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RB32 Idea

Kodii Wrote:Oh, and even though our units can't leave our borders, it doesn't mean we can't attack cities that are beside our borders, does it? wink If not, this game could definitely work.

I suggest we follow the same rule as RB29 in that units cannot leave the borders, but can knock out enemy garrisons in cities that are bordering our lands.

I'm not sure about that, as technically speaking, we have to leave our borders in order to attack the cities. Besides, in my own culture games I've flipped size 10 and 12 cities with at least five and six units in them before. One was even a holy city.

I'm also wondering if we allow it as you mention, we're only making it too easy. We've seen in other games it can be done, so I'd rather not follow exactly in their footsteps. Plus, we can always use weak units to persuade them to exit their city.

What is everyone else's opinion on whether we should allow units to attacks cities outside of our borders from within our borders?

Monarch sounds like a good level.
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Methos Wrote:I'm not sure about that, as technically speaking, we have to leave our borders in order to attack the cities. Besides, in my own culture games I've flipped size 10 and 12 cities with at least five and six units in them before. One was even a holy city.

I'm also wondering if we allow it as you mention, we're only making it too easy. We've seen in other games it can be done, so I'd rather not follow exactly in their footsteps. Plus, we can always use weak units to persuade them to exit their city.

What is everyone else's opinion on whether we should allow units to attacks cities outside of our borders from within our borders?

Lets's stick with the strict variant rather than the loose.
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rules lawyering that might come up later. btw, is there a spoiler-box-type option on this forum? i didn't find one in the faq or its vB code link, and the CFC one doesn't work. this post is sunrise-safe smile

"Military units cannot leave our cultural borders. The only exception to this is when escorting a settler to its designated settle site."

which units are non-military? i think settlers/workers/missionaries/great people are obvious, right?

- caravels to carry missionaries/GMs/make maps. the game lets them enter without OB in peacetime, are they special/non-military in that way for you too?

- spies. per game rules, they can also enter enemy territory in peacetime without OB. are they non-military or kinda-special in your variant? if so, what uses are okay? only gathering intelligence by looking at the enemy city to see finances/research? sabotage of production, tiles, stealing military plans, those might be different. having no ability to sabotage tile improvements is an enormous jump in difficulty during a war, but you want a challenge *giggle*.

- bombers/fighters. these are military units, no doubt. it's perhaps maybe theoretically hypothetically possible that in another game i saw, someone without even thinking about it used a bomber or two to destroy tile improvements within someone else's borders, since it's such a habit and it didn't trigger the "this is an attack" switch in his head. this is all hypothetical of course. so when/if you get to that stage, give yourselves a mental reminder (and i'll try to remind you too). same might come up with subs, they're like spies and can enter without OB, but they look military to me.

@Methos: "Hopefully you're correct in your statement about not being 100% quiet. Lol!" just look at this post, and we didn't need any clues in the first place! hahahahaha.

and please tell me you're not using the random map option. i know you're crazy, but ...
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I don't have time to create a start right now, but I will after work. So might as well nail down the final settings before I do. Here's what I'm currently thinking.

Quote:Civ4 Version: Warlords
Victory Condition: Domination
Team Civ: Mao (China) [Expansive/Protective] The UU works great with the protective trait and our variant.
Opponents: Random. Might as well make things interesting.
# of Opponents: I'm considering using the max# per the HoF Rules for a standard map (10), as it'll lower the land % required and give us more options.
Game Speed: Either normal or epic. Normal more than likely, so the game doesn't drag out too long.
Map Size: Standard
Map Type: I'm thinking any one-piece land map will do. I like Inland Sea maps, but I'm afraid that would impede us too much. Pangaea would work well, as we'd have any direction to go in (land permitting). Due to the HoF I'm a little tired of great plains/highlands maps. Unless anyone else has a good idea, I'd say we go with pangaea.
Variant Rules:
  • Can never declare war, therefore can never sign DP or PA.
  • Military units cannot leave our cultural borders. The only exception to this is when escorting a settler to its designated settle site.
  • We cannot attack across our borders. In other words, we cannot attack a city that is adjacent to our borders.
  • Must win through domination.

Unless anyone says different, I'll go with the above setting when I create our start. When I do, I'll create a thread at CFC and link to it here, plus I'll ask for a few more players. I'm thinking five or six total. Kodii, is that your username at CFC? Just want to be sure that I have the roster correct.

Roster:
  • Methos
  • Kodii
  • Bede
  • KMadCandy Official Lurker

@KMadCandy: Good observation. I'm thinking scouts/explorer types are non-military and therefore can leave our borders. I'd say naval military units also have to stay inside our borders, but exploratoy ships don't. Spies are allowed outside the borders, as they would do us no good within. Besides, it fits with our, what appears to be, paranoid nature. lol
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Yes, it is.

Is Domination the only enabled victory condition?

I would go with normal speed and Pangaea.
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I've created our game thread "RBW4 - It's a scary world out there".
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