timerover51
Deity
I have been working with TETurkhan's Test of Time scenario to get it ready to use for a class that I will be working with this summer. In the course of this, I decided that I would need to check all of the civilization starting locations to determine if any were poor or exceptionally good. It was when I started checking the Asian civilizations that I discovered a major quirk in the scenario that I am still trying to figure out how to work around.
The scenario has two different leader types, one for the European, African, and New World civilizations, and one for the Asiatic civilizations. The first is designated "Leader", and the second is designated "Leaders". They have basically the same statistics, although the Asian "Leaders" is slightly slower. There are two different Civilopedia entries and two different icons. Neither cost any shields or population to build. Both have the "finish improvement" box checked. There is one slight difference though.
The seven Asiatics civilizations (China, Japan, Mongol, Tibet, Indonesia, Cambodia, and Korea) can all build Leaders as soon as a city is founded, so right from the start. With the "finish improvements" box checked, they can complete normal buildings, finish Wonders, build Units, and oddly enough, generate Wealth. The Indonesians start with Mapmaking, so you build a "Leaders", start the Great Lighthouse, and viola, next turn, they have a Great Lighthouse. Need a Harbor in a new city, build a "Leaders", and two turns later, you have a Harbor. I have not gotten to ICBMs as yet, but with the ability for the Asiatics to build "Leaders" that then finish building units, I can see instant ICBMs coming.
As a check, I reset the scenario so that everyone had access to the "Leaders". Everyone now can build "Leaders" from the start of the game. As the "Leaders" cost absolutely nothing to build, except a mouse click, shield cost becomes a meaningless issue. The first civilization to a Tech with a Wonder can build the Wonder in one turn with a pre-built "Leaders". They also build Armies nicely, so the only limit on Armies is the number of cities required to support one Army. All this holds true if you are playing "Play the World". I have also converted Test ot Time to run under Civ3 Complete, and then the "Leaders" can only finish Wonders, not city improvements or units. However, they still can be built as soon as the first city is founded. I am not sure what the difference is between the two game engines.
As I would like to use the Play the World version for my class (the Barbarians are much more active in Play the World), I am trying to figure out how to deal with this quirk. At present, I have thought about the following options, but still need to test each of them.
1. Uncheck the "finish improvements" box, but that does take away from something that I consider vital to the game: the choice of rushing Wonders or building Armies.
2. Reset the Shield Cost to something like 100 or more, so no more instant "Leaders".
3. Set the population cost of building a "Leaders" to something like 4 or more, to slow things down.
4. Reset all of the civilizations to the "Leader", which CAN NOT be built, but then the chances of a player getting a "Leader" are pretty slim.
5. Use the Civ3 Complete version of the scenario, give all the Civilizations the "Leader", and have the Heroic Epic autoproduce the "Leader" a regular intervals. This would allow for rushing Wonders and building Armies for every player. I do lose the aggressive Barbarians though, but I could compensate there by making the harder to kill. That would require making certain civilizations not playable in the game, but that is doable.
Anyone have any other ideas? If so, let me know about them.
Anyone have any ideas why this quirk exists, start speculating. I have some thoughts regarding that.
One change I do have to make, with the greatest of regrets: I do have to give up my Dinosaurs, and Triceratops cavalry. Just not historical enough for the class.
The scenario has two different leader types, one for the European, African, and New World civilizations, and one for the Asiatic civilizations. The first is designated "Leader", and the second is designated "Leaders". They have basically the same statistics, although the Asian "Leaders" is slightly slower. There are two different Civilopedia entries and two different icons. Neither cost any shields or population to build. Both have the "finish improvement" box checked. There is one slight difference though.
The seven Asiatics civilizations (China, Japan, Mongol, Tibet, Indonesia, Cambodia, and Korea) can all build Leaders as soon as a city is founded, so right from the start. With the "finish improvements" box checked, they can complete normal buildings, finish Wonders, build Units, and oddly enough, generate Wealth. The Indonesians start with Mapmaking, so you build a "Leaders", start the Great Lighthouse, and viola, next turn, they have a Great Lighthouse. Need a Harbor in a new city, build a "Leaders", and two turns later, you have a Harbor. I have not gotten to ICBMs as yet, but with the ability for the Asiatics to build "Leaders" that then finish building units, I can see instant ICBMs coming.
As a check, I reset the scenario so that everyone had access to the "Leaders". Everyone now can build "Leaders" from the start of the game. As the "Leaders" cost absolutely nothing to build, except a mouse click, shield cost becomes a meaningless issue. The first civilization to a Tech with a Wonder can build the Wonder in one turn with a pre-built "Leaders". They also build Armies nicely, so the only limit on Armies is the number of cities required to support one Army. All this holds true if you are playing "Play the World". I have also converted Test ot Time to run under Civ3 Complete, and then the "Leaders" can only finish Wonders, not city improvements or units. However, they still can be built as soon as the first city is founded. I am not sure what the difference is between the two game engines.
As I would like to use the Play the World version for my class (the Barbarians are much more active in Play the World), I am trying to figure out how to deal with this quirk. At present, I have thought about the following options, but still need to test each of them.
1. Uncheck the "finish improvements" box, but that does take away from something that I consider vital to the game: the choice of rushing Wonders or building Armies.
2. Reset the Shield Cost to something like 100 or more, so no more instant "Leaders".
3. Set the population cost of building a "Leaders" to something like 4 or more, to slow things down.
4. Reset all of the civilizations to the "Leader", which CAN NOT be built, but then the chances of a player getting a "Leader" are pretty slim.
5. Use the Civ3 Complete version of the scenario, give all the Civilizations the "Leader", and have the Heroic Epic autoproduce the "Leader" a regular intervals. This would allow for rushing Wonders and building Armies for every player. I do lose the aggressive Barbarians though, but I could compensate there by making the harder to kill. That would require making certain civilizations not playable in the game, but that is doable.
Anyone have any other ideas? If so, let me know about them.
Anyone have any ideas why this quirk exists, start speculating. I have some thoughts regarding that.
One change I do have to make, with the greatest of regrets: I do have to give up my Dinosaurs, and Triceratops cavalry. Just not historical enough for the class.