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slamp
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Cannes, France
Sep 1999 time: 06:12
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01-12-1999 18:43
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#1
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How could we adjust and improve dutcheese scenario for CD's mod ?
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Tired of ads?
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Hi,
I'm creating an accelerate start for CD's mod using dutcheese scenario.
I'm very interesting on any comments about dutcheese scenario to improve it and adjust it to CD's mod.
So my questions are:
- What do you think I must change to improve it ?
- What's good / bad (enought / too much: PW, gold, etc...) ?
Bellow, some details about dutcheese scenario
Quick Start for PBEM Games
Start with:
PW: 20000
Gold: 15000
Settlers: 10 (25 movement, 0 firepower, 1 HP)
Knight: 1 (25 movement, 0 firepower, 1 HP, removed at turn 3)
Transport: 1 (35 movement, 0 firepower, 1 HP, removed at turn 4)
The first 10 cities created by each player auto grow to size 5 (with creation of 2 Musketeers) if built before turn 4.
25 Advances :
- Agriculture
- Toolmaking
- Mining
- Domestication
- Bronze working
- Stone working
- Jurisprudence
- Ship building
- Writing
- Geometry
- Iron working
- Religion
- Philosophy
- Trade
- Bureaucracy
- Astronomy
- Banking
- Stirrup
- Engineering
- Alchemy
- Classical education
- Hull making
- Medecine
- Gunpowder
- Ocean faring
Sea Colonies are available with Steel and Superconductor discoveries.
Alien Lab available after Wormhole and Alien Biology discoveries.
Alien Biology available after Alien Archeology discovery
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Klair
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Toulouse, France
Sep 1999 time: 05:12
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Here some comments:
- 2 musketeers are too much at the begining. Keep 1 only
- Each city need a Granary
- 15000 Gold is not enought, try with 20000
- 25 movements is too much for the settlers, try 20
- 35 movements is too much for the transport, try 30
What do you think to auto-grow to size 2 all cities created before turn 10 ?
Hope this help
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Jon
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I agree with Klair about two Musketeers being to many but if cities are to auto-grow to size 5 you need them to stop riots. How about changing them to Pikemen?
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DON
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Is it just me or do you get a city size problem right away with Dutcheese's Quickstart. One of the first things you have to do is build a aquaduct. Is this what all the gold is for?
Why do you think there are too many musketeer's with Dutcheese's Mod?
Another Question
Does increasing the number of military units you have in your city gradually increase city happiness/civil order?
[This message has been edited by DON (edited December 01, 1999).]
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slamp
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Cannes, France
Sep 1999 time: 06:12
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Hi,
I'm working on the first version. It's an add-on (scenario) for Apolyton Pack 1.0.
Start with:
PW: 20000
Gold: 20000
10 Settlers (20 movement, 0 firepower, 1 HP)
1 Horse Archer: 1 (25 movement, 0 firepower, 1 HP, removed at turn 3)
1 Transport: (30 movement, 0 firepower, 1 HP, removed at turn 2)
The first 10 cities created by each player auto grow to size 5 (with creation of 2 Pikemen) if built before turn 4.
Advances (11):
AGRICULTURE, TOOLMAKING, MINING, DOMESTICATION, BRONZE_WORKING, STONE_WORKING, JURISPRUDENCE, SHIP_BUILDING, WRITING, GEOMETRY, MONARCHY.
After readed CD's readme and hexagonian post, I add Monarchy and I remove Astronomy. (with CD's mod theocracy is after Astronomy in the research tree)
I'm thinking about others advances I will add. All ideas are welcome 
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All times are GMT. The time now is 05:12. Apolyton Time is 00:12. |
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