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Stefan Härtel
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Eddie's best friend
Jul 1999 time: 06:24
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Christmas is in the air, and with it the time of religious films on TV... well, German TV skipped it this year, it seems, but since I felt like watching one of those old Bible epics (which has nothing to say about my religiosity), I digged out "The Ten Commandments"... only to find out that the tape is in horrible condition, so I watched only about twenty minutes of that movie.
It was enough to make me feel like reading up on ancient Egypt a little once again, which again made me feel like playing an Egyptian scenario... after playing Kull's scenarios a couple of times, I remembered my own scenario, "Pharaoh", which I made several years ago. I took a good look at it and decided to update it a little, with new and better graphics, and perhaps a couple of gameplay changes as well.
So here's the point where you can throw in any suggestions. The scenario should be somewhere on Civfanatics.
My first idea concerns unit graphics. I attached here some things I've made, and numbered them through: 1 is the unit as it appeared in the original "Pharaoh" scenario, 2 and 3 are modifications. What do you think, should I do this for all units, or should I let it be entirely?
Attachment: aegypt.gif
This has been downloaded 132 time(s).
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Civfan
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Toronto, Canada
Sep 1999 time: 05:24
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hey Prometeus, thanks for posting that site.
Its great
Stefan, those new units look really good. How or what program did you use to make them so small?
thanks
civfan
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Stefan Härtel
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Eddie's best friend
Jul 1999 time: 06:24
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I thought about that too, and I'm still not quite sure... a sort of an empire-building scenario would comply more with the tech tree and all that, but the problem is the choice of civs. The civs I currently have are perfect for historical accuracy of exactly that time frame. If I started earlier, I'd have to find a way to introduce the Mitanni and Kassites later on.
I've heard comments from both sides, those who, like you (and me, BTW), prefer slow-starting scenarios, and those who like action-packed scenarios more. But I think the range of my scenarios is broad enough, so it should have something in it for everyone (for some other empire-building games, try "Sons Of Heracles" or "Fire And Roses", my next scenario, "The Lost Paradise" will also be in that style).
[Edit: Typo]
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Kull

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El Paso, TX USA
Mar 1999 time: 22:24
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quote: Originally posted by Stefan Härtel
Well, if I started earlier with "Pharaoh", that'd be propably around 1800/1700 BC or so. That'd have the Kassites replaced by the Babylonians, and the Mitanni by some Proto-early imperial Assyrian civ which would be based much more to the north. It'd be a mess if I tried to introduce the Mitanni then (the Kassites wouldn't be much of a problem). I'm not saying it's impossible (perhaps if I excluded the Greeks entirely), but it would need some careful planning. |
If you need to create a new Mittani state right out of "thin air", check out Tecumseh's tip below. In "Red October" (http://www.tecumseh.150m.com/) he very cleverly was able to create a brand new Polish state in the middle of Central Europe at the end of WW1. This was done with ToT, but I'd be willing to bet you could perform similar magic with FW/MGE.
quote: The problem was to have the Polish state come into existance upon the defeat of the Central Powers in November 1918, 12 turns into the game. A Polish settler was placed in a remote ocean square, inaccessable to naval units. The Central Powers were given the Leonardo's wonder (renamed the Social Democratic Party). At the time of the armistice, they were given technologies which turned all their units into very weak 'deserter' units.
The same turn, strong Polish units were created by events adjacent to all the future Polish cities, along with a 'make aggression' event. Using ToT events language a mask was created to prevent negotiation between Poland and the Central Powers. This was changed one turn later by a 'Negotiator' event which then allowed a Polish-Central Powers treaty - after the Poles had captured all their target cities. The result is a new and powerful state is created where none existed the previous turn. |
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