Let's transfer a few posts from that thread for background.
OK Brf, the challenge is on you to script a scenario that allows Mr.P and the rest of the militarists, to indulge in their favorite past-time - turning the thumb-screws.
What you want? Just one that requires a certain size of army and zero liberty to win?My thoughts on a "militarist" scenario (I'm sure Mr.P will have some too).
1. The infrastructure, population and economy should be more developed than is normal at the start.
2. The primary scoring should be related to the army and police. (a % of the overall population?)
>a. Size of the armed forces would be one factor.
>b. How effective gov't control of the island is would be another.
>c. Number of dead rebels should be worth something. (Also a score for those killed by the gov who were not rebels, or died in prison. Can that be done?)
3. The size of El Prez's Swiss Bank Account is a factor.
4. There should be a main urban area (capital) and several minor urban areas.
...
Oh yeah, one other thing, it should have lots of events both good and bad.
I can count the number of rebels, tell if a particular unit is a rebel and spawn new rebels, but I cannot count how many you have killed.
There is a counter called KilledByEdict, which I assume counts the Eliminations.
I can count the current number of prisoners, but not how many have died.
How "effective" government control is has to be quantified. I am not sure how it would be measured unless it is by counting soldiers and police and crime-safety or something -- maybe subtracting for coups or uprisings or something. I don't think there is a "Average government control" number, although I know you can see the control overlay on the map. oh yeah, there is one called AveStabilityOfPower. I will have to see what is in that.
... Anyway I'll play your Military scenario when it comes up Brf; but it's my least favourite type because all that seems to matter is numbers. If you can have more military than the opposition you win so it's just balancing income against military cost. No tactics involved. So if I want a military type game I play Age of Empires or some such. ...
... Actually, it won't be strictly a military scenerio. You will have to run your economy under a military regime, without Liberty to make them happy. It should take some micro-managing to take care of the troublemakers.
Since this one is so unlike my other ones, it will take a lot of testing to get all the pieces to work.
The requesters also asked for a bunch of scripted events. I have done those before ... so I know how to do them. The trick is think up some appropriate ones -- to create a storyline.
Oh my word!
A Story Line? What will they think of next?