 |
|  |
 |
|
Dominae
|
|
Welcome all to the fifth Conquests Apolyton University course!
A pregame discussion thread was opened earlier this week, but this is the real thing!
New to the Apolyton University?
Apolyton University is a school of strategy, where students sharpen their Civ3 skills and share their experiences in a series of thematic games. When playing an Apolyton University game, learning and teaching Civ3 strategy is more important than getting a high score, a fast finish, or even winning the game. Participants are encouraged to share their strategy during and after each AU game, and even to try several attempts.
All you need to do to get involved is to download one of the files provided below, play one of the savegames contained therein, and return here to write a brief report (and read everyone else's report too!).
Play with the Apolyton University mod!
In order to enrich the AU experience, the AU community has created the AU mod, whose main purpose is to challenge the player with a need for deeper strategy. In order to accomplish that goal, the mod tries to improve the AI and present the player with more strategic decisions, while changing as little as possible from the stock game.
The mod can be used to play this course, and in case you really like it (we think you will!), it's also available to download for other epic games you might wish to play. More about the Conquests AU mod, including a list of changes and reasoning behind them, can be found here.
For those of you who dislike mods, fret not: AU506 is also available in a stock rules version.
AU506: The Power of Early Warfare
The purpose of this course is to explore the power of early warfare. We define "early warfare" as the assault of enemy units and cities during the Ancient era. Although under no official restrictions, players are encouraged to employ a very "aggressive" (in the martial sense) foreign policy right from the start.
Note that this scenario's map was crafted to support this line of play. If the scenario seems too difficult or unlike maps you are used to playing, remember to try to play your civ's strengths and traits to their fullest potential. Adapt to win.
Civ: Zulu
Rules: Default
Victory Conditions: All
Difficulty: Any
Rivals: 7
The Vile Aztecs
The Evil Babylonians
The Loathsome Chinese
The Wicked French
The Insane Indians
The Sinful Mayans
The Vicious Mongols
World Size: Small
Land Form: Pangea
Climate and Temperature: ?
Age: 4 billion
Barbarians: Raging
Let's Play!
Here is what you need to do to play this scenario:
Make sure you own and have installed Civ3: Conquests. You must also download the latest (and last) Conquests patch v1.22, available here.
Next, download one of the zip archives provided below. The first one is for the Stock version of the scenario, the second the AU Mod version (see above for details). Inside the archives you'll find a 4000BC savegame file for each difficulty apart from Chieftain. Simply extract the desired one to your Conquests "Saves" folder, run Conquests and fire up the game using the Load Game option. Simple!
Finally, as you play the game, remember to report back here periodically in the various DAR ("During Action Report") threads. This is where you'll post your exploits and strategy comments for all to see, and read those of others. However, keep in mind that these are spoiler threads, so try to finish playing each block before reading the corresponding thread.
DAR1 - 4000BC-2150BC (first 40 turns)
DAR2 - 2150BC-1000BC (turns 40 through 80)
DAR3 - Five AI civs remaining
DAR4 - Four AI civs remaining
DAR5 - Three AI civs remaining
DAR6 - Endgame
Notes: The turn when the second AI civ is eliminated (i.e. there are only 5 AIs remaining) marks the end of DAR3. Similarly for DAR4 and DAR5. Also, an AI civ with one city remaining is not yet "eliminated". If, for some inexplicable reason, you decide to pursue a path to victory that does not involve eliminating the AI civs, please put your report in DAR6.
Enjoy, and may your Zulu warriors sheathe their swords in the beating hearts of your enemies!
Attachment: early warfare.jpg
This has been downloaded 196 time(s).
Last edited by Dominae on 27-01-2005 at 22:17
|
|
|  |
 |
|
Dominae
|
|
Stock:
Attachment: au506 stock.zip
This has been downloaded 20 time(s).
|
|
|  |
 |
|
Dominae
|
|
Mod:
Attachment: au506 mod.zip
This has been downloaded 34 time(s).
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by Lord Nuclear
Could I have a 250x250 pixel image of the starting position? |
Can it wait a couple of days (until, say, Monday)?
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by Theseus
(Good job, Dom) |
Thanks T. I decided on a map that encourages/rewards early warfare above all, but I can see how some players might find it hard and/or annoying. I hope to read at least a few DARs in the next few weeks, though.
|
|
|  |
 |
|
Dominae
|
|
Personally, I think the starting location is next to ideal for a bloodthirstay warmonger (you're just missing one thing for it to be ideal!).
|
|
|  |
 |
|
Dominae
|
|
I'm not sure the AU mod comes with an Civilopedia file.
|
|
|  |
 |
|
Dominae
|
|
A note regarding the DARs: there are 7 AI civs in this scenario, which is two more than normal for a Small-size map. To post in DAR3, therefore, you will need to have eliminated 2 AI civs.
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by joncnunn
Not reading your own description for DAR 3???
|
There's nothing contradictory about what I just said and the stuff I posted in DAR3.
quote:
Sounds to me if you eliminate 2 AIs prior to turn 80, you skip DAR3 enitrely and move directly to DAR 4.
|
No, if you skip a landmark by completing a subsequent landmark first, you post in the later landmark's thread. For example, if there are only 5 AI civs (note: you are not an AI civ) left on turn 69, you would post in DAR3 your report for the time period between the end of DAR1 (turn 40) and the turn 69. You would not post in DAR2 when you reached turn 80, skipping it entirely.
I hope this clears things up.
Last edited by Dominae on 01-02-2005 at 04:19
|
|
|  |
 |
|
Dominae
|
|
quote: Originally posted by joncnunn
It does. I saw it in the AD mod 1.07 zip under a directory, and the main file tells it to look in that directory for the Civilopedia.
It's needed because the Civilopedia file explains about the govt levels for the AU mod and the Curragh not being able to enter Ocean, etc.
|
I imported the latest AU mod into the scenario for this game. I assume that importing rules also imports the file paths for the modified Civilopedia. If so, you should be able to download the file from the C3C AU mod thread and put it in the right place. If not, you'll just have to rely on alexman's excellent web documenation for the mod (available in the same thread) instead of using the Civilopedia.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|