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Exile
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of the Benighted Realms
Sep 2000 time: 23:12
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Henrik, just re-read your comment about culverins and yes, your knowledge is correct. I wish that more period-accurate graphics could be found for the artillery, but I had to work w/what was available. Sometimes the graphics weren't exactly what I was after, but there were only so many choices.
Snog; about the cannons, the artillery of the period proliferated in types to the point of absurdity. Old prints and illustrations of cannon varieties have dozens of different names for dozens of different pieces w/dozens of different weights of shot. I had to narrow it down somehow, but the resultant artillery types in the scenario are really more a function of game playability than part of the quest for accuracy. I wanted to demonstrate that the heavy artillery types had a short but heady heyday, until the advent of new fortifications and new armies. After that heyday, the newer types of artillery were invariably lighter, but increasingly more mobile--and had become the products of specialists, as reflected in the tech tree. Because this idea dictated several artillery types in the scenario, I used some quaint, period names for the various units. The names and the history have only a tentative link, primarily for the visceral "feel" of the scenario.
I should've put this in the readme file. But there is so much there already. 
Thanks and please keep 'em coming,
Exile
------------------
Lost in America
"a freaking mastermind." --Stefu
"or a very good liar." --Stefu
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Snog
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I got my copy of the scenario from the Spanish CivII site two days ago, so you might want to let them know that they have an outdated copy.
--Snog
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Snog
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Yes, they did build the Spanish units, but obviously not enough of them if I wiped them out by 1508. The Spanish pikemen seemed to be very weak, as did their harquebusiers. I overran their cities with ghazis and galleys at first, and took the last few remaining with janissaries and cannons once they got their harquebusiers.
--Snog
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Snog
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Try it yourself, and see if it isn't too easy to conquer the Spanish as the Berbers.
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Snog
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I just checked in the rules.txt. Mediterranean trade is set to no,no.
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Snog
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I am playing it on deity level. In my experience it doesn't matter what difficulty level the scenario was made under; the game considers the last difficulty level you choose to be the default difficulty level.
The point I am trying to make is.. the spanish were immensely easier to defeat than the other civs. I am using culverins now (1528) and the last city I took from the french I lost 4 of them before I took the city. (It all happened in one turn though because I have about 30 culverins and 20 janissaries in my army.)
With the Spanish I could sometimes take 3 or 4 cities every turn. Against the french and Italian its about 1 city every 2 turns. I'm telling you, halbardiers are taking several culverins to defeat, the spanish pikemen I could beat with one ghazi! You need to do something about this imbalance.
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Snog
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It's not the pikemen that are tough to beat, it's the halbardiers. I'll check this out again to tell you exactly what's going on.
--Snog
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Snog
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I think I have an explanation. I will check in a minute, but I bet anything the Spanish pikemen occupy special slots, while the other pikemen occupy slots that normally hold defenders.
This would explain the strange behavior of the AI: In the spanish cities are one, sometimes ZERO defenders, while in the other cities there is a nice stack of defenders. That's why I was able to sweep through the spanish so quickly.
I thought of this because I just recently put the phalanx into a special slot in one of my scenarios, and got the same results: the computer gets confused and doesn't know how to defend its cities properly, sometimes putting very strange units (like boats or diplomats) as the only defensive units. If you're lucky it will put in one of the special defender; but never a stack of them.
--Snog
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