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Andemagne is offline Andemagne
King
Rovaniemi, Lappland, Finland
Dec 1999
time: 07:35
Talking  Old Post 11-04-2004 17:50
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Pacifist Challenge Browse Apolyton AD-FREE

mmmoh!

I borrowed my "Civ2UCC backup copy disc" to my neighbour (who happens to be a hippie pacifist) on the other day and he came up with this idea.

win the game with out building any military units. diplos, spy, caravans, settlers are ok. if you get military from huts you have to dispand them immediately. same goes if you bribe enemy units. my friend said he managed to win, not on the first try, but anyway.


so you ready to take up the challenge?

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 11-04-2004 21:44
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Sounds like a loose variation of the Early Landing concept. No units for martial law in the very beginning will be a happiness concern. Probably need to go early Republic.

Do you have a starting map for the "Challenge"??

Monk

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 11-04-2004 22:03 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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My guess is you need an archipelago map - and play super isolationist - not my type of game I fear

Stu

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 11-04-2004 22:15
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You are probably, right. No crooks, no clads, no fun. But, you COULD try a conquest game using only dips and spies...

Monk

Cyrion is offline Cyrion
King
Caught somewhere in time
Jan 2002
time: 06:35
  Old Post 12-04-2004 02:15
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quote:
Originally posted by Scouse Gits
not my type of game I fear


I don't know why, but I thought about you as soon as I saw the proposal, and my guess about your reaction wasn't too far from reality!

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 12-04-2004 23:10
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I've played "no war" challenges a few times, but never as strict as this. Building military units for defense only (or martial law), no attacking other civs or barbs (even if they are "comin' to git ya"), bribery permitted (but no sabotage or poison). This sounds a little more difficult, especially at start as Monk has predicted. Post a setup, and set a LONG deadline...

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:35
  Old Post 13-04-2004 00:51
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I posted a similar game over at Cfc some time ago (No boats.) Playing with no military units would be about the same -- writing becomes the second tech researched and then one goes to early republic vs. monarchy. Stay home on the small island (expand to fill it of course) & fly away.

In the no boats game I played, I posted a picture just before Apollo (I decided not to trade for maps to heighten the drama.)

It was a very quiet, peaceful undertaking.

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 13-04-2004 02:16
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Yeah, guess we couldn't make Trireme or Caravel either - have to wait for Galleons...

Andemagne is offline Andemagne
King
Rovaniemi, Lappland, Finland
Dec 1999
time: 07:35
Talking  Old Post 20-06-2004 15:55
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Got spare money?

no starting map or setting, use any map you find.

and yes, you can build tiremes and caravels, just don't use them for attack or defence.


good luck

okosling is offline okosling
Settler

Sep 2003
time: 06:35
  Old Post 23-06-2004 16:44
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So triremes can be used for ‘martial law’ purposes to some extent.

Settlers can be quite good defenders as they have twice as many hit points as most early military units, especially on rough terrain.

Cities can be built on hills (still a fairly decent 2 food & 1 shield) for defensive benefits and another good one is a forest square with a river running through it, although such squares are rather rare.

-Jrabbit is offline -Jrabbit
Emperor
of the Electronic Egyptians
Feb 2002
time: 23:35
  Old Post 23-06-2004 17:04
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quote:
Originally posted by okosling
So triremes can be used for ‘martial law’ purposes to some extent.


If they can be used for martial law, they are de facto being used for defense...

quote:
...another good one is a forest square with a river running through it, although such squares are rather rare.


Depends on your settings. Older, smaller worlds get more IIRC.

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:35
  Old Post 24-06-2004 01:04
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Lesson learned from our D+ succession games (elsewhere) -- militia not required.

City stays in disorder, but the food continues to fill the box; once at size 2, hire an elvis -- less food, but now other things can be enjoyed, such as an arrow or few & same with shields.

Although Republic looks attractive, the same above strategy can carry the day with Monarchy.

(Thus Triremes and Caravels should only be used for transport services.)

Strategic goals are to get writing and trade ASAP; Fill the rock ASAP; get to advanced governments... well as soon as practical.

Barbs land -- buy back & accept damage.

Winning by spaceship would be rather straight forward -- to win by conquest, one would need to overcome the challenge of emptying out the capital (maybe enough engineers dieing and a final enginner entering the now empty city would work -- but I haven't tried that, so I don't know.)

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 24-06-2004 01:18
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Doesn't the Republic fall if a city is in disorder for a few turns? I don't remember how that works. Seems like CerBur and Myst would be secondary goals after govmt and Trade, and Oracle could be of use too. A modified Early Landing strategy, rushing to Galleons for overseas trade. Kind of awkward, but doable.

Andemagne is offline Andemagne
King
Rovaniemi, Lappland, Finland
Dec 1999
time: 07:35
  Old Post 24-06-2004 02:59
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quote:
Originally posted by okosling
So triremes can be used for ‘martial law’ purposes to some extent.


no. they can be used for exploration and transport.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:35
  Old Post 24-06-2004 12:58
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quote:
Originally posted by Old n Slow
Winning by spaceship would be rather straight forward -- to win by conquest, one would need to overcome the challenge of emptying out the capital (maybe enough engineers dieing and a final enginner entering the now empty city would work -- but I haven't tried that, so I don't know.)


I don't get this at all. Engineers are non-combat units so how could you make them die against an enemy capital?

Even if you set up the engineers outside the city in a mountain fortress, then that is no guarantee that you could tempt all of the enemy units out of the city, or that you could prevent them from healing themselves in a barracks after killing a few engineers. It would take forever to take just one city with this method.

okosling is offline okosling
Settler

Sep 2003
time: 06:35
  Old Post 24-06-2004 14:12
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When I am using ships for transport in the most efficient way I can (without any thought to the martial law aspect, if I already have enough warriors etc for that), they quite often end their turn in a city, for an efficient pick-up of something else which will be completed or arrive in the city next turn. To move a unit from land to a ship costs one move point and any unused move points are lost, but if a pick-up is inside a city, the unit can move off the ship somewhere else on the same turn. Of course, when a ship ends its turn in a city, there will be a martial law effect, whether I want it or not.

Are you saying, then, that it is not permitted for a ship to end its turn in a city because it will give a martial law effect, even though that may not have been the reason for the ship being there?

Also, I take it that nothing in a pacifist game prohibits running away, and a city may well be the best place for a ship to run to. That would also not be allowed?

okosling is offline okosling
Settler

Sep 2003
time: 06:35
  Old Post 24-06-2004 15:34
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How about an alternative pacifist set of rules:
- No attacking allowed in any circumstances
- No pillaging allowed
- Ceasefire/Peace offers must always be accepted
- No air units allowed
- No sea units allowed except triremes, caravels, galleons, transports
- No other military units with attack strength greater than defence strength, except horsemen for exploring before diplomats or explorers are available, and riflemen which are needed for defence
- Any forbidden military unit acquired from a hut has to be disbanded
- Military units not allowed to enter a known city radius of a foreign city
- Military units which inadvertently enter must withdraw asap
- Dips/spies not allowed to do anything which damages reputation
- Not allowed to build a city in a known city radius of a foreign city
- Not allowed to build STWA or barracks

This is stricter than the original proposal in some respects and less strict in others.

duke o' york is offline duke o' york

Emperor

Oct 2001
time: 05:35
  Old Post 24-06-2004 16:36
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No, if you get horsemen from a hut, they too have to be disbanded. Explore with warriors if you really want to do this properly.

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 25-06-2004 00:06
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okosling: The original proposal was "no military units whatsoever". The caveat we were debating was an exception for Tri&Car ships before Magnetism. Yours is stricter in other areas (Wonders, improvements, diplomacy) but loosens the original idea.

Duke: no Warriors either...

Old n Slow is offline Old n Slow
Prince
Vienna, VA
Jun 2002
time: 00:35
  Old Post 25-06-2004 01:01
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Elephant -- check some of TimtheEnchanter's early comments in our D+3 games -- only Democracy collapses with cities in extended disorder.

Duke -- you're right -- suckering the AI to empty out their capital is truly iffy -- hence my thoughts that conquest would be difficult. I've seen the AI use Warriors as offensive units, but rarely have I seen them attack with Phalanxes, Pikemen, Muskets, rifles or Alpines.

We could use Explorers to enter empty cities (so we'd better make a bunch before they fade away.)

Best plan would be to set up barb farms -- have the barbs take out the enemy capitals, they buy, buy, buy.

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 25-06-2004 10:47
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Empty cities can be "taken" by settler/engineer by walking in. Getting the cities to empty will be the hard part.

Monk

Elephant is offline Elephant
Prince
Phila PA
Aug 2002
time: 00:35
  Old Post 30-06-2004 01:34
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"Serious Pacifist" Rules Suggestion:

- Must transition from Despotism to Republic at earliest OEDO opportunity (ie first researched techs must be toward Republic, off-techs toward Trade); only other government permitted is Democracy (or Anarchy);
- No building of any military unit (defined as Attack strength > 0) or Barracks; any Barb or AI military unit bribed must be disbanded immediately, except those within friendly city radius which can be walked or sailed into city for disbanding;
- No building of SunTzuWarAcademy, KingRichCrusade, or ManhattanProject;
- No attacking of AI or Barb units;
- AI CeaseFire or Peace offers must be accepted;
- No research of "War Techs": AmphibWar, Chivalry, CombinedArms, Conscription, Feudalism, GuerillaWar, IronWork, Leadership, MobileWar, PolyTheism, Stealth, Tactics, WarCode (although these may be traded for or gained via Huts); also no research of the other 3 governments;
- No pillaging terrain improvements or blocking AI cities from working a tile;
- No planting nukes, poisoning water supply, sabotage (cities or units), stealing techs, or inciting city revolts (expelling AI dip/spy OK);
- No demanding tribute or "badgering" AI civs (demanding they remove a unit when no units are in city radii; blocking their internal RD/RR with camel/truck; leaving "sacrificial" camel/truck units near their cities to invite suprise attack, etc).
- Win by spaceship.

For greater difficulty, the start could be on a single large continent with all 7 civs.
For lesser difficulty, military units with Attack<=Defense could be permitted, except modern naval units. They would NEVER be allowed to attack anything, just defend. Martial law could be used in Despotism only.

ERKERK is offline ERKERK
Settler

May 2004
time: 05:35
  Old Post 09-07-2004 03:05
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These ideas all sound neat, but what I would personally find most interesting is something a little simpler, and subtly different: call it...

Bloodless Blood Lust

Rules:
Win by conquest.
Can build no units with attack >0, (including triremes and caravels!)
If any such units are tipped or bribed, they must be disbanded within 1 turn.
Sabotage is ok, but not poison or knicker-nukes (don't care about property, just people).
Bribing is ok, because no one gets hurt.
No other restrictions.

So strategy may seem to be similar to early landing, but the race is to get enough money to buy all the cities. And early trade may be rough before galleons. And happiness concerns would definitely suggest early Rep. Also, dealing with foreigh democracies may be...fun.

Eh... just a thought.

E

debeest is offline debeest
Prince

May 2000
time: 21:35
  Old Post 09-07-2004 05:20
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But you can't bribe capitals, right? How would you deal with that?

debeest is offline debeest
Prince

May 2000
time: 21:35
  Old Post 09-07-2004 05:22
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quote:
Originally posted by Old n Slow
Elephant -- check some of TimtheEnchanter's early comments in our D+3 games -- only Democracy collapses with cities in extended disorder.


I would swear that I have had republics collapse from a second turn of city disorder. Is that just faulty memory?

debeest is offline debeest
Prince

May 2000
time: 21:35
  Old Post 09-07-2004 05:22
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quote:
Originally posted by Old n Slow
Elephant -- check some of TimtheEnchanter's early comments in our D+3 games -- only Democracy collapses with cities in extended disorder.


I would swear that I have had republics collapse from a second turn of city disorder. Is that just faulty memory?

Bloody Monk is offline Bloody Monk

King
austin, tx
May 2001
time: 23:35
  Old Post 09-07-2004 11:05
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My recollection is that the Republic does not fall from having a city in disorder for multiple turns.

The city generates a riot alert along with the Mayor's disappearance turn after turn but the Senate does not collapse like it does if you break a treaty.

Monk

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 09-07-2004 14:57 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Not that Republic is my favourite form of government - but I have never had one collapse for any reason - can they?

Stu

debeest is offline debeest
Prince

May 2000
time: 21:35
  Old Post 09-07-2004 15:39
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Well, I guess you're right. I just checked the manual, FWIW, and it cites collapse under democracy but not under republic. Thanks for setting me straight. So, does that mean you can misbehave any way you want under republic without incurring any penalty other than poor reputation?

Scouse Gits is offline Scouse Gits

Emperor
Liverpool, United Kingdom
Nov 1999
time: 05:35
  Old Post 09-07-2004 21:09 Visit Scouse Gits<br><a href=/members><img src=/forums/images/lifer-icon.gif border=0></a><BR>'s homepage!
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Well ... a qualified yes --- but the damned Senate tends to block all constructive moves ...

Stu

 
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