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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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"You have looked out across the fertile lands that surround you, and you have a dream. You have a dream of building a civilization where people will live in the same homes for generation after generation. You have a dream of discovering new and better ways of doing things, and of building great wonders that will inspire awe in all who see them. You have a dream of conquering any who might oppose you, and of stretching out to be master of all you survey. You have a dream of having the entire world marvel at your people’s art and music and storytelling. In short, you have a dream of Ultimate Power."
The challenge of this game is not merely to dominate militarily, but to dominate in as many ways as you can by as much as you can. Build as many wonders as you can. Gain the biggest scientific and cultural leads you can. Make your people happy, productive, and prosperous. And, yes, conquer anyone who dares to stand in your way, and do so as decisively as you can.
I don't have much experience with scenarios yet, so I hope I did this okay. Here are a few notes about the set-up:
1) I started from a large 80% water map and added land where I needed it to get the set-up I wanted. (It's warm, wet, 5 billion, but I made sure there's sufficient oil.) I'm hoping these parameters work out reasonably well for people with older machines.
2) If I did things right, the rules are modified so that nothing short of transports and destroyers can end a turn in ocean safely, although it is certainly possible to send a captain out on a highly dangerous assignment to brave the treacherous deeps. (Storms here are a whole lot worse than on a wimpy planet like Earth. ) Note also that trans-oceanic trade in strategic and luxury resources begins only with the discovery of Combustion.
3) As discussed on the AU thread, there are six opponents on our home continent, three on a nearby continent, and three that cannot be reached without crossing ocean. As a result, I've rigged things so all 8 luxuries are available to everyone without the need for trans-oceanic trade (although there aren't necessarily enough to go around until some civs are eliminated).
4) If you move from the starting position before settling your first town, you may regret it when the industrial era rolls around. There are certain things that in an ideal world, no Ultimate Power game should be without, if you get my drift.
5) Barbarians are sedentary, but you may still run into a few if you or one of the AIs pops the wrong hut.
6) Although playing as Egypt is recommended, I left open the option of playing as any civ I didn't assign an AI slot to.
7) The starting position is good enough that you ought to be able to play on a hard level (e.g. Emperor for most of us here) and still do extremely well. By the way, I didn't do any tweaking at all to the food situation in our starting area, but I did do a little with strategic resources and access to an extra luxury.
Here's the AU mod version of the game:
Attachment: au 201 ultimate power.zip
This has been downloaded 130 time(s).
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Dominae
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quote: Originally posted by nbarclay
4) If you move from the starting position before settling your first town, you may regret it when the industrial era rolls around. There are certain things that in an ideal world, no Ultimate Power game should be without, if you get my drift.
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Let's not beat around the bush here; your first city location has the potential to build the Iron Works, right? Hm, I guess I'd better not Palace-jump too far then...
In any other game I would not have liked to know that the Iron Works were possible beforehand, but in UP it fits perfectly!
I'll try the game as soon as I get the chance. nbarclay, thanks for creating and posting this scenario.
Dominae
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:23
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Lately, AU games have tended to have three threads. The way I see it, the threads should be used as follows:
The game thread's primary purpose is to make the game available for download. It can also be used to discuss or ask questions about the game description, so long as nothing learned from playing the game is brought into the discussion. (And I deliberately provided enough clues that players don't have to have played the game to infer that the capital has Iron Works potential, although I have no intention of saying it outright. My main reason for the strong hints is that my manipulations represent a deliberate departure from a normal game set-up where iron works possibilities are distributed randomly across the map. Not warning players that there was something special about the starting position seemed like it would be unfair under the circumstances.)
The Hints and Tips thread is for general ideas that can apply in any similar game. If they are based on actual experiences in this game, they should still be worded generally so as not to give anything away (and if that can't be done, they don't belong on Hints and Tips).
The Spoilers thread is for anything that would provide additional information about the particular game beyond what the game's creator provided, e.g. which civs are where, additional information about the map layout, and so on. Most importantly, it's a great place to tell stories about what you did in the game.
Nathan
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jshelr
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pittsburgh
Apr 2002 time: 00:23
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wrong thread, moved, sorry.
Last edited by jshelr on 31-10-2002 at 17:43
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