   
                    STONE AGE SCENARIO BY NICK BALANSKI


SET 80,000 YEARS AGO ON ONE OF THE GIANT CONTINANTS OF EURASIA.

THE GLACIERS & SNOW ARE RETREATING AFTER THE ICE AGE LEAVING FERTILE PLAINS, 

ICY TUNDRA TO THE NORTH ,HILLS AND MOUNTAINS TO THE SOUTH WITH LARGE LAKES EVERY WHERE.

THIS IS A TOTAL WAR SCENARIO.

YOUR TRIBE HAS JUST WANDERED INTO THESE FERTILE PLAINS AND MUST SUBJUGATE THE

OTHER TRIBES TO YOUR BELIEFS.

AS YOU SPEND MOST OF YOUR TIME LOOKING FOR FOOD AND DISCOVERY IS BY TRIAL AND ERA

DISCOVERY IS AT A RATE OF 30/10.

WONDERS LIMITED TO 7 ANCIENT ONES(EFFECT CAN BE CHANGED)

NO SPACESHIPS & AS TECHNOLOGY IS JEALOSLY GUARDED THE ONLY WAY TO CAPTUE IT IS WITH

THE "OUTCASTS" UNIT.

AS THE WOLRD IS NEW EVERYTHING IS IN DARKNESS.

1.TECHNOLOGIES

2. UNITS

3. CITY IMPROVEMENTS

4. WONDERS






1. TECHNOLOGIES


1. FIRE ALLOWS A)UNIT-FIRE HUNTERS
               B)CITY IMPR-FIRE & GRANARY
               C)TECH-ENVY WITH HORSERIDING

2. PATIENCE    A)UNIT-TRADERS
               B)CITY IMPR-MARKET PLACE & BANK
               C)TECH-DIGGING WITH STONEWORKING & STONEWORKING WITH ART

3. ART         A)UNIT-NIL
               B)CITY IMPR-CAVE PAINTING
               C>TECH-STONEWORKING WITH PATIENCE & WOODWORKING

4. WOODWORKING A)UNIT-BOWMAN WITH TANNING & ADV BOWMAN WITH STONEWORKING
               B)CITY IMPR-NIL
               C)TECH-NIL

5. UNDERSTANDING A)UNIT-NIL
                 B)CITY IMPR-FIGHTING SCHOOL
                 C)TECH-MAGIC WITH ENVY & ANIMAL TAMING

6. TANNING     A)UNIT-ADVANCED HUNTERS
               B)CITY IMPR-NIL
               C)TECH-RAFT BUILDING

7. STONEWORKING A)UNIT-ADV BOWMEN WITH WOODWORKING
                B)CITY IMPR-WELL & STONEWALL & SETTLERS CAN FORTIFY BUILD BRIDGES
                C)TECH-DIGGING WITH PATIENCE

8. ANIMAL TAMING A)UNIT-WOLFPACK
                 B)CITY IMPR-NONE
                 C)TECH-HORSE RIDING

9. HORSE RIDING A)UNIT-MOUNTED HUNTERS
                B)CITY IMPR-NIL
                C)TECH-ENVY WITH FIRE

10. RAFT BUILDING A)UNIT-RAFT
                  B)CITY IMPR-DOCK & HARBOUR
                  C)TECH-NIL

11. ENVY        A)UNIT-CANNIBALS & OUTCASTS
                B)CITY IMPR-NIL
                C)TECH-MAGIC WITH UNDERSTANDING & IRON WORKING WITH DIGGING

12. MAGIC       A)UNIT-WITCH DOCTOR
                B)CITY IMPR-SHRINE
                C)TECH-NIL

13. DIGGING     A)UNIT-NIL
                B)CITY IMPR-FLINTMINE
                C)TECH-IRONWORKING WITH ENVY

14. IRON WORKING A)UNIT-WARRIOR 
                 B)CITY IMPR-IRON MINE
                 C)TECH-MOUNTED WARRIORS WITH HORSE RIDING

15. MOUNTED WARRIORS A)UNIT-MOUNTED WARRIORS
                     B)CITY IMPR-NIL
                     C)TECH-WHEEL

16. WHEEL        A)UNIT-CHARIOT(REQUIRES HORSE RIDING & MOUNTED WARRIORS
                 B>CITY IMPR-NIL
                 C)TECH-FUTURE TECH






2.UNITS



1.SETTLERS-SAME OLD SAME OLD


2.HUNTER(1/1/1)-WHAT YOU START WITH
        DESC-MEMBERS OF THE TRIBE WHO USE ROCKS CLUBS ETC FOR DEFENSE

3.ADVANCED HUNTER(4/2/1)-REQUIRES TANNING
        DESC-WITH THE DISCOVERY OF TANNING ALLOWS CRUDE LEATHER SHIELDS AND ARMOUR
             ALSO LEATHER POUCHES TO CARRY MORE SPEARS GIVE MORE FIREPOWER

4.FIRE HUNTER(1/2/1)-REQUIRES FIRE
        DESC-WHEN THE POWER OF FIRE WAS FINALLY HARNASSED IT WAS FOUND THAT A
             FLAMING BRANCH WAS QUITE EFFECTIVE AGAINST ENEMY TRIBES AND ANIMALS.

5.TRADER(0/1/1)-REQUIRES PATIENCE
        DESC-WITH PATIENCE A TRIBE MEMBER COULD TOLERATE THE COMPANY OF ANOTHER
             TRIBE LONG ENOUGH TO BARTER GOODS.

6.RAFT(1/1/3)-REQUIRES RAFT BUILDING
        DESC-WITH THE KNOWLEDGE OF WOODWORKING AND TANNING IT WAS DISCOVERED
             THAT A SMALL FLOATING PLATFORM COULD BE CONSTRUCTED BUT DUE TO LACK
             OF SIZE AND STABILITY IT COULD ONLY CARRY TWO UNITS AND HAD TO END
             A MOVE ALONG SIDE LAND OR EVERYONE WOULD PANIC AND CAPSIZE IT.

7.WOLFPACK(3/1/2)-REQIRES ANIMAL TRAINING
        DESC-SMALL FAST PACKS OF WOLVES WOULD ATTACK WITHOUT HESITATION BUT
             IF ENEMY TRIBE REACTED FAST COULD FEND OFF WITH FIRE GIVING THE
             WOLFPACK FAIRLY POOR DEFENCE.

8.BOWMAN(3/2/1)-REQUIRES WOODWORKING & TANNING
        DESC-A FLURRY OF ARROWS IS AN EFFECTIVE DETERRANT AGAINST MOST UNITS

9.OUTCAST(0/0/2)-REQUIRES ENVY
        DESC-A TRIBE MEMBER WHO FALLS OUT OF FAVOUR IS AN OUTCAST,HE/SHE
             WILL THEN BE REQUIRED TO PERFORM A TASK TO WIN BACK THE
             APPROVAL OF THE TRIBE,OUTCASTS MOVE WITH HASTE KNOWING THAT A PERSON ALONE
             ALONE IN THIS HOSTILE WORLD DOESN'T LAST LONG GIVING THEM EXTRA
             MOVEMENT(PERFORMS TASKS SIMILAR TO DIPLOMATS)

10.MOUNTED HUNTERS(4/2/2)-REQUIRES HORSE RIDING
        DESC-ADVANCED HUNTERS ON HORSE BACK FASTER AND HAVING THE HEIGHT ADVANTAGE

11.ADVANCED BOWMAN(4/4/1)-REQUIRES WOODWORKING,TANNING,&STONEWORKING.
        DESC-BOWMAN WITH FLINT TIPPED ARROWS INFLICTING MORE DAMAGE.


12.CANNIBALS(5/4/1)-REQUIRES ENVY
        DESC-A GROUP OF CANNIBALS INSTILLS A SPECIAL SORT OF FEAR THAT IS HARD TO COMBAT
             THIS FEAR CAN BREAK DOWN THE COHESIAN OF EVEN VETERAN UNITS
             A CANNIBALS BEST ATTACK AND DEFENSE IS FEAR ANY THEY KNOW HOW TO
             EXPLOIT THIS GIVING THEM A GOOD ATTACK/DEFENSE RATIO.

13.WITCHDOCTOR(6/4/1)-REQUIRES MAGIC
        DESC-WHAT SELF RESPECTING TRIBE WOULDN'T HAVE AT LEAST ONE OF THESE
             THE WITCH DOCTOR USES FEAR & MAGIC TO TO INSTILL FEAR,AWE & CONFUSION
             ALSO HAVING THE ABILITY TO APPEAR MAGICALLY BESIDE A UNIT OR CITY
             (PARADROP) BUT IS IN NEED OF HIS OWN TEMPLE AND CAN ONLY "PARADROP"
             10 SQUARES FROM A FRIENDLY CITY.THIS REQUIRES ALOT OF ENERGY AND 
             CONCENTRATION AND LIMITS THE MOVEMENT OF THIS UNIT.

14.WARRIOR(5/5/1)-REQUIRES IRONWORKING
         DESC-ADVANCED FIGHTERS WITH IRON ARMOUR AND WEAPONS GOOD ATTACK/DEFENSE
              BUT WEIGHED DOWN WITH IRON SLOWS MOVEMENT DOWN

15.MOUNTED WARRIOR(8/3/2)-REQUIRES MOUNTED WARRIORS
         DESC-AS ABOVE BUT ON HORSE BACK GIVING MORE MOBILITY AND A HEIGHT ADVANTAGE.

16.CHARIOT(6/6/3)-REQUIRES WHEEL
         DESC-AS ABOVE BUT MORE STABLE ANCIET MECH INF.





3.CITY IMPROVEMENTS


1. CHIEFS HUT-REPLACES PALACE

2. CAVE PAINTING-REPLACE TEMPLE

3. MARKETPLACE-STAYS SAME

4. FIGHTING SCHOOL-REPLACES BARRACKS(OBSOLETE WITH MAGIC THEN IRON WORKING)

5. GRANARY-STAYS SAME

6. STONE WALL-REPLACE CITY WALL(NO MAINTENANCE REQUIRED)

7. CITY FIRE-UNIQUE CITY DEFENCE( REQUIRES MAINTENANCE)

8. WELL-REPLACES AQUEDUCT

9. SHRINE-REPLACES COLLASEUM

10. BANK-STAYS SAME

11. FLINT MINE-REPLACES FACTORY

12. IRON MINE-REPLACES MFG PLANT

13. HARBOUR-STAYS SAME

14. DOCK-REPACES PORT











4. WONDERS


USE YOUR IMAGINATION CAN BE STONE IDOLS AND HAVE NEW MEANING
OR STAY AS 7 ANCIENT WODERS.















THIS IS JUST A ROUGH IDEA OF A SCENARIO AND CAN BE ADAPTED ANY WAY YOU SEE FIT.



         
 

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