Humanophage
Arcane
- Joined
- Dec 20, 2005
- Messages
- 5,088
Follow the Romany patteran
North where the blue bergs sail,
And the bows are grey with the frozen spray,
And the masts are shod with mail.
- R. Kipling
Table of Contents
CHAPTER 0 - Introduction: Creation. Dramatis Personae. Technical Information. Links.
CHAPTER 1 - Turn 1: Rome's Foundation. Reviewing the Location. Technology and Units. Other Players.
[to be continued]
Creation
Description of who plays the game and what choices they have.
There are seven races in the world. The oldest songs of the Chosen Nation tell of a time when God became overflown with romanipen; He became overflown with creativity. This feeling is familiar to any true Gypsy. God played great melodies to his angels on his guitar, and the angels answered with their trumpets. He danced with bears till all bears in the world collapsed from exhaustion. Then the Joyful Jewish God decided to create diverse people and bestow talents upon them, so that they would sing and dance, like himself, and interact with each other in amusing ways, such as pickpocketing or hypnosis. He took up his tinsmith's tools, and began the creation.
He created seven National Spirits, who would control civilizations till the end of days, ensuring that each civilization was like a living, breathing organism:
- Zanth the Physicist
- Peter the Obscure
- Caesarski the Man-Eater
- Valery the Economist
- Snork the Lawyer
- MYKI the Orientalist
- Y'Berion the Political Scientist
- the Dutch
- the Celtic Cultists
- the Romani
- the Koreans
- the Persians
- the Russians
- the Amerindian Moomins
- the Turks
- the Holy Romans
Dramatis Personae
Finalised descriptions of participants, such as who picked what civilization and what are my expectations of them.
XP = experience at playing CIV4, Eff = effort they spend on the game, Off = offensive capabilities, Def = defensive capabilities, Nav = naval expansion potential, Exp = overall expansion potential, Fin = financial and scientific potential.
(Willem van Oranje: Financial, Creative)
1. Zanth went for the Dutch, for he was greedy. He naively hoped to grow rich through hard labour and trade. Yet the Dutch were feeble. As far as war goes, they could only build good ships. Their only idea of a special building was a special dam that, Zanth hoped, would bring even greater riches. The rest of the Spirits were amazed at Zanth's choice, for it meant he could do little in the way of combat. Zanth is, perhaps, the most active participant, willing to invest much time into diplomacy and planning.
(Cyrus the Great: Charismatic, Imperialistic)
2. MYKI went for Persians, lured by the Nordic countenance of the charismatic Cyrus. He was hoping to use the Immortals to defeat his opponents early on, or at least to defend himself. Furthermore, he was in love with the Persian civilization. Secretive, mercurial, a true man of the Orient, MYKI kept his motives a mystery to other Spirits. The Persians came to regard him as Angra Mainyu, the destructive spirit.
(Wang Kon: Financial, Protective)
3. Valery went for Koreans, as he hoped to grow in peace far away from other Spirits. Like Zanth, he felt the Korean's propensity for hard labour would bring him success. He was also placing much hope on the Korean fondness for education and its Seowons. It was clear he planned to become a scientific leader.
(Julius Caesar: Imperialistic, Organized)
4. Only the blessed Caesarski, God's Chosen Spirit, went for the Roma. He knew that true joy could only be found in the labour of others. The silly Dutch could be rich, but they didn't know how to transform those riches into joy. It was the divine mission of the Gypsies to take the riches generated by the sullen, sad peoples, to support the creative Bohemian lifestyle. Furthermore, Caesarski knew that the remaining Spirits were dangerous and malign, and he couldn't let them use the mighty Roma to evil ends. He was hoping to use the Gypsy Praetorians for an early expansion.
(Peter the Great: Philosophical, Expansive)
5. Peter went for the Russians, for their leader was Peter also. Such was the vanity of the ponderous Peter. Notable for its capability to rapidly expand, Russia was clearly an aggressive state hoping to steal the lands of other civilizations. It was doubtful that Peter chose this civilization because of its mighty scientists rather than this expansionism. The slowest participant, always taking his turn last.
(Boadicea: Aggressive, Charismatic)
6. The dreaded Y'Berion chose the Celtic Cultists, a powerful sect boosted by drugs and esoteric philosophies. Y'Berion was a dangerous Spirit, as he was willing to study the theory of civilizational management at internet forums. He was also willing to spend much time with Excel to build cunning schemes. It was clear that he was intent on world domination, hoping to capitalise on the extremely powerful Gallic Warriors, who would get multiple combat upgrades straight upon being created.
(Sitting Bull: Philosophical, Protective)
7. The final spirit to make his choice was Snork, who was blessed with much experience, easily exceeding in skill the rest of the spirits. He went for the Amerindian Moomins, because of their extraordinarily powerful archers, which would prove an asset in defence. The lack of other philosophical leaders meant that he would focus on producing Great Men. His reports are rumoured to be extremely detailed, and he wrote lengthy messages to other Spirits.
The Turks and the Holy Romans were discarded by God. Rumour has it that the Turks were turned into wolves, while the Holy Romans were turned into crabs. The latter crustaceans, so abundant in the Gypsy Sea, are therefore admired for their tragic history. Many romantic Roma songs deal with crabs. It is said that crabs will turn into humans if you speak to them in the lost tongue of the Germans.
Technical information
Description of technical information, such as what options we are using. Might be updated.
This is a PitBoss Multiplayer game of Civilization 4: Beyond the Sword. It progresses at the speed of one turn per day. Players have plenty of time for diplomacy, strategy, and spreadsheets.
We have seven players and play on a medium-sized map, with no AIs, using K-Mod. There are additional limits on technology trading; we can't trade tech over a certain limit. There are also some rules against double movement pertaining to wars.
We have seven players and play on a medium-sized map, with no AIs, using K-Mod. There are additional limits on technology trading; we can't trade tech over a certain limit. There are also some rules against double movement pertaining to wars.
Links
Useful links, such as Civ4 guides, other Pitboss games, etc. Will be updated.
http://realmsbeyond.net/forums/ - other Pitboss games
http://www.civfanatics.com/civ4/info/ - information on Civ4 game concepts
http://realmsbeyond.net/civ/ - in-depth information on Civ4
http://www.civfanatics.com/civ4/info/ - information on Civ4 game concepts
http://realmsbeyond.net/civ/ - in-depth information on Civ4