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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:19
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I just tested it, copying the Rise of Rome scenario and checking the "Human Player" box for Egypt. That made Egypt playable (which it normally isn't - I'd forgotten about its being a fourth unplayable civ in that conquest). So it looks like if you lock the civs into their slots under the "Players" tab, the ones with "Human Player" checked are playable and the others aren't.
Last edited by nbarclay on 11-11-2004 at 07:55
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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's my latest version of a FAQ... not a programmer or developer's quality AT ALL, but it'll do for now:
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 - Memphis
Hittites - Hattusas
Phoenicia (Byzantines) - Tyre
Persia - Persepolis
Greece - Aegai
Carthage - Carthage
Romans - Rome
Celts - Entremont
Germanic Tribes - Gothiskandza
Scythia (Mongols) - Kameneskoe Gorod
BTW, the above is sort of my representative historic order.
* No settling on desert or forest; longer time to clear forest. Added marshes where needed to slow down certain REXes.
* 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., furs in the north versus 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.
* Changed Ancient Cavs to WEs at 3.2.1 (gave Carthage the only ivory).
* Gave Scythia The Wheel at the start.
* Changed various city and leader names for Phoenicia.
* Added many more barb huts, east to west, cutting Iberian peninsula, and miscellaneous. First level Barbs from huts are Horsemen; second level are Barbarian Keshiks at 3.2.1 with one extra HP and enslave (producing Archer).
* Placed various Barb units in various locations.
* Turned on plague.
TO DO:
* Barbarians - Possible 12th civ... spread around east to west, intersersed with barb huts?
* 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.
* Changes to Civilopedia.
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?
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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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I toyed with that idea, Arrian, but for just the reason you pointed out, I have kept it more true to stock, i.e., you start with a Settler, a Worker, and maybe a Scout, and play through as an epic game.
BTW, I have been working on the scenario throughout the last week, having played through about 20 debug games and tweaking all sorts of stuff to get somewhat balanced AI performance. I'm on my last debug for the moment, and will be posting version 0.98 for people to review in a little bit. It's actually been a lot of fun!! 
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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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OK, here it is!!!
For anybody interested, or for that matter anybody who has more experience with mods and scenarios, PLEASE CHECK THIS OUT AND COMMENT!!! 
As a reminder, this is meant for use in SP epic play, and also a possible AU PBEM course.
There are three files in the zip attachment:
1) AU Ancient Civs Mod 0.98 - I have not actually played as any of the civs yet... that's what I'll be doing next.
2) AU Ancient Civs Mod 0.98, debug version - America is on a one tile island in the middle of the Atlantic. This is what I've been using to playtest the AI civs.
3) A first turn save using the debug version and playing as America - If you've never debugged a game (I hadn't!), you should check this out. You get to see everything that the AI civs do throughout the game. I suggest leaving the research, economic, and happiness sliders alone; turn off all animations except maybe battle; then start turning off the various 'show movement' options... it's cool to watch what's happening, but can get boring after a while; find something heavy to put on your ENTER key (I use a metal file)... then watch the AI civs go at it!! 
Once I get a bit further, I'll add a README FAQ... for the moment I'll just put what I have in terms of notes so far in the next post.
I still don't know what to do about the Civilopedia. 
Have fun! 
Attachment: au ancient civs mod - sp 0.98.zip
This has been downloaded 1 time(s).
Last edited by Theseus on 19-11-2004 at 22:50
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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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DONE:
* Combined AU Mod 1.06 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).
* Time line is 2000BC to 2050AD:
25 turns at 25 years
25 turns at 20 years
25 turns at 15 years
65 turns at 10 years
100 turns at 10 years
100 turns at 5 years
100 turns at 3 years
100 turns at 1 year
* Researched and placed start locations:
Babylonians - Babylon
Egypt - Memphis
Hittites - Hattusas
Phoenicia (Byzantines) - Tyre
Persia - Persepolis
Greece - Aegai
Carthage - Carthage
Romans - Rome
Celts - Entremont
Germanic Tribes - Gothiskandza
Scythia (Mongols) - Kameneskoe Gorod
BTW, the above is sort of my representative historic order.
* No settling on desert or forest; longer time to clear forest. Added marshes where needed to slow down certain REXes. Clear forest is 6 turns, and forests are worth 15 shields.
* 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., furs in the north versus 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. AI only debug games generally ended via domination or culture win in late Industrial or early Modern eras.
* Added many more barb huts, east to west, cutting Iberian peninsula, and miscellaneous. First level Barbs from huts are Archers; second level are Kurqan Riders at 3.1.1 with one extra HP and enslave (producing Archer).
* Placed various Barb units in various locations.
* Turned on plague.
* Increased aggression for most AI civs. Decreased AI-AI trade rate for all difficulty levels. Changed a number of 'build never' and 'build often' settings.
* Changed various city and leader names for Phoenicia.
* Gave Germanic Tribes a new UU: Gothic Raider, available at Iron Working, 4.2.1 with one extra HP, amphibious, cost 25g, uses Berzerk animation.
* Gave Scythia The Wheel at the start. Keshiks have one extra HP.
* Changed Statue of Zeus to produce War Elephants at 4.2.1 with one extra HP (gave Carthage the only ivory), ignore mountains and hills.
* Subs and Nuclear Subs are hidden nationality; Nuclear Subs have stealth attack against Subs and Nuclear Subs only.
TO DO:
* Test human play of each civ.
* More goody huts?
* Changes to Civilopedia.
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?
Last edited by Theseus on 19-11-2004 at 22:51
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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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Yep, I agree that Sumer was incredibly important... but:
1) I could only fit so many civs into the Fertile Crescent.
2) The starting point for this, in my mind at least, is a bit later in history.
3) Babylon and the Hittites, and further, in another civ-generation, Persia, are certainly good proxies for all those that came before. That said, I've always thought that it would be cool if certain techs were in some way tied to certain civs... in this case Code of Laws.
Anyway, the rest of you laggards, download the damn thing and give me some feedback!!! 
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