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player1
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Belgrade, YU
Sep 2001 time: 06:19
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SCENARIO: New Earth v1.23
author: player1
Introduction:
Your spaceship is destroyed.
Your colony pod was landed on unknown planet.
Maybe there are more pods with more people.
Who knows?
Your main goal is SURVIVAL.
That will be hard, since most of our tech-data is lost after hazard.
Also, we'll need to beware of the natives.
Some of them could help us, other could kill us.
Rules changes (based on "Player1 MOD"):
-Saltpeter removed
-Artillery needs Iron
-All pre-industrial wonders, Universal Suffrage,
Theory of Evolution and Longevity can't be built
-Maximum research time raised to 100 turns
Link to PtW version.
Important note:
This scenario is based on "Player1 MOD" v1.45 (aka "Patch suggestion MOD").
All changes done in that MOD are NOT detailed in this readme.
Changes in v1.23
Scenario made compatible with 1.45 version of Player1 MOD.
In fact, that just means that some tweaks to operational range of Helicopters and Tactical Nukes are made.
Version 1.1 was downloaded 135 times.
Version 1.12 was downloaded 84 times.
Version 1.13 was downloaded 15 times.
Version 1.14 was downloaded 21 times.
Version 1.15 was downloaded 31 times.
Version 1.16 was downloaded 192 times.
Version 1.17 was downloaded 12 times.
Version 1.17 was downloaded 120 times.
Version 1.19 was downloaded 217 times.
Version 1.2 was downloaded 365 times.
Version 1.21 was downloaded 121 times.
Version 1.22 was downloaded 259 times.
Attachment: new_earth.zip
This has been downloaded 1217 time(s).
Last edited by player1 on 03-05-2003 at 01:04
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player1
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Belgrade, YU
Sep 2001 time: 06:19
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Some tips for this scenario.
Civilization attributes
Militaristic: As usefull as in standard game. If war is your choice militaristic trait will help you.
Industrous: Excellent trait. You'll need to build lots of tile improvements. This trait will help you a lot.
Expansionist: You start with Explorer. That's could be huge advantage, since that helps you to find perfect spot for fisrt city and gives you ability to quickly find other resources.
It's even more usefull on large maps.
Scientific: You start with one extra tech. If that's Refining you'll have huge advantage since you'll know where is the oil. And cheap libraries are always usefull.
Religious: Not soo good as in standard game, since it's much easier to get high production, and thus, quick temples. For warmongers, no anrachy period is very usefull.
Commercial: What to say? It's more usefull on larger maps. And it's not important early.
Unique Units
China & France: no unique unit 
India: Elephant. You can build this not so powerfull unit before getting horses. Could be usefull in some situations. Probably very usefull in you can't get Horses and Rubber. You could trigger early golden age too.
Japan: Similar to India, but you'll need to have Iron first.
England: Man-O-War. Usefull if playing arhipelago maps, but only if having no Coal.
Germany: Excellent unit. Nothing more to say.
America: You can trigger golden age in right time. Plus, since F-15 has ROF or 3 (in this MOD), it's not so usless for bombarding. Although it's main use will be air defense, sometimes you can get extra punch by using them in bombard missions. Also, they are excellent for precision strikes (more cost effective then Stealth Bomber).
Which Civ to choose:
Industrial civs are great, but also are the Scientific.
Best industral civs are probably Chinesse (militray aprocah) and Americans (all around aproach). French are probably the weakest industrial Civ (still a good choice).
Also good choice are scinetific civs: Germans (also best warmonger) and Russians (Cossaks and all around aproanch).
Most challenging civs to play are probably English (at least they could get a good start) and Indians (at least they have Elephants and cheap temples).
Japanesse are somewhere in the middle.
Starting strategies:
Strategic and luxury resouces are TOP priority. Luxury is needed to make people happy, and you'll need startegic resources so you could build railroads and good militray (infantry and later tanks). Build colonies if needed.
It would probably be best to rush buy temple first and then go for settlers. Later, rush buy some riflemen units so you could defend those early cities you'll make.
Build new cities near resources. Worst thing that can happen is that AI gets those resources you need the most. While luxury can be traded, you should have your own supply of strategic resources.
Beware of barbarians.
Good start gives good ending.
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