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Epic Twenty-four - Pax Americana

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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