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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:17
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I know this is probably going to be fruitless as many of us are to busy to sit down and make a go at something so painstaking, but I thought I'd try anyways.
I need someone to create a city, terrain, and unit set for an era specific, but fictional, scenario set in the 1870's in the lawless portion of the western United States. Think of the new HBO series "Deadwood".
The scenario will be based around a gold rush town, complete with prospectors, gunfighters, saloon owners, and prostitutes. I hope to include some memorable legends in there too.
The basic jist of it: Move in, build up your fortune, run the town, force your competition out, and become the richest mother you can. Oh yeah, and it has to be multiplayer.
Gold mining will be either a "attack and gain money" or "attack and gain trade unit" operation.
New people arriving in the town can be "bribed" by your prostitutes and saloon keepers and brought back to your saloon (city) to be disbanded for cash.
City improvements will be "acquiring new amenities" for your saloons.
Research will not be a "given" based on the terrain your saloons are on. Instead, you must pay for it by increasing your science allocation and paying for the research out of your stash (treasury). The tech tree, because it will be supported by how much money you can sustain it with, will allow you to research better goons and prostitutes for your town-wide empire.
Terrain improvements will be in the form of other buildings that compliment your saloon, like hotels, general stores, and hardware stores.
Indians will be a nuisance, if not a calamity, as well the U.S. cavalry, which will bust up your illegal settlement.
I'm putting my other multiplayer scenario on hold for the mean time. It will take a lot more work to get it where I want, so I decided to work on something that has a definite, concrete theme.
So there you go. Would anyone like to give this a go?
Oh yeah, here's a link to the HBO series. I like its style.
http://www.hbo.com/deadwood/
Attachment: ep02_bill_shooting_guy.jpg
This has been downloaded 282 time(s).
Last edited by Harry Tuttle on 30-03-2004 at 09:31
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:17
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Haha, tax day still isn't the end of it. There are extensions to file too...
Anyways, the spaceship pics don't have to be to elaborate. Whatever works.
How are the gifs layered? I'm thinking that it could be layed out like a puzzle would be, with each spaceship part being a piece of some larger pic. Or if the pieces all layer on top of each, we could do a sort of collage?
Don't worry to much about palette, we have a wde assortment of B&W, tan, and color pics to choose from, this being a Western and all.
I think Reshacker does work with MGE, but I've never used it before. And yes, I do all my stuff using MGE.
Alright, this is picking up Thanks for your help Boco!
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Valuk
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Acres Wild
Oct 2002 time: 05:17
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Just posting to say:
GREAT IDEA!!!!!!!!!!!!
Finally a civ2 scenario designer who *doesn't* worship WW2.
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Harry Tuttle

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of the Hoople Heads
Mar 2003 time: 00:17
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Just thought of 2 cool ideas. 
A majority of terrain squares will be made up of buildings to represent the town. I want the town to grow, but I don't want the players to have the capacity to change terrain. Plus if I limited "buildings" to just terrain improvements then the list of possible combinations would be limited, and we can't have that.
So the plan: terrain improvements will be "overlays", as in they will look like signs that say "hotel" and "brothel" and maybe have some people milling around underneath. The improvements will only be buildable on certain terrain squares, that is, only on the the terrain squares that represent buildings.
Now, if I gave each player engineers who could terraform a square into a "building" then a player might feel inclined to build "satellite towns" or just build up their area till it was one urban mess. This would not be to realistic for the game. So I thought of another way for the town to grow.
Event driven growth. Every few turns, on the outskirts of town, the terrain that represents the road is extended and a few more buildings are built. This will represent the astounding growth of the town as new arrivals start constructing shops, restaurants, banks, etc... This way, the players will have to "go where the money is" and fight over new parts of the town.
And yeah, I want the roads in the town to be terrain so players can't build graphics of roads through actual buildings. The terrain improvement "roads" can instead be something like "light posts". Light posts in the town will help light the alley ways and create paths for the gold-dust heavy thrill seekers so that they may make their way to your saloons for some drinking, gambling, and womanly comfort.
Attachment: history02.jpg
This has been downloaded 219 time(s).
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