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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Announcing the imminent arrival of the latest scenario . . . (week or two, maybe days away)
The AGE OF BRONZE
1800 BC -- 300 BC
15 Centuries of war, intrigue, wealth, exploration, and empire. 5 years/turn. Tech paradigm 1:1 (tenative still, lol).
The civs are;
1. Hurrians
2. Hellenes
3. Persians
4. Babylonians
5. Assyrians
6. Egyptians
7. Hittites
Also; Hyksos, Sea Peoples, Phrygians, Arameans, Cimmerians, Gasges, Mitanni, Kassites, Urartians, Scythians, and Cyrus and Alexander, both surnamed the Great.
Features;
Attack other settlers and take them as SLAVES!
Event-delivered settlers (rare for some, plentiful for others).
Event-delivered diplomats (Emissaries).
Nation-specific units, with chariots and household troops.
Depletable natural resources distributed among individual cities, making some more valuable than others, and some rich prizes for aggressive empire-builders.
Active barbarians "channeled" into historically accurate areas; precise timing of Sea People and Hyksos, more flexible timing of Cimmerians and Scythians.
Unusual tech tree; a "Bottleneck" at Renewed Stability tech with part of the essential tree dominated not by actual technologies, but by political evolutionary stages experienced by most bronze age empires/states (i.e. You must "research" Ordered Succession before being able to "research" Renewed Stability, with the latter being the key to techs that have improvements, units, and wonders.
Fairline Graphics for units, Bernd Brosing graphics for cities.
So prepare to brandish your bronze weapons and march again into the ages of strong yet harsh metals. The AGE of BRONZE beckons!
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Toward the end of this one, I have two very powerful units appearing via events, one for the Persians (who ideally should be called "Elam/Media/Persia" but, wth ) the Cyrus the Great unit, and one for the Hellenes, the Alexander the Great unit. Now the idea is that these two units will, of course, be unstoppable super-units. Because of the exaggerated stats of these units, the chances of their being killed in action are almost nil. But this presents a problem. I want the Cyrus unit to be able to move fast and take many cities in a short time . . . but I do NOT want that unit to be around when Alexander appears. A shrewd Civ2 player will tend to preserve the Cyrus unit as the only possible way to stand up to the Alexander unit.
How to solve this problem?
Brian gave me an idea by mentioning the use of Leonardo to change units.
Here is an idea. I present it prior to implementing it to see if anyone has tried anything similar and if it worked.
The idea is to give the Persians Leonardo. Create a unit called "Darius" or something similar. The Darius unit will be much less powerful, and have much less movement, but will have an event set up so that if it's killed, the triggerattacker receives lots of money and a cutesy text message appears saying something about the fall of the Persian empire. The Darius unit is delivered via event at the appropriate time. The Cyrus unit goes obsolete when the Darius unit appears, and theoretically, the Leo should then change the Cyrus unit to the Darius unit.
Has anyone tried anything similar to this and will it work?
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Yes, Erika, but I'm not sure there's enough dirt around here at the moment to do the trick.
Ok, progress report;
Map; Kull's but retouched. Show me a map anywhere that is as concise and well-put together. There isn't one, he made it available in his scens, and I decided to use it. All the cities are placed.
Units; the temporary units are there, but I've been contacted by Gareth, so many of these will change for the better, even though most are his anyway.
Events; everything going along fairly well. Still testing some things, and can't get the Leonardo trick to work quite yet. I'm sure I'm missing something.
Terrain and city graphics; Bernd's cities, but I'm still looking, not totally satisfied. Terrain--nothing unexpected. By now, I've acquired a particular liking to an overall look created by a selected set of terrain graphics, so no surprises.
Tech tree; It's what I'm working on now. Trying to arrange a specific type of tree that suits the peculiar needs of this scenario. Pitfalls abound.
If I can just keep my comp functioning, it should be out in a couple of weeks.
Btw; Is anyone aware that, when using CivCity to tweak a scen, that improvements listed as "no" don't seem to recognized by Civ2. Here is what I mean; I sold off an improvement that had no preqs and could not be built . . . . and then I sold off another IN THE SAME TURN. And then another. So apparently, if an improvement has no preq and cannot be built, it doesn't "count" as a sold improvement and you may sell off as many of these as desired in a single turn.
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Exile
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of the Benighted Realms
Sep 2000 time: 23:16
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Progress report;
Things are coming along. At the moment, I'm testing for barbarian activity--where, when, how many, etc.
Tweaking the tech tree. A continuing process.
I'm discovering that economic management in primitive political situations is fraught with peril. Trying to run a state or empire in Despotism is more difficult than I remembered. Even so, it's an effective way to recreate the difficulties posed by bronze age conditions.
This scen will start off with a bang. There are MANY barb cities at start, and almost ALL of them are garrisoned by a single unit with a 1 defense. The building of early empires will go fast, and even the AI manages to do pretty well early on in terms of conquest. The Hittites and Babylonians both built large empires immediately after the start of the scenario, and the way that it is set up, that can and usually does happen, no matter who is playing them.
I've had to set up the Greeks as a very special civ, with many advantages, both in terms of units and events, not to mention geography. There may be some complaints that the Greeks are too favored, but after initial testing, the only way for this civ to adhere to any kind of historical accuracy is to arrange things the way that I've done. I've still some event space and a few spare techs, so I'll see if I can come up with some measures that will strike the Greek civ. The "Thera" explosion event is still one that I'm considering, though I'm reluctant to devote an entire terrain slot to a volcano.
If there are any suggestions, now is the time to mention things.
I sure would like to hear from Kull. Paul, your input about now would be cool.
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