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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
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As mentioned in the 'Next AU Course' thread on 11/8:
quote: Originally posted by Theseus
Hey, I have a new idea:
How 'bout we do our OWN Conquest? The AU Ancient Europe Scenario?
I've posted in a couple of places (including the dreaded OT forum ) that I have started on a lengthy reading of ancient historical fiction, starting with Crete and working my way forward up through the Mongols.
Here is the OT link:
http://apolyton.net/forums/showthre...ghlight=Ancient
I also posted in the Creation forum and contacted LouLong at CFC to see if anyone had created such a map or scenario... unfortunately, nothing dead on for my purposes.
The C3C civs I would think to be involved:
England
Celts
The Germanic Tribes
Rome
Greece
Persia
Egypt
Carthage
Mongols
Vikings (maybe, if we wanted to extend a bit forward)
The key, I think, would be a really great RW map centered on the Med.
We could, of course, as in RL, introduce some of the diplo aspects that have been discussed... or define our own form of special 'Conquest' win.
Thoughts?
Edit: It also occurs to me that this could potentially be played in both SP and MP concurrently, depending on the goals of each.
Edit: I am sure we could also enlist the guys in Creation or at CFC to help us design a map to start with. |
And with further thoughts/corrections:
quote: Originally posted by Theseus
* Give Babylon (sorry, forgot them at first) and Egypt some kind of early edge (two Settlers?) but ding them somehow to represent the relatively early decline of their eras.
* Change Byzantines (sorry, forgot them too) to Crete/Minoa
* Give Carthage War Elephants at 3.2.1, a little earlier than Chivalry... Construction? Or maybe change Ancient Cavs to WEs, and give Carthage the only ivory?
* Really isolate the Celts, Germans, and Mongols, but give them the opportunity to build empires that can be significant players at the right times.
As to SP versus MP, I would suggest doing a fully loaded SP version with as many civs as make sense historically, and than create a subset version for MP.
And yes, there should be specific theme(s)... that's what I was referring to by adding diplo aspects, but we could focus on other things as well. Heck, we could even have a specific theme or objective per civ!! |
So, given that I had at least piqued Sir Ralph's interest, I went ahead (without screwing up, I hope ) and started on this project... see the next post.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
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Here is how far along I've gotten, and, again assuming I haven't screwed the pooch, I am now ready for someone (or somebodies) with more experience with the editor, scenarios, setting up AU games, setting up PBEMs, etc., to help!! 
__________________________
DONE:
* Combined AU Mod 1.05 with Rise/Fall of Rome map (one thing I like about this map, in addition to generally good geo-detail, is that many of the then-current trade routes are already in place, as well as some representive land development by lesser-developed and unnamed civs).
* Researched and placed start locations:
Babylonians - Babylon
Egypt - Thebes
Hittites - Hattusas
Crete (Byzantines) - Knossos... tricky, needs review
Persia - Persepolis
Greece - Athens (possible move to Aegai? my preference, i.e., Macedonians)
Carthage - Carthage
Romans - Rome
Celts - Capitol name?
Germanic Tribes - Capitol name?
Mongols - Karakorum
BTW, the above is sort of my representative historic order.
* Placed ruins of Troy.
* Added a HUGE number of resources all over map. This was generally a judgement call based upon my understanding of the historic RW, and also with its own internal logic (e.g., more spices and incense to the south and east). Included everything EXCEPT up through uranium... there were a number of uranium resources on the base map which I assume were placed for AI desires. Needs review.
* Added many more barb huts, east to west, cutting Iberian peninsula, and miscellaneous.
TO DO:
* Assign right civs to start locations.
* Barbarians - Possible 12th civ... spread around east to west, intersersed with barb huts? Or possibly just placing a BUTTLOAD of Barb Horsemen (50? 100?) north of the Black Sea? 
* More goody huts?
* Gave Babylon and Egypt an early edge (have put luxes closer to them), but need to ding them somehow to represent the relatively early decline of their eras... maybe not Egypt so much, as the land is inherently limiting.
* Change Byzantines to Crete/Minoa.
* Change Ancient Cavs to WEs at 3.2.1 (gave Carthage the only ivory). Maybe give them 'mountains as grass land'? 
* Rename Germany to Germanic Tribes. Also, give Germanics an ancient UU.
* Really isolated the Celts, Germans, and Mongols, but need to give them the opportunity to build empires that can be significant players at the right times. Done OK?
* Possibly change Mongol traits, and give them The Wheel at the start?
* Changes to Civilopedia.
* Scenario description.
GENERAL:
* Consider SP vs. MP... what tweaks for each? Which 8 civs for MP?
* Playtesting?
* Objectives other than standard win types? For all? Per civ? SP vs. MP?
Attachment: au ancient civs mod - sp 0.90.zip
This has been downloaded 2 time(s).
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:19
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quote: Originally posted by Theseus
Damn, that was faaaast, pb2000!!!
I had looked around at the various mods, but did not want something so extensive, whether for my own play, PBEMs, or AU.
But if they have any great ideas (or TAM, or TETurkhan, or whoever) that fit in with AU's philosphies, suggestions would be more than welcome! |
Well, I'm not sure exactly what you mean. IMO, RaR would be what the AU mod would be if it had all the same philosphies minus 'keep it as close to stock as possible'. As such, it wouldn't fit in very well, but you're also talking about giving different civs different advantages etc., so I'm not too sure.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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The Celts and Germanic tribes didn't live in cities, so it's hard to give them a capital at all. But there are quite some very old cities especially in southwestern Germany, the foundation of which goes back to the Romans. Köln = Cologne = Colonia Agrippina is one of them. There are other old cities (may be not quite 2000 years, but still) like Mainz, Trier, Worms, Aachen, Regensburg and others. Given that even the later German imperators, such like Barbarossa, didn't have a permanent residence, but wandered around from one palatinate to the other, the choice of the capital really does not matter much.
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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By the way, when it comes to Europe, you can't possibly forget the Slavic tribes, the ancestors of modern nations like the Russians, Poles, Czechs, Slovaks, Bulgars and others. Heresson might be a good source of information about them, but beware his territorial claims, as he will try to convince you, that practically the whole Eurpoe is rightfully Slavic territory. 
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:19
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I don't know about the Celts and the Slavs, but the Germanic tribes were just that, tribes. They weren't a united nation and therefor couldn't have a capital. Each tribe, like Saxons, Suebes, Cheruskians etc. controlled a certain region. Each region may have had a center, but I doubt it was any different than the villages and settlements where most Germanics lived.
There are 2 possible solutions: Either we name cities by the tribes, i.e. Saxonia, Suebia etc., or we take some of the oldest real cities on German territory. The former would have the advantage of historical accuracy, but the disadvantage, that the "cities" aren't really cities. The latter wouldn't be accurate (these cities didn't yet exist and if they did, they were inhabited by Romans), but would name real cities.
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Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002 time: 00:19
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In general, this is not meant to be 'too' accurate.... just a broad sweep of the ancient era, keeping as much as reasonably possible near to the stock game.
Thus, I am trying to use the basic civs as much as I can... the Mongols, in my mind, stand in for the Huns and those other eastern invaders that came later.
Also, I don;t want to try lay out cities of the various civs... rather, this scenario will start normally with a Settler on the starting location. The scenario should be playable as an epic game, as an AU course with defined objectives, or, in an alternate version (only 8 civs), for PBEMs.
Regarding some of the open questions above:
Celts - I think I'll use Entremont as Firaxis did... it stretches way back into the Celt-Ligurian era, and remained a stronghold, if not the capitol, well into the Roman era.
Mongols - Karakorum seems reasonable. Can't quite place it on the map, so it'll be somewhat west of the RW location, but still good and far away for the purposes of this scenario.
Germanic peoples - Again, this is a pretty ancient period... far enough back that I am thinking of the Goths as being representative founders. Thusly, I'm thinking of the starting location as being in the vicinity of Gdansk, more or less where Berig landed from Gotland, and naming the first city Gothiskandza.
Slavs - Not sure what to do.
Sumeria - I'm afraid of concentrating that much activity in the Fertile Crescent, although that of course was what happened in RL. On the other hand, didn't Sumer effectively get absorbed into Babylon and Persia by the first millenium BC?
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Modo44
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in western Poland
Jul 2004 time: 06:19
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quote: Originally posted by Theseus
* Barbarians - Possible 12th civ... spread around east to west, intersersed with barb huts? Or possibly just placing a BUTTLOAD of Barb Horsemen (50? 100?) north of the Black Sea? 
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Horsemen won't do against humans. All you need is 2-3 Spears forted on a hill in their path and buh-bye "barbarian horde". :?
As to a barbarian civ, you already have "barbarians" - Mongols, Goths, Celts. Plus, if you give those barbs cities, someone will capture them (a human player for sure) and so much for the barbs.
Have you considered a solution similar to this one (see "rule changes" described in first post)? Something along these lines has been done in the Medieval Conquest - play the Ottomans to find out how it looks like in-game.
Another idea would be to put a barbarian civ or separate civs (you have 32 slots, remember ) in places cut off from non-barbarian units. For example create an oasis in the desert, put a city in there and let it build some modified Horseman unit that can cross deserts, while other units can't. This way nobody will be able to take the barb cities and they will be able to build some sort of army and organise it, unlike the standard barbs in Civ3. You might use Tundra as this special terrain type, as it is almost not present on this map. Or use Mountains and make them unpassable (put Roads as "passes" through mountain ranges). Use separate barbarian civs so that they don't try to combine efforts. The ones that did come together in history are already there as separate civs that can grow normally.
[edit - typos, fixed link]
Last edited by Modo44 on 10-11-2004 at 22:19
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