Sponsor:
T-hawk
Opening Date: Monday, January 5, 2009
Duration: Ten Weeks
Map Generation: Hemispheres, Low Sea Level, Massive Continents,
Islands, 2 Continents
Difficulty:
Monarch
Civilization: America
Leader: Franklin Roosevelt (Industrious, Organized)
World Size: Huge
Opponents: Eight
Rules: No Random Events, No Vassal States
Game Speed: Normal
Victory: All Conditions DISABLED. Time Victory only!
Version: BTS 3.17
Here
we go, folks. This is a revisit to our most
Epic of all Civ 3 Epics: the Huge Map MegaScenario!
Scenario
Concept: Huge Builder Game lasting until 2050AD, where the scoring
mechanisms are aimed at preventing collapse into militarism and
corporatism. The challenge will be to find a balance between all
the options, with extremes in any direction designed to score less.
VARIANT
RULES:
- You
may not pay a rival to declare war (military alliance), except
with your Blood Brother.
- You
may not sign defensive pacts.
- You
may not give away cities. (Returning a city at the moment you
capture it is OK.)
SCORING:
Base
Score: One point per land tile culturally controlled in 2050AD.
+1
point for each ten hammers of Ancient or Classical Era wonders self-built.
Temple of Artemis worth double.
+2 points for each rival civ with relations Pleased or better, at
game's end.
+3 points for each city of size 36 or larger.
+4 points for each city of Legendary culture.
+5 points for each Future Tech discovered.
#1
means any wonders for which the enabling tech belongs to the Ancient
or Classical era. Great Engineer rushing counts.
#3 must be able to fully feed 36 citizens before corporate food.
Only the
very best city sites can achieve this.
SCORING
MULTIPLIER: The following bonuses and penalties are totaled,
then applied.
Aggression
Penalty:
0% Penalty - For invading your Blood Enemy.
-15% Penalty - One time penalty for invading any civ besides your
Blood Enemy.
-10% Penalty - For each civ not your Blood Enemy whose territory
you invade.
Survival
Penalty:
10% Scoring Bonus - If no rivals ever qualify to become your Blood
Enemy.
10% Scoring Bonus - Eliminating your Blood Enemy before you enter
the Industrial Age.
5% Scoring Bonus - Eliminating your Blood Enemy before you enter
the Modern Age.
0% Penalty - If at least six of your original eight rivals survive
to game's end.
-5% Penalty - For EACH civ eliminated after the second. (Less than
six rivals left.)
-15% Penalty - If your Blood Brother is eliminated from the game.
-25% Penalty - Failure to eliminate your Blood Enemy by game's end.
-40% Penalty - Failure to achieve Time Victory at 2050 AD. Incomplete
games are eligible for scoring but will incur this penalty. (You
may intentionally retire if things go badly and you anticipate losing
more score than this.)
Nuclear
War Penalty:
-5% Penalty - If you ever use Nuclear Weapons.
-1% Penalty - For EACH of your cities hit with a Nuclear Weapon.
Destroyed
Wonders Penalty:
-1% Penalty - Each great wonder destroyed by any of your rivals.
-2% Penalty - Each great wonder destroyed by you.
Corporate
Greed Penalty:
0% Penalty - Each branch of your Primary Corporation.
0% Penalty - Up to 20 non-HQ branches of any other Corporations
(total).
-0.5% Penalty - Each non-HQ branch of any other Corporation beyond
20 at
the end of the game..
BLOOD
FEUD:
* You
may only have one Blood Enemy.
* Only
civs who commit war crimes can become your Blood Enemy. War crimes:
1) Declaring war on you for any reason.
2) Any civ who eliminates another civ from the game (the one who
delivers the death blow). If you do not have a proper message, guesswork
with reasonable evidence is OK. Example: Suppose England is eliminated
before you ever contact them, but you discover London city to be
owned by the French. That's good evidence that France did it.
* You
may choose your Blood Enemy at any point prior to entering the Future
Age.
* You
do not have to have a Blood Enemy if you do not want one. You must
decide before your civ reaches the Future Age.
* If
no war crimes are committed by anybody before you enter the Future
Age, you will not have a Blood Enemy.
* The
first civ to capture any of your cities automatically becomes your
Blood Enemy. If you let a city be captured or razed, you lose the
ability to choose who will be your Blood Enemy.
* If
you have already chosen an eligible Blood Enemy, further provocations
by other rivals will not matter. You only get one Blood Enemy.
DEFENSIVE WAR:
You
cannot control who will decide to declare war on you. There are
no penalties associated with defending yourself. You may freely
attack the units of any civ who has declared war on you, so long
as you are within friendly or neutral territory. (Open Borders with
a third party is neutral territory.) If you attack any enemy unit
(land or sea) inside their borders, that is considered an invasion.
If you bombard units or improvements inside enemy borders, or capture
an
empty undefended city, that is considered an invasion. Espionage
missions undertaken in foreign territory other than Steal Technology
are considered an invasion for scoring purposes. Cultural flips
are not and passive spy movements are not. Barbarians are always
fair game and never count as an invasion.
Aggression
Penalties apply only once per civ, so once you have invaded a particular
civilization, you have suffered the maximum penalty and are free
to invade and attack that civ as often as you like with no additional
penalty other than that incurred if the target civ is eliminated
from the game (by anybody).
Exempt
from the "invasion" rule is recapturing any city that
you previously owned but lost by force, as those are rightfully
YOUR lands, to take back what belonged to you. This exemption is
limited to the immediate area around the target city you intend
to liberate, and does not include a city you lost to cultural flip
(that was rightfully earned by the recipient.)
BLOOD BROTHER:
* You
may only have one Blood Brother.
* When
at war with your Blood Enemy, you may pay one (only one) other civ
to declare war, to come to your aid. That civ becomes your permanent
Blood Brother.
* You
may never invade your Blood Brother, even if he later attacks you.
Any cities lost to your Blood Brother in combat are gone for keeps,
so keep him happy if you can.
* Once
you have a Blood Brother, you may declare war against any civ with
whom he is ALREADY AT WAR. While in a mutual war alongside your
Blood Brother, you are allowed to attack enemy units (even workers)
anywhere on the map except inside enemy cities, and you are allowed
to pillage enemy resources (including spy sabotage), WITHOUT these
actions being considered as "invasion". You are also allowed
to pillage or sabotage any tiles under enemy cultural control directly
adjacent to your Blood Brother's territory (his border with the
enemy, if any). Anything beyond these defensive moves to aid your
Blood Brother is still allowed (any warring is allowed) but will
count toward invasion penalties in your score.
* Once
either you or Blood Brother signs peace, normal "invasion rules"
will apply once again. (If you don't also sign peace yourself, you
must withdraw your units from enemy territory without further attacking,
or that will count as an invasion.)
CORPORATION OVERUSE:
* Just
as the Civ 3 rules needed to prevent strategic collapse into militarism,
the Civ 4 BTS rules need to prevent collapse of economic strategy
into corporatism. This game isn't meant to devolve into maxing out
corporate production in every city.
* You
may pick any one corporation as your Primary Corporation and use
it without restriction. Other than your Primary Corporation, you
have a grace amount of any 20 corporate branches total (and HQ branches
do not count towards this.) Beyond that, there is a score penalty
of 0.5% for each extra corporate branch in your cities. This allows
limited strategic use of secondary corporations.
* The
penalty includes branches of AI-founded corporations. This is necessary
to close the loophole of allowing an AI to spread a lucrative corporation
to your cities, or even directly spreading an AI-owned corporation
yourself. Since HQs are freebies, the player is encouraged to found
them and keep them out of AI hands. (Corporate HQs will almost act
as extra national wonders, providing another element of economic
tactics to play with.)
* The
penalty includes inactive branches. (You can't dodge it by switching
to State Property in 2049 AD.)
SCORING
EXAMPLE ONE:
1000
tiles controlled.
+20 pts for Great Lighthouse self-built.
+8 points for four rivals Polite.
+9 points for three massive cities.
+8 points for two Legendary cities.
+20 points for four future tech.
Subtotal: 1065 pts.
+5%
eliminating Blood Enemy during Industrial Age.
-10% only four rivals left at game's end.
-1% Colossus destroyed in a war.
Subtotal: -6% penalty.
1065
x 94% = 1001 Points.
SCORING EXAMPLE TWO:
2788
tiles controlled.
+70 pts for self-built Temple of Artemis.
+30 pts for self-built Hanging Gardens.
+50 pts for ten future tech.
Subtotal: 2938 pts.
+5%
eliminating Blood Enemy during Industrial Age.
-15% for invading someone other than Blood Enemy.
-50% for invading five other civilizations.
-15% for Blood Brother eliminated.
-25% for having only one rival left alive.
Subtotal: -100% penalty!
2938
x 0% = ZERO POINTS!
SCORING EXAMPLE THREE:
2000
tiles controlled.
+30 pts for Hanging Gardens self-built.
+10 points for five rivals Polite.
+30 points for ten massive cities.
+20 points for five Legendary cities.
+35 points for seven future tech.
Subtotal: 2125 pts.
-15%
for invading someone other than Blood Enemy.
-10% for invading one other civ.
-7% for having seven cities nuked by the AI's.
-3% for having 26 non-HQ branches of corporations other than your
primary corp.
-5% for only five rivals left at game's end.
Subtotal: -40% penalty
2125
x 60% = 1275 pts.
REPORTING:
To
qualify for scoring, you must report your total land tile count
at game's end. To get this figure, check F9 on the final turn and
record the Land Area statistic. Each tile covers 1000 square km,
so lop off the last three zeros and you have your Tile Count.
You
should count your extra scoring (future tech, size 36+ cities, etc)
for an accurate score, but this is optional if you don't want to
do it. Your score will suffer slightly if you do not.
You
must report who, if anybody, was your Blood Enemy and give some
accounting of what they did to deserve your enmity.
You
must report who, if anybody, was your Blood Brother, and the general
shape of major events in this relationship. More detail is better,
but at least some is required.
You
must report how many civs remain alive at game's end, and how many
(besides your Blood Enemy) that you invaded during the game.
You
must record and report how many of your cities get nuked. Each city
counts only once, even if a certain city is nuked several times.
You
must report the total of corporate non-HQ branches within your cities,
other than your primary corporation. The easiest way to do this
is to screenshot the F1 or Shift-F7 screens and count the corporation
icons. If you're in Mercantilism or State Property, you'll have
to reload your final save and switch civics in order to count them.
You
must check F9 for wonders. With the UN and AP disabled, there are
46 wonders (including shrines and HQs.) If any have been destroyed,
you must report this.
Would
be helpful if you do your own math to arrive at your final score,
but someone else will take care of that if it's a problem for you.
STRATEGY:
Be
warned that the huge amount of land will spawn heavy barbarian activity.
Prioritize strategic resources, and have patience when you expand
- this is a long game!
Those
who make too much war and those who make too little will both fare
poorly in the scoring. Epics players as a group have little experience
with playing all the way to 2050AD. Even GOTM milkers are used to
reaching "domination threshold" early and riding the rest
of the way in full control. Has anybody ever gone all the way to
the end of the modern age with active, uncowed rivals running unchecked?
What will a post-modern defensive war actually play like? The scoring
for Pax Americana will reward those who maintain peace with most
of their rivals over the long haul. How to best balance the competing
interests is something you will have to sort out on the fly. Nobody
has tried anything quite like this before. Here's hoping the scoring
options keep it interesting even into the late game. There should
be something for everybody here.
Vassal
States are disabled to avoid cumbersome rules scenarios involving
Blood Enemy and Blood Brother. With domination and conquest off
the table, they shouldn't be missed. Note that this means that colony
vassals cannot be spawned and that island cities do not charge maintenance
for colonial expenses.
There
does exist a loophole that you can declare war against a civ and
allow them to capture a city from you, in order to make them your
Blood Enemy. This loophole existed in the original version. It is
not illegal, but will be greatly frowned upon unless you have a
really good reason.
To
prevent AI corporate spread to you, the easy answer is to adopt
Mercantilism. It is Roosevelt's favorite civic. You may find this
necessary to stay within the scoring grace buffer if an AI gets
a corporation and starts spreading it to you. Other solutions include
closing borders or adopting State Property or even conquering the
offending HQ (the AI doesn't spread foreign corps.) And if you go
conquering incorporated cities, you may want to raze them, or buy
them out with your primary corp if possible.
REMINDER:
Copy and paste these rules to a file on your system so you can refer
to them without having to log on, and in case the RB site is down
at any point, you won't be stuck. Also be sure to keep a copy of
your final save from 2049AD, in case any questions arise.
Closing Day: Monday, March 16. Scoring summaries due on March
16 or 17. Time extended on full reports until March 22, to give
more time to report in detail on this behemoth.
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Epic Twenty-four!
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