Hyreon
Chieftain
- Joined
- Feb 22, 2020
- Messages
- 29
Forum Freeplay
This is a bit of an experiment: a play-by-forum game with a few major changes.
- Anyone may participate. That includes you! Even if all 8 factions have been played by someone, play anyway, with or without previous players' permission.
- You may play as any faction*, even if you've already played a different one.
- You may play for up to 10 turns before abdicating. You can do less, but you can't do another session until at least 7 turns have passed.
Spoiler *War spoilers :
You can always play as any faction that's at peace with everyone. However, if you read a factions' most recent spoilers, you cannot play as their enemies. For example:
- I play as the Aztecs, who are at war with the Persians and Romans. You read the forum post, but don't open up any spoilers. You can play as any faction.
- Once you read my spoilers, you can play as anyone except the Persians or Romans.
- If Quintillus plays as the Aztecs, you can read my spoilers and still play as any faction. My spoilers have expired.
Spoiler Secrets - don't read if playing an enemy! :
I'm building a nuke but don't tell the disgusting germans. LOL
There's also no rule against keeping proper secrets, and not posting details at all.
Spoiler Some rules :
- Don't sabotage. All your saves will be ignored, permanently.
- Don't use exploits. Your saves may be ignored, permanently.
- First come, first serve. If someone submits a save before you, theirs is canon, so yours is obsolete.
- If somone deletes their post within 2 hours, it's no longer canon, so yours may become canon.
- To handle overlap better, it's recommended to prefix your save with the last save. So "root- Dutch11.SAV" is replaced by "Dutch11- China21.SAV", then "China21- Rome31.SAV", etc.
- Don't play more than 10 turns in a save.
- Multiplayer games are exceptions, since you could just trade host back and forth anyways.
- Don't play more than once until 7 turns have passed.
- Don't play too much - give new and casual participants a chance to participate.
- Don't reload too frequently - unless it's about the lore, or you feel that you can't compete with elites such as myself (who regularly lose Monarch games), it only serves to make your AI turns even worse.
The scenario: Warlords and Autocrats! This scenario requires no custom files to run, although they're highly recommended. It's designed for long games, and even for continuity to future games.
The files are linked in the first two posts, under Warlords and Autocrats.zip
Why use a custom scenario? Because
Spoiler Scenario rules :
- Win: Only by conquest, although Space Race allows a New Game+.
- Tech rework:
- No ancient or modern eras: To make the existing eras feel even larger, and close the gap between the strongest and weakest possible factions.
- You start with Pikemen and Longbowmen unlocked. Swordsmen and Horsemen are still in the game.
- Major shuffling: A new tech tree, designed to be easy to pick up while still providing the player with many options - in some cases, even more than before.
- Advance cost: Entering the industrial era makes settlers more expensive, and replaces all the cheap medieval units you had access to. AIs are slightly averse to doing this, so it's up to us when to advance.
- No ancient or modern eras: To make the existing eras feel even larger, and close the gap between the strongest and weakest possible factions.
- Rail cars: Railroads are such an extreme power boost that they have been removed in favor of rail cars, fast land units with transport capacity. They can only operate on existing roads, including your enemies', and require population to build.
- No unique units: A bit too tricky to balance with so few eras. I'll see what can be done in future games!
- Government identities: Each government, besides despotism, now has a unique identity by providing a unique Wonder, and then either a Small Wonder or Improvement.
- Imperialism: Deep in the Ancient tech tree, and not cheap. Fusion of Republic and Monarchy. Exclusive access to the Great Library and the Satrap, another courthouse.
- Corporatism: An unsustainable play style with free buildings and so little ability to defend itself - but open to those greedy enough to try. Exclusive access to Stock Exchange and Universal Suffrage.
- Feudalism: Massively improved. No war weariness; unit maintenance of 2 when over. Exclusive access to Great Wall and Knight's Templar.
- Fascism: A disgusting amount of unit support. Exclusive access to Sun Tzu's and Tactical Center, which produces Blitzkriegs (one man armies).
- Communism: Exclusive access to the Secret Police HQ and Worker's Commune, a cheap and primitive factory enhancement.
- Republic: Exclusive access to Colossus and West Point, which produces maintenance free workers.
- Monarchy: Exclusive access to Statue of Zeus and Hanging Gardens.
- New units: A few new units have been added.
- Machinegunner: Defensive units that can bombard, lethally.
- Boarder: Medieval marines.
- Landship: Early tanks.
- Skirmisher: Expensive medieval infantry with bonus defense. Unlocked in the Autocrat era and makes old world units obsolete.
- Blimp: A mobile air unit with some utility options.
- Escort: Air unit designed to clear the way for enemy bombers.
- Unit changes: A few units have been drastically changed.
- Siege Engines: Trebuchets with extended range.
- Fire Catapults: Lethal bombard trebuchets. Not obsolete by siege engines.
- Carronade: Double-fire cannons that are slightly weaker.
- Advanced Armor: A tank sidegrade to replace Modern Armor.
- Missile Submarine: A weaker Nuclear Submarine that only carries missiles, not nukes.
- Cruise Missile: Doubled attack power. Also has a heavy variant with even greater power.
- Removed units:To fit the ancient and modern removals.
- Spearmen, archers, warriors, chariots and curragh don't exist anymore. You start with swordsmen, horsemen and galleys unlocked, along with longbowmen and pikemen.
- TOW Infantry, Mobile SAMs, Radar Artillery, Jet Fighters, Stealth Fighters, Stealth Bombers, AEGIS Cruisers and Modern Paratroopers don't exist anymore. You can still get nukes, cruise missiles, modern armors, and nuclear submarines in a highly modified form.
- Resource changes:
- Basic resources: Iron and iron dependencies are gone. Gunpowder is now required for most units, and is far more abundant.
- Oil split: Oil is split into heavy oil and petroleum. This makes oil easier to obtain, and adds variety in play styles (since obtaining both is generally harder).
- Natural gas: Replaces incense. A new resource which, when combined with coal, upgrades everything.
- Resource locations: Important resources are now more common in bad terrain.
- Cost changes:The costs of things has been tweaked.
- Foot units are way cheaper.
- Tanks are cheaper.
- Sea units are cheaper.
- ICPTs: A nuke replacement that can carry troops across the map. Very late game. Also lets you carry units into the New Game+.
- Tweaks:
- Battlefield Medicine is unlocked alongside hospitals but does not require any.
- Flak are available earlier, and are stronger (6/1 → 8/4).
- Fighters have 100% interception.
- Paratroopers are as good as infantry (4/9 → 6/10) with a range of 8.
- Helicopters have better attack (4 → 6) and range of 8.
- Musketmen have an attack of 3.
- Pentagon is removed.
- Minor cost changes of +-3 to some units.
Spoiler Scenario Technology :
Spoiler Major Civilopedia Entries :
How do I play?
- Download the most recent save and move it to your civ3conquests folder
- Load up multiplayer and search for LAN games
- Host a new game
- Select "load save" for the gamemode, and load the one you just downloaded
- Add a "computer" in every slot marked Open
- Click the "1" by your name until you've got the faction you want to play as, and then make the remaining faction player 1.
- (Recommended) select "None" for the turn timer
- Select ready, hit launch, and wait.
- Do all of the above steps.
- Save and exit.
- Load the save in singleplayer. You should be the faction you just selected.
- Save before hitting "next turn."
- Continue from that save file.
If issues arise, I'll modify the rules to better accommodate them.
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