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Sponsor:
DerangedDuck
Opening Date: Monday, August 4
Duration: Five Weeks
Map: Pangaea
Game Speed: Normal
Difficulty:
Monarch
Civilization: Rome
Leader: Augustus Caesar
World Size: Small
Sea Level: Low
The gods, in their benevolence (or perhaps as some exercise of their
divine sense of humor) have decided to grant the peoples of the
world knowledge of the arcane secrets necessary to found corporations.
You, Augustus Caesar, are tasked with using this knowledge on behalf
of the Roman people to forge a corporate empire.
Scenario:
Both the player and all of the AI civilizations have been granted
knowledge of 7 advanced technologies: corporation, combustion, mass
media, medicine, plastics, railroad, and refrigeration. These technologies
will allow you to found 6 of the 7 corporations as soon as you can
gain the assistance of a great person of the appropriate type.
These
technologies give immediate access to one advanced military unit:
the machine gun. Both the player and AI civilizations have been
given several machine gun units to start with. However, you should
be warned that machine guns are quite expensive for a fledgling
civilization to build and they will be the only military unit available
to you until your civilization acquires knowledge of archery. Also
keep in mind that while they are very powerful defensively, machine
guns can't be used in an offensive capacity. With no comparable
offensive weapons to overcome machine gun armed defenders, you could
find it quite difficult to employ force against rival civilizations.
An opening axe rush might not be the best idea.
The
advanced technologies also allow access to 3 advanced buildings
(public transportation, hospital, and broadcast tower) and 3 wonders
(Hollywood, United Nations, and Three Gorges dam). You are free
to build these structures at any time, however, like machine guns,
they are rather expensive, so you may wish to avoid them until your
civilization is better developed.
Should
you manage to gain access to oil in one of your coastal cities,
you will be able to build destroyers and transports. However, you
will probably need to wait until the discovery of steam power reveals
coal to build actual railroads.
The
Apostolic Palace is obsoleted by mass media and can never be built.
Corporations
are expensive to maintain. There is no rule preventing you from
wrecking your economy by spreading your corporations to too many
of your own cities. However, wrecking your economy probably won't
help you in the long term, even if it gains you a few extra points
for the 1 AD scoring date.
There are more than the usual number of AIs present on the map.
Unless you fancy playing a 5CC game, you are advised to expand aggressively.
Although raging barbarians are enabled, the advanced technologies
bring the game into the modern era, meaning no actual barbarians
will spawn, so the game is effectively a "no barbarians"
game.
Requests
for explanations as to how machine guns can fire without gunpowder
and broadcast towers transmit without electricity will be met with
smug silence.
Random events are not enabled.
Scoring:
At
1 AD [turn 115] (or on the ending turn if you win earlier):
- +100
for every corporation you have founded and whose headquarters
you control.
- +10
for every active branch of any corporation you have founded and
whose headquarters you control.
- +4
for every active corporate branch of any corporation you did not
found but has spread to a city you control. This includes a corporate
headquarters, if you somehow managed to capture one. This only
applies to corporate branches in cities that you own. If a city
contains multiple foreign corporations, you get +4 for each one.
At
1500 AD [turn 210] (or on the ending turn, if you win earlier):
- +50
for every corporate headquarters you control (regardless of who
founded it).
- +2
for every active branch of any corporation whose headquarters
you control.
- +3
for every city you control that is size 5 or greater.
- +30
points for each AI city that flipped to your side as a result
of cultural pressure. You may only claim these points once per
city, even if it flipped multiple times and you may only claim
these points for cities founded by an AI, rather than founded
by you, lost or given to them, and flipped back.
- +70
points for every corporate headquarters you control that is in
a city that flipped to your side as a result of cultural pressure.
At
the end of the game:
- -1
for every turn it took for you to achieve victory. If you quit
early or failed to achieve victory, you get a flat -500. So, if
you win on turn 378, you get -378.
- +200
if you achieved a diplomatic (UN) victory before 1 AD.
- +200
if you achieved a domination or conquest victory without ever
capturing a city using military force (only via cultural flip).
- +1
for every active branch of any corporation whose headquarters
you control.
- +2
for every city you control that is size 10 or greater.
Notes:
- If
a city contains more than one corporation, you may claim points
for each corporation in that city.
- Unless
otherwise specified, points may be claimed for corporate branches,
regardless of whether they reside in one of your cities, or in
cities belonging to a rival civilization.
- If
a corporate branch has been rendered inactive because the city
owner has lost access to a required resource or is using the mercantilism
or state property civic, you do not get points for it. In fact,
it should be completely invisible, making it easy to avoid counting
it.
- The
corporate headquarters also counts as a branch so you may claim
points for it both as a headquarters and as a branch.
- The
corporate headquarters produces 4 gold for every active branch
of a corporation. This means that a simple way of computing the
number of active branches is to take this figure and divide by
4.
Closing
Day: Monday, September 8. Reports due by the end of September
9, your local time.
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