Sponsor: Bihary
Opening Date: Monday, May 24, 2004
Duration: Four weeks Civilization:
English Difficulty: Emperor Map size: Standard, randomly generated
Opponents: Spain, Turkey (Ottomans), Italy (Rome), Prussia (Germany), Netherlands,
Russia, France Land: Pangaea, 30% land, temperate, average age, average humidity
Barbarians: Roaming Victory: All enabled, diplomatic preferred Version:
Conquests 1.15 Cultural link and respawn off ![](images/rbciv-epic41-english-start.jpg)
Scenario
concept: How much of the balance of power in Conquests is under player control?
Let's find out! In this scenario, the player will try to maintain equilibrium
between the competing civilizations, their own included, throughout the game.
Success will come from helping the weak, and containing the strong; by continuous,
careful use, and redistribution, rather than accumulation, of power and potential
resources. England's
history is the prototype for seeking the balance of power in the old continent,
securing a safe, and sometimes dominating, position in Europe. 1588
- Queen Elizabeth does not hesitate to ally with pirates to fend off her rival
of the seas, the invincible Spanish Armada. 1805
- In the Battle of Trafalgar, the English admiral Horatio Nelson defeats the French-Spanish
fleet. This victory shatters Napoleon's dreams of invading England and speeds
up unified resistance against French domination in the continent. 1854
- To protect the warm seas from the Russian bear, England supports Turkey in the
Crimean War. 1904
- The pact Entente Cordiale paves the way for Anglo-French diplomatic and military
cooperation against the emerging power of Germany before and during World War
I. 1915
- Italy, a former ally of Germany and Austria, is persuaded to join World War
I on the side of England and France. 1941
- "If Hitler invaded hell I would make at least a favorable reference to
the devil in the House of Commons," says Winston Churchill. He then comes
pretty close to his word, making an alliance with the Soviet Union to contain
and eventually defeat Germany in World War II. 1946
- "From Stettin in the Baltic to Trieste in the Adriatic an iron curtain
has descended across the Continent," says the same Churchill, soliciting
Pan-Atlantic cooperation against Soviet dominance in Europe. ![](images/layout/Divider.jpg)
Variant
Rules *
No self-destruction! No gifting cities, no starving if avoidable, no population
decrease by building token settlers or workers. No disbanding of military and
non-military units. *
Build wisely! You may not disband units, and you may not merge settlers
or workers into a city. *
Blockades: When
you are inside another civ's borders, you may not completely block access to a
city or resource, unless you are at war with all civs that are at war with the
civ whose land you are blockading. As
long as you have RoP with another civ, you are welcome to build roads or perform
other helpful actions. However, keep the "Resource Piracy" exploit in
mind! You may not keep a unit on a resource to prevent another civilization from
connecting that resource, unless you're in neutral territory or at war with that
civ! Feel free to connect any and all resources, though. ![](images/layout/Divider.jpg)
Scoring:
The base score is based upon the distance in game score between the leading and
the trailing civilizations. Each
time you enter a new age (middle, industrial, and modern), and at the end of the
game, you may earn scenario points. On the first turn of a new age, record the
game score of the eight competing civilizations (your own included). Civilizations
not yet contacted, and those that have been eliminated, are considered to have
a score of zero. Take the average of the four highest scoring civilizations (yourself
included if among the highest four), and the average of the four lowest scoring
civilizations (yourself included if among the lowest four). Divide the low average
by the high average, this is the balance ratio you achieved for the previous age.
Multiply the balance ratio with 20 for the Ancient/ Middle Ages, and with 30 for
the Industrial/ Modern Ages (rounding to the closest integer). The result is the
number of scenario points you earned for the previous age. Example:
You just started the middle ages. The top four civs are Italy with 850, Turkey
with 820, France with 780, and Netherlands with 750, for an average high score
of 800. The four trailing civs are England with 500, Prussia with 600, Spain with
600, and Russia with 700, for an average low score of 600. 600/800=0.75. Multiply
0.75 by 20 for a total of 15 scenario points for the Ancient Age. Repeat
this process to determine scenario points at the beginning of the Industrial and
Modern Ages, and at the end of the game. If your game ends before the Modern Age,
use your final game score for the remaining age(s). For
verification purposes, keep a copy of your game's save file at the start of each
new age and at the end of the game. Do not use the "interturn" score
except for your game-end calculation, so that you will be able to save at the
time you are calculating points. At
the end of the game, it is the unmodified raw score that should be taken into
account, not the final score with the bonuses. You
can also earn bonus points, which are added to your total score. Diplomatic
victory: +20 points Cultural victory: +15 points Space victory: +5 points
Any defeat or retirement: -20 points (You do not earn scenario points for Ages
you have not started, if losing. Losing control of the game gives the other powers,
not England, the ability to control the balance of power!) Honorable
game (no "dastardly" tactics): +10 points Ties,
if any, will be broken by fastest finish date.
Closing
date: Monday, June 21, 2004. Reports due June 21 or 22.
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