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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:33
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Alright kids, since before I published the last scenario I was thinking of making a simple, yet fun scenario, set in a fantastical land not unlike that traveled by Waldo on his many journeys. No file switching, just good old fun.
Think Bitterfrost and Colonies IV and your close. Think Bitterfrost, Colonies IV, Atlantis, ROTK, Newworld, Jules Verne, and your closer.
Think of a gigmap designed with seperate lands and peoples.
Think of a game where you have to explore to survive.
Think of a scenario where you are rewarded for finding secrets with prime land to settle on, ingenious tech to build exotic vessels, and money generating nurseries and fisheries...
There will be no scientific research on your own. What you steal and copy can only be discovered through exploring.
Plentiful food, shields, and safety can only be found in far off lands.
If you do not venture out your meager culture will shrivel, be devoured, and die.
In short - It's rampant pillaging and plundering, fueled by blind need, just like in the good old days.
You may call it imperialism, pure capitilism, manifest destiny, OUTRIGHT thievery! --- I call it adventure...
Anyone want to sign up? 
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:33
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quote: Originally posted by Harry Tuttle
Alright kids, since before I published the last scenario I was thinking of making a simple, yet fun scenario, set in a fantastical land not unlike that traveled by Waldo on his many journeys. No file switching, just good old fun.
Think Bitterfrost and Colonies IV and your close. Think Bitterfrost, Colonies IV, Atlantis, ROTK, Newworld, Jules Verne, and your closer.
Think of a gigmap designed with seperate lands and peoples.
Think of a game where you have to explore to survive.
Think of a scenario where you are rewarded for finding secrets with prime land to settle on, ingenious tech to build exotic vessels, and money generating nurseries and fisheries...
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Wow, sounds brilliant!
quote:
There will be no scientific research on your own. What you steal and copy can only be discovered through exploring.
Plentiful food, shields, and safety can only be found in far off lands.
If you do not venture out your meager culture will shrivel, be devoured, and die.
In short - It's rampant pillaging and plundering, fueled by blind need, just like in the good old days.
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Now that sounds even better!
If I can help you (not for graphics, though...), just ask! 
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:33
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Well I have both Curt 
There will be three cultures that are meant to be played in a normal game (although you could easily play the four others, but with some minor limits). The three main cultures will be centered around (but not constrained by) three themes: Nordic/European, Mediterranean/Oriental, MiddleEastern/Indian. There will also be a few nods toward Native American, Eurasian, African, and Pacifica cultures. Basically I want the three civs to be cosmopolitan in nature and center around "the drive to survive" more than any sort of national identity.
The storyline basically goes like this:
Nordic/European - Adventurers wanting to venture out into the world and explore as much as possible. They seek to create a kingdom out of newly discovered lands and feast upon its spoils. They came to the land of their own free will, but have begun to realize that it's not all fun and games. Fearsome winter creatures and the ever present raiders have made life in the new lands hard. Think monarchial, imperialistic Vikings with plenty of Germanic undertones.
Mediterranean/Oriental - A people escaping the hell that was brought upon them by war, purges, and slavery these people traveled through the wastes in search of a land to call their own. They are ever harrassed by the evil raider tribes inhabiting these new lands. Their ambition is fueled by the fear of being annihilated and know that only by finding refuge and growing strong can they secure their future. They were once a proud and strong people, but treachery has relegated them to the likes of ambitious peasants. Think Venetians and the Han dynasty.
MiddleEastern/Indian - Fervent followers of their god, Daiju, they seek to find a place to expand their empire and their religion. They are expert negotiators and value the massing of wealth. They want to grow rich and create a vast Caliphate where their people can roam free and live the good life, as Daiju urges. The only thing in their way is the dangerous raiders and the great unknown ocean of the Western Expanse. Think Persia and the great Indus valley.
All of cultures will be faced with the threat of the raiders. The raiders are a nomadic race that have no real culture of their own. They are joined together by a thin bloodline and the urge to annihilate any prey in their path. They think of themselves as angels of death and want to destroy all three interlopers so they can ransack their cities. These guys are quickly making the protagonists in the old land look like school yard bullies.
All three cultures have hidden themselves behind forts and walls to protect themselves. If the three peoples are to survive they must venture out into the sea into the Great Western Expanse. The unknown Expanse holds many wonders, threats, and opportunities. Only through exploring the Expanse can the three peoples expect to stave off the onslaught of the raider tribes.
Yep, that's it. Explore and evolve. The tech level for the game will be somewhere in in the middle of the Age of Discovery, after the Middle Ages, before the Reformation, and smack dab in the middle of something like that seen in that old cartoon "Pirates of Darkwater". Swords, some gunpowder, lot's of fantastical devices, etc...
Last edited by Harry Tuttle on 30-01-2004 at 06:05
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:33
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Thanks guys.
Curt, I was actually thinking of not giving a settler unit to the AI. Also, seeing as this is a gigamap and the surrounding area of all three player driven civs are ok for city planting, I was going to make any settlers that appear in the game event driven. That way, no one player will sit and "camp" in their own little area, and will have to venture out to expand.
As for the limitless movement, I might put some gaps in the walls and plop down some castle units. That way movement will be somewhat limited.
As for the river tile set, I was thinking of using the river outlet as a nice intermediary between the water and river tile. That way, I can still use the border tiles for regular land, and use the river graphics for "the shallows"... which is another thing I'll have to design. The shallows idea is neat in that it will function the same as land, thereby not allowing boats to travel on it. Also, the movement bonus of the rivers can be used for barbarian units. To deny the use of the river bonus movement to the 3 civ players I can place some non-moving barbarian units in strategic places on the river land. The movable barb units can pass through these units, but the 3 civs cannot.
As I mentioned before I hope to replace the hills with a jungle mix. That'll prove useful on one of the continents.
Gimmee some more ideas guys, this is turning out very well. 
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