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Xuenay
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Turku, Finland
May 1999 time: 07:17
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Xuenay @Hotmail.com
All right. I've got the ideas for three civs and some of the tech stuff so far.
Technologies
There are three categories of technology. The first two ones are the same for everybody, while the third category is different for all civs.
Category 1: Normal Science
Covers advances such as the printing press and the klacks. Basically works just like science in Civ usually does.
Category 2: Thoughts from Outside
Covering advances like the moving pictures, Thoughts from Outside let you build powerful wonders and give you all-around great benefits, but also have the unfortunate tendency to create a few Things From The Dungeon Dimensions inside your territory, as well as other nasty surprises.
Category 3: Discworld Events
Causes the events that have taken place in the books to take place in the scenario. Each civ has a different Event tree - for instance, the Agatean Empire could research the Twoflower Departs advance, which would create them a Tourist unit in the Ankh-Morpork continent.
Civilizations: Ankh-Morpork
Ankh-Morpork is one of the dominating civs with its economical power and its wizards. In game terms, this translates into a bunch of wonders (including the Discworld equivalents for Michelangelo's Chapel, Colossus, King Richard's Crusade, Leonard(o)'s Workshop, and probably a few others as well) and a few wizard units.
The actual city square is surrounded by four or more squares of a special resource-rich "Ankh-Morpork" terrain, which hopefully will look like they were parts of the main city.
In order to discourage invasions by greedy computer players, the Ankh-Morpork player controls a group of smaller towns around A-M. These are considered to be completely dependant on the A-M economy, and thus in its control.
It has been mentioned in the books that the strenght of the Ankh-Morpork dollar keeps its enemies at bay. Demonstrating typical Disc literal-mindedness, in this scenario the Ankh-Morpork Dollar is actually a strong but non-buildable defensive unit with a movement factor of zero. Each of the minor towns has one as their sole defensive unit, and a few are fortified around and inside the main city. If the enemy manages to destroy one of these units, the Ankh-Morpork ruler loses 150 gold as the A-M dollar becomes weaker in value.
Merchants are another strong, immobile A-M defensive unit. Many army has entered Ankh-Morpork with the intention of conquering it, only to find themselves cheated penniless by the local merchants. The merchants can only be found inside and in the squares surrounding Ankh-Morpork, and destroying them costs 150 gold to the civ that does it, representing all the money the enemy army spent before coming to their senses and killing the merchants.
Civilizations: The Agatean Empire
Located far away on another continent, the Agatean Empire is immensly wealthy, much due to the plentiful Sapient Pearwood resources within their territory, and their inherent Agatean Wealth wonder (equivalent to Adam Smith's). They have no contact with the other continents or civs at first, but they are the only civ to have the Tourist (acts as a spy) and the Luggage (acts as a freight) units.
I'm not sure of how to prevent the Empire from using their wealth from completely conquering the rest of the world - maybe just have them be located a long way from the rest, and force them under a renamed Democracy?
Civilizations: Things From The Dungeon Dimensions
The obligatory Civ That's In A Permanent War With Everybody And Gets Icky Units From Events.
I'm considering the alternative that in one, far-away, TFTDD city (well, actually more like a rupture in the fabric of reality), there's an artifact left from the Creator, originally used in creating the world. Capturing this (very heavily-defended) city will allow the civ taking it to use the artifact in question to reinforce the fabric of reality, preventing the TFTDD's from entering the Disc, destroying their civ, and winning the scenario.
Well, that's what I have so far. 
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:17
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So here are some of the things I have been thinking about!!
First the civs:
1. A-M : no comment
2. Klatch : no comment needed again, big and described in Jingo
3. Agatean Empire : big, typical and described in Interesting Times
4. Uberwald : nice units, special, described in Fifth Elephant and Carpe Jugulum
5. Krull : Special, described in Colour of Magic; could be replaced, though
6. Neutral : all the nations not included up there; further comments below; forces of Nature as well; not playable
7. Dungeon Dimensions: described by Xuenay, not playable
What I thought about the Neutral: if you make ALL the neutral units (and the improvements for them as well) obsolete, then the cities will have to keep on building the units they were already producing, right?? if this is correct, then we could have Lancre producing Witches, Djelibeiby mummies, Omnia inquisitors and so on: it could give "flavour to the game.
What do you think about it?? Or is there a way to use the Barbarians for that, which would free a civ slot or allow us to make a more "conventional" Neutral...
Or the other possibility would be, as proposed by Xuenay, to include the "minor nations" in some of the playable ones!!
Or we could even make a mix of both solutions...
I tried to find interesting units for all playable nations, as well as to help make the plot!! A few comments on the units file I mailed are needed!
1) For each civ, I would like "upgradable units", that is an evolution due to the tech tree!! That is why you'll find "offense 1/2" or "spell 1/2".
2) The wizards (A-M and Krull) are kind of "missile carrier", the "spells 1-3" acting as the missiles!!
3) A few units are common to all civs: caravan, 2 ships, maybe something else!!
4) the "luggage" could be freight, but with really go defense, and maybe "helicopter"?? to allow Agatean to trade more easily?? I don't know if it's possible and would be good...
5) I tried to give at least 1 special unit to each civ, but there is still work to do on some (Vampire= flying??)
6) we could use some units with events: appearing to help a civ, or needing to be destroyed to get a key tech, for instance (Wyrmberg, Temple of Bel-Shamarot, etc...)
I'm not sure what I wrote is intelligible...
And St Leo, about the map: why not make a (flat) map including the whole Disc with Rim units (static, defense of 50) marking the round border of it: that would give a nice Discworld feel: if you try to go across the Rim (i.e. attack it), you die...But I don't know how difficult it would be to make the map, so... it's up to you!!!
Ok, that's all for this time, I'm awaiting you remarks!!
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St Leo
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Member of the Apolyton Social Democratic Party
Jul 2005 time: 00:17
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I've decided that this is the perfect time to begin abusing my privileges:
http://sleague.apolyton.net/persona...scworldmaps.zip
As is noted in the readme, I recommend using the 32x65 map as the basis for the scenario. After all, this is not Tolkien and there are no 200 campfire descriptions between points of interest.
BTW, we could also cut off the North (Uberwald and M-something) off the large map (leave AM, Klatch, and Omnia) and use that.
Hey, Discworld! Fantastic. Don't forget to add Cohan the Barbarian and his silver horde (a band of geriatric heroes) as units.
Cohen will probably get in, but we'll (they'll?) probably focus on the City Watch character set.
I always thought about a DW scenario set in Ankh-Morpork with the guilds (wizards,assasins etc) battling each other for supremacy of the city (kinda like Roman riots.)
Go, Seamstresses, go!
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Lucius
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If you need a name and context for the Appollo wonder, how about The Kite (from the Last Hero, the craft that circled the disc?)
I love both idea of the A M Dollar as a defense, and the Merchants. Give the Merchants the higher defense, so they get killed first, and the attackers lose their own money before they attack the dollars.
Also, have you considered using the barbarians for the Things from Beyond?
If you make them an "Exotic" civilization you might well make their city "The Lost City of Ee." Why not? Consider putting it beyond the circumference of the disc.
What time range are you looking at using? The face of the disc has changed over time no doubt.
What place are you planning for nonhumans? The Trolls, Dwarves, etc? Can some be their own civilization?
Possibilities Mr. Pratchett hasn't tackled yet could be open. There is no reason Leonard of Quirm or a later genius could not invent the railroad, or equivalent.
Lucius Alexander
Palindromedary Enterprises
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Xuenay
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Turku, Finland
May 1999 time: 07:17
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Probably won't be using Apollo, but thanks for the suggestion (unless we remove the SS improvements from play and reduce the cost for building Apollo/the Kite, so that it only reveals the map... hmm...)
We thought about using barbarians as the Dungeon Dimensions, but at the moment seems like we're going to have them as the main threat in the scenario, so barbarians don't quite fit that role.
I won't comment about the Lost City of Ee, since I haven't read the relevant book. 
As for the time range, it'd probably start somewhere near the first novels, and then proceed through time as the civs work their way up the tech three.
Some of the civs will be able to produce nonhuman units, and they'll be often mentioned in the events/Discopedia entries, but probably not more than that. Giving some their own civ is a possibility, but seven civ slots really isn't a lot - they'll get one if we'll have any surplus ones (which I doubt).
We'll see about the "future tech". They'll probably have the same role as the non-human civs, that is, they'll be included if there are any extra tech slots to spare.
Last edited by Xuenay on 02-05-2002 at 23:58
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Xuenay
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Turku, Finland
May 1999 time: 07:17
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I'm a little unsure of including Lancre, considering its tiny size. A few excerpts from GURPS Discworld:
A kingdom on the Sto Plains side of the Ramtops, total population (humans, dwarfs, and trolls) about 500. This is admittedly small, even for a fantasy kingdom...
...most human Lancrastians live in Lancre Town. "Town" is an extravagant name for it, but it is the biggest habitation, which gives it some of the privileges of a city, such as City Proclamations.
I'm not sure, but wouldn't there some larger civs around the Circle Sea that'd have a bigger right for that civ slot? Lancre could then be merged with one of the bigger ones.
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Cyrion
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Caught somewhere in time
Jan 2002 time: 06:17
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Ok, let's get a bit more concrete!! So this is what I propose:
we will choose the 5th playable civ later, between the following ones:
1. Ramtop Nations : including Lancre
2. Ephebe
3. Tsort
4. Djelibeiby
5. Combination of 2,3,4
6. something else...
To avoid problems with the fact that some would have more room to expand than others, NO settler units (or only created by events, to limit how many every country would get).
I would like every nation to have the same number of available units, a few from the start, a few to be researched and a few given by events. As many as possible of this units being civ-specific!!
oh, and why not make the Capitals nearly impregnable??
And here is what I have for the units (Initial means "not buildable but existing at the beginning!):
1. Ankh-Morpork
Initial defensive units: Merchants and A-M $, as described by Xuenay
First Unit: City Watch Constable
Defensive Unit: City Watch Officer (by tech)
Offensive Units: Wizards (by tech)
Diplo Units: Assassin
Flying Unit : Flying Wizard (by tech)
Special Unit: Rincewind
Total : 8
2. Klatch
Initial defensive units: Desert Wastes (??), unbuildable
First Units: Camel Riders ("Towel-Heads")
Defensive Units: Foreign Legion (by tech)
Offensive Units: D'regs (by tech)
Diplo Units: Assassin
Flying Unit : Magic Carpet (by tech)
Special Unit: none ?? (or Ahmed ??)
Total : 6 (7??)
3. Omnia
Initial defensive units: The Citadel
First Units: Divine Legion, evolutive
Defensive Units: Divine Legion II ?? (by tech)
Offensive Units: Moving Turtle (by tech)
Diplo Units: Exquisitor
Flying Unit : none ??
Special Unit: ?? Vorbis ??
Total : 6
4. Uberwlad
Initial defensive units: Dwarven Stronghold ?? (or none ??)
First Units: Dwarves
Defensive Units: Trolls (by tech)
Offensive Units: Werewolves (by tech)
Diplo Units: none ?? (or Igors ??)
Flying Unit : Vampires
Special Unit: Lady Margolotta ??
Total : 6 (or 7 ??)
5. Example of 5th Civ: Ramtop Kingdoms
Initial defensive units: none ??
First Units: Ogg Family
Defensive Units: Trolls (by tech)
Offensive Units: Nac mac Feegle (by tech)
Diplo Units: Witch
Flying Unit : Flying Witch
Special Unit: Granny Weatherwax
Total : 6
And then:
Common units
Ship 1, Ship 2 (by tech!!)
Trade unit (by tech)
Which would make a total of 35 units, leaving 27 for the 2 AI CIVs + the "event units" (and believe me, I already got nearly enough ideas to use a lot of those slots... )
So, what do you think about that ?? 
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