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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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[Edit: The course number in the thread name is incorrect. The correct course number is AU 504.]
The objective of this course is simple: win a 100K cultural victory as quickly as you can. That's not to say that you are necessarily expected to go to every conceivable extreme in order to do so. Some players may not want to do things that feel too much like exploits to them, or that seriously undermine their fun in some other way. But the basic goal of winning a 100K cultural victory as quickly as possible remains.
If players want some additional challenge, they can add a goal of trying to get their fast 100K culturral victory without invading or arranging alliances against the two most culturally advanced overseas civilizations. (Exception: if a player conquers all the other AIs and, due to the existence of a killer AI or two, still doesn't have as much territory as he wants, additional warfare to gain territory would be acceptable.) However, pursuing such a challenge is not an official part of the course parameters.
Note that since all of the normal victory conditions are enabled, it will be necessary to ensure that no AI will be able to win a diplomatic or space race victory before you can win culturally. That may necessitate military action to deal with a threatened AI space race victory.
The game parameters are:
Player civilization: India.
Standard map, 70% water.
Roaming barbarians.
Random age/temperature/climate
Seven AI opponents; check the space race (F10 and then "view space race") if you want to find out who.
As an added note, I've incorporated the army changes we just voted on in the AU Mod version. I went with a 300 shield cost for the Pentagon based on the votes collected from AU Mod panel members thus far.
This scenario is probably a little easier than average, but it's not designed to be significantly unbalanced in favor of us humans.
The 4000 BC saves are split into four clusters, as follows:
Warlord-Emperor, AU Mod Rules
Demigod-Sid, AU Mod Rules
Warlord-Emperor, Standard Rules
Demigod-Sid, AU Mod Rules
If anyone wants to play on Chieftain, let me know.
Edit: Here's a list of links to DAR threads that Dominae put together.
DAR1: 4000BC - 2150BC
DAR2: 2150BC - 1000BC
DAR3: Middle Ages / Home Contienent Explored
DAR4: Contact with All Civs
DAR5: 50k Culture
DAR6: Modern Era or Industrial Endgame
DAR7: Modern Endgame
Attachment: au 604 warlord-emperor au mod.zip
This has been downloaded 58 time(s).
Last edited by nbarclay on 06-10-2004 at 22:57
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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The Warlord-Emperor Standard Rules versions:
Edit: The original version had a bug where the Standard Rules version other than on Regent level was not using all of the right civs and starting positions. I'm replacing the file in this edit.
Attachment: au 504 warlord-emperor standard rules.zip
This has been downloaded 41 time(s).
Last edited by nbarclay on 26-09-2004 at 05:42
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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The Demigod through Sid Standard Rules versions:
Edit: The original version had a bug where the Standard Rules version other than on Regent level was not using all of the right civs and starting positions. I'm replacing the file in this edit.
Attachment: au 504 demigod-sid standard rules, 4000 bc.zip
This has been downloaded 10 time(s).
Last edited by nbarclay on 26-09-2004 at 05:43
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Dominae
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Uh, just noticed something weird with my savegame (stock rules - Deity): the civ starting locations are all messed up, and Persia is missing. Nathan, I believe you forgot to put the finishing touches on this one...
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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I checked back with the standard rules .biq file, and somehow or other, it ended up with a couple extra starting locations that shouldn't have been there. (I may have unthinkingly clicked on the screen with the mode set to add player starting locations and not noticed that I'd changed something in the process.) So what probably happened was that the game ended up with more starting locations than it was allowed to have civs and ended up not using the Persian one.
That means there's a good chance that all the stock rules saves are messed up, not just the Deity one, but they're likely to be messed up in different ways. I'll post fixed versions when I get them ready and let everyone know when they're updated. I checked the AU Mod version of the scenario and didn't see the problem, so only standard rules versions should be affected.
Sorry about the problem.
Edit: I checked the standard rules saves to learn more about what's messed up. Just going by the list of civs in the space race, the Deity version is the only one where the civs on the home continent are messed up. That version also has one civ on the other continent messed up.
The civs in the Regent version match what they are supposed to be. In the Warlord and Demigod versions, one of the civs on the other continent was replaced. And in the Emperor and Sid versions, two of the civs on the other continent were replaced.
I'm not sure whether it's possible for a civ that has an assigned starting position to end up in an unassigned starting position instead or not. If such things cannot happen, the problems I described above will be the only ones. But otherwise, it is conceivable that there could be additional problems with a right civ in a wrong place in the Regent, Warlord, and/or Demigod versions.
In terms of what impact the bug will have, the mispositioned starting postions make a part of the other continent a lot more crowded than it ought to be, which in turn will inevitably have a significant long-term impact on the balance of power and culture beyond just the fact that the civs themselves aren't the right ones. But assuming the civs on the home continent are only messed up on Deity (and if there are two neighboring civs on the home continent, they'll be the right ones since those starting positions were assigned), the other versions should be usable if players are far enough along that they don't want to restart.
Last edited by nbarclay on 25-09-2004 at 02:08
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Dominae
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Would it be possible to fix the errors using your original scenario file and post the updated saves here?
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