

    What about a maximum of 15 Aircraft per airbase? Each LRHB would count as 2 smaller aircraft. 5 per city would be more than enough I should think.

    What are your takes on these ideas?

  4. #4
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    Eivind, I noticed while playing this scenario that when I terraform deserts they turn into Chemical Facilities, which are resources on the plain terrain.
    Why does this happen?
    This mean that in effect I can have many resources side by side.
    (I did this in a solo game, not in the PBEM, since terraforming is banned by house rules.)

  5. #5
    Registrierter Benutzer Avatar von cupcoffee
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    Sure, if everyone else agrees, we could could try doubling the prices of units. I'm assuming infantry, paratroopers, marines, agents and traders should remain the same? Maybe we should keep transport ships the same, it might hamper the smaller nations initial trading a bit otherwise.

    I could go with the idea of having nukes and airplanes on airfields.

  6. #6
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    I played a bit with increased unit costs, it does not play well, since the scenario is so short.

    I could take NATO. I think NATO could use some kind of handicap, I donðt know what though.
    Should we play using the ToT version?

  7. #7
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    Shall we go with me as NATO, and India and Brazil free? unless someone steps up enexpectedly, which I find unlikely.

  8. #8
    Registrierter Benutzer Avatar von cupcoffee
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    I would prefer if we waited with this until we got players for all five nations. Although I suppose we could get away with four players, with someone taking on both Brazil and India as a "non-aligned block".

  9. #9
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    Seems we´ll have to advertise. Any ideas?

  10. #10
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    I guess the problem with advertisements would be that even if we find new players this scenario is far from optimal for newbies.

  11. #11
    Evertonian Avatar von McMonkey
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    If someone else would play China I would be willing to play as Brazil/India. I'm cool either way.

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