Save added.
I'm too tired right now to think about the rule stuff....
Save added.
I'm too tired right now to think about the rule stuff....
Just checking if everything is alright here....
World Events:
The Marxist SWAPO guerrilla group continue to fight South Africa for independance in South-West Africa (Namibia).
Marxist-Leninist guerrillas continue to disturb the peace in Mobutu's one-party Republic of Zaire.
The Marxist-Leninist guerilla war in Guatemala rages on.
VP, this Turn:
+5, Trade ( 1 ), 10 new trades
+2, Tech (+-2 ) 1 new technology
-1, Pollution (+-1 ), 2 new pollution, 1 cleared up
VP, all:
1. WARPAC: 29,5
2. Chinal: 18
3. NATOl: 16
4. Brasil: 16
5. India: 6
Indian sailors humbly requested not to block the Suez Strait.
On a proxy war:
I think we should stick to the rules on the first page for the proxy war. There are minor changes compared to the set or rules on the Scenario League.
I think in order to have peace at the end of each turn you should give control of your units to your pro-ally. In order for minor nations to fight back, India/China/Bresil must use their own forces and assume the risk of being attacked by all AI nations at once.
Second option is that we keep the state of war between a power and minor power on the condition that fighting can only take place in one chosen spot. All other casualties are to be ignored.
I am willing to go with either option here, what do you guys think: which option is best?
@cupcoffee: There are rules on the first page concerning proxy wars and the most imporant things from there are:
1) You can only bring a certain amount of units to the fight as a Majour power (X100 times the size of minor powers cities, half that for planes)
2) Combat is limited to one nation, i.e. a defined territory. How it can be achieved practically remains to be seen (I tried to give two options above ^ )
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. If the proxy war is separated by an ocean from the opposing country then the delay is increased to 5 turns.
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...
NB 17. No use of missiles in a proxy war
Geändert von Gelion (26. August 2010 um 22:33 Uhr)
Do not forget to take the Civ 2 PBEM survey!
I would vote for the second option. It is much simpler to implement and would make it much easier for human powers to combat each others forces in the war zone. For the duration of the proxy war casualties inflicted in other areas must be endured without retaliation. It should still be possible to gift units to your Pro allies too.
We may have to adapt this as we go along but I think were all a pretty sporting bunch and can overcome any differences through debate
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What about casus belli? For example, if China invaded Australia, wouldn't that count as unprovoked, and in that case what would count as a "just" war?
VP, this Turn:
2, Trade ( 1 )
2, Tech (+-2 ) civ tech
0, Pollution (+-1 )
VP, all:
1. WARPAC: 29,5
2. China: 22
3. NATO: 16
4. Brasil: 16
5. India: 6
Geändert von cupcoffee (11. Juni 2011 um 14:29 Uhr)
Isn't the casus belli mostly about role-play of sorts?
NATO should stand up for the Aussies, while they might have less reason to stand up for some small South-East Asian nation. Or something. I think game needs to be role-played a bit to be much fun!
Well, there are some key nations that would make sense, such as Pakistan and India, China and Taiwan. But there would have to be some way for a country like Brasil to get a casus belli on Argentina for example.
So I don't know, maybe we can use real life events to be a driving force in the role play aspect of this game?
This turn is pretty big. Been playing Civ for the past few hours (gone are the days when Friday night was sacred reserve of music, beer and girls, tonight I'm home watching the kids while she's out partying) and my eyes are a bit blurry! Will have to try and squeeze it in before overtime at work tomorrow, if not then tomorrow evening!
VP, this Turn:
2, Trade ( 0.5 )
2, Tech (+-2 ) Recycling
-3, Pollution (+-1 ) 8 Total
VP, all:
1. WARPAC: 29,5
2. China: 22
3. NATO: 17
4. Brasil: 16
5. India: 6
Dismayed by the worsening problem of pollution western citizens demand action from their governments. New public transport networks are ordered in most major cities and Paris is set to complete a high speed rail network, the first of its kind in the western world. Longer term more sustainable and environmentally friendly power sources are being planned for.
Elsewhere it has been noted with much amusement how easily discontented citizens can be placated and transformed into celebrating taxpayers once they get a Television set. TV the opium of the masses!
Troubled by continued incursions into Panama by Sandinistas originating from Nicaragua. Unwilling to allow this situation to continue it is decided to authorize the CIA to have their paramilitary officers from their elite Special Activities Division to begin financing, arming and training Nicaraguan rebels, some of whom were the remnants of Somoza's National Guard, as anti-Sandinista guerrillas that were branded "counter-revolutionary" by leftists.
This has been shortened to Contras, a label the anti-socialist forces choose to embrace.
PROXY WAR DECLARED ON NICARAGUA (Managua - Size 6/600 shields)
I believe I now have to wait for three turns before I send any troops to the area to allow the other players a chance to intervene.
Geändert von McMonkey (09. Juni 2011 um 23:10 Uhr)
VP, this Turn:
2, Trade ( 1 )
0, Tech (+-2 )
0, Pollution (+-1 )
VP, all:
1. WARPAC: 29,5
2. Chinal: 22
3. Brasil: 18
4. Nato: 17
5. India: 6
VP, this Turn:
0, Trade ( 1 )
2, Tech (+-2 )
0, Pollution (+-1 )
VP, all:
1. WARPAC: 29,5
2. Chinal: 22
3. Brasil: 18
4. Nato: 17
5. India: 8
Geändert von Ingvar (10. Juni 2011 um 02:18 Uhr)
World Events:
Marxist-Leninist guerrillas continue to disturb the peace in Mobutu's one-party Republic of Zaire.
Soviet Events
Various NATO naval intrusions reported in the Artic Ocean, the Baltic Sea and near the Bosphorus Strait.
VP, this Turn:
+2,5 trade ( 1 ), 5 new trades
0, Tech (+-2 )
0, Pollution (+-1 ), 1 new pollution, 1 cleared up
VP, all:
1. WARPAC: 32
2. Chinal: 22
3. Brasil: 18
4. Nato: 17
5. India: 8
Actually it is 5 turns as your opponent (me) is located over the ocean. [Rules: If the proxy war is separated by an ocean from the opposing country then the delay is increased to 5 turns.]
Do not forget to take the Civ 2 PBEM survey!
VP, this Turn:
1, Trade ( 1 )
0, Tech (+-2 )
2, Pollution (+-1 ), 2 cleaned up.
VP, all:
1. WARPAC: 32
2. China: 25
3. Brasil: 18
4. Nato: 17
5. India: 8
Geändert von cupcoffee (11. Juni 2011 um 14:29 Uhr)
VP, this Turn:
3, Trade ( 0.5 ) 6 new routes. One from Atlanta to Miami accidental
2, Tech (+-2 ) Sustainable Energies
-5, Pollution (+-1 ) 13 total, despite heavy investment in green improvements
VP, all:
1. WARPAC: 32
2. China: 25
3. Brasil: 18
4. Nato: 17
5. India: 8
I declared the Proxy war in November 1977 so can I send troops in September 1978 or would it include November and be July? (Nov/Jan/Mar/May/Jul/Sep)
Geändert von McMonkey (09. Juni 2011 um 23:10 Uhr)
Thanks for pointhing this out! I just re-read the rules (one should always read the rules) and it turns out my rule addition was unnecessary. You need to wait 3 turns before sending your troops out of your ports. I assume that in 3 turns your army should be ready to go and your opponent has 3 turns to change his plans and prepare his forces.
To answer your question. As I interpret the rules you can send your forces out of your ports on the 4th turn (3 turns after and in May 1978).
I will delete the delay increase rule to 5 turns as unnecessary.
Do not forget to take the Civ 2 PBEM survey!