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AU 201: The Quest for Ultimate Power
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Description: Originally created by nbarclay

"You have looked out across the fertile lands that surround you, and you have a dream. You have a dream of building a civilization where people will live in the same homes for generation after generation. You have a dream of discovering new and better ways of doing things, and of building great wonders that will inspire awe in all who see them. You have a dream of conquering any who might oppose you, and of stretching out to be master of all you survey. You have a dream of having the entire world marvel at your people’s art and music and storytelling. In short, you have a dream of Ultimate Power."

The challenge of this game is not merely to dominate militarily, but to dominate in as many ways as you can by as much as you can. Build as many wonders as you can. Gain the biggest scientific and cultural leads you can. Make your people happy, productive, and prosperous. And, yes, conquer anyone who dares to stand in your way, and do so as decisively as you can.

I don't have much experience with scenarios yet, so I hope I did this okay. Here are a few notes about the set-up:

1) I started from a large 80% water map and added land where I needed it to get the set-up I wanted. (It's warm, wet, 5 billion, but I made sure there's sufficient oil.) I'm hoping these parameters work out reasonably well for people with older machines.

2) If I did things right, the rules are modified so that nothing short of transports and destroyers can end a turn in ocean safely, although it is certainly possible to send a captain out on a highly dangerous assignment to brave the treacherous deeps. (Storms here are a whole lot worse than on a wimpy planet like Earth. ) Note also that trans-oceanic trade in strategic and luxury resources begins only with the discovery of Combustion.

3) As discussed on the AU thread, there are six opponents on our home continent, three on a nearby continent, and three that cannot be reached without crossing ocean. As a result, I've rigged things so all 8 luxuries are available to everyone without the need for trans-oceanic trade (although there aren't necessarily enough to go around until some civs are eliminated).

4) If you move from the starting position before settling your first town, you may regret it when the industrial era rolls around. There are certain things that in an ideal world, no Ultimate Power game should be without, if you get my drift.

5) Barbarians are sedentary, but you may still run into a few if you or one of the AIs pops the wrong hut.

6) Although playing as Egypt is recommended, I left open the option of playing as any civ I didn't assign an AI slot to.

7) The starting position is good enough that you ought to be able to play on a hard level (e.g. Emperor for most of us here) and still do extremely well. By the way, I didn't do any tweaking at all to the food situation in our starting area, but I did do a little with strategic resources and access to an extra luxury.

The second file contains the standard rules game.
Added: 06-08-2003 Hits: 94
Version number: 1.0 File Size: 41.0 KB Requirement: 1.29f and higher
Votes: 0 Reviews: 0 Rating: 0.00
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