Alexander's Conquests development thread

Keroro

Dororo: Ninja Frog
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I don't think that a really detailed and involving scenario has yet been made about Alexander for Civ 3. So I decided to try to do it myself. It was rather harder than I thought it would be.:badcomp: The main inspiration has been the Rise and Fall of the Roman Empire mod by Pinktilapia and (lately) Blitzkrieg. The scenario will probably be playable only as Alexander because they are really the only side with the ability to push the game forward, the other races just have to wait till he turns up and try to resist as soon as possible.

We start around the crossing of the Hellespont, and it is the player's option whether to kill off Alex at the historical time, having conquered Persia and parts of India, or to keep him alive for further expeditions against the Arabs, Mauryans, Romans or even Carthaginians. I have tried to get as many historical touches into the scenario as possible, so the player will find that Memnon of Rhodes will attack near the start, while two armies led by Darius should show up at the correct times.

The map is based on an ancient Greek map, and so cuts off large parts of asia and africa. I felt that this was more authentic than a modern map. The map is divided into sections that are blocked by terrain that cannot be linked by roads. So Persia does not have trade links with Bactria / Sogdiana or Asia Minor. India is not linked to the west at the beginning of the game, but can be linked later by building the Port of Charax wonder in the Gulf. Egypt will not be linked to the rest of the Medditerranean until the Port of Alexandria is built. This means (hopefully) that each province will behave in a different way, so it's difficult to keep Bactria productive, while Egypt is pretty happy to see you. The locations of the many cities of Alexandria are all marked on the map by a bonus resource ('Alexandria'), and if they are built in the correct order then they will all be named historically. The resources are placed with the interest of gameplay in mind rather than historical accuracy, but in many places these two things are one and the same.

The Macedonian army is, obviously, rather good in this scenario. The Phalanx is represented by numerous small armies (can hold two units and give +2 HP). These can move over all terrain without movement penalties, to represent the unexpected and deadly speed that gave Alex the edge over so many of his enemies. Road movement is 1/2, rather than 1/3 in vanilla civ 3, but all the units have a small rebase range (2 for slow stuff like artillery, 3 for most infantry, 4 for fast infantry and heavy cavalry, and 5 for the quickest cavalry like the Prodomoi) that should help with strategic movement around the map. The other races each have their unique units, several in some cases. So you'll face Persian Apple Bearers and chariot archers, and indian elephant riders in the appropriate places. I am experimenting on giving each race an excellent (but expensive) defender early in the game that will then upgrade into a kick ass (but cheap) attacker when Alex is due to arrive. Hopefully this will stop too many inter AI wars, and give the player challenges at the appropriate time. When Alex captures a new province he will usually get new troop types to build there. So players can build Bactrian Cavalry after they have secured a source of the 'Bactrians' resource, or Egyptian Phalangites after getting a source of 'Egyptians'.

Few cities will be able to grow into a Metropolis, but the limits for towns and cities are 10 and 20 pop, so they can get pretty big anyway. Only cities with a major port will be able to become a metropolis, and in this scenario a port can be built along a river as well as the coast, but you need a source of wood in the city radius. The buildings available are varied and, on the whole, pretty cheap. Most of the time you'll probably be building units, but temples to all the Greek Gods, and other Greek themed stuff is available. Many of the important cities have wonders that can only be built there, for instance, the only city that can build the Great Library is Nile Alexandria.

Comments welcome.
 
The Civilizations.

From left to right:
Alexander III of the Alexandrians
Antipater of the Macedonians
Cersobleptes of the Thracians
Leosthenes of the League of Corinth
Sabaces of the Egyptians
Darius III of the Persians
Spithridates of the Eastern Greeks
Azimilik of the Phoenicians
Bessus of the Bactrians
Spitamenes of the Sogdians
Agis III of the Spartans
Timoleon of the Western Greeks
Alexander I of Epirus
Battus-Arcesilaus of the Cyrenaicans
?? of the Cretans
Marcus Valerius Corvus of the Romans
Pontius of the Tyrrenians
Hamilcar of the Carthaginians
Chorienes of the Scythians
Zhaoxiang of the Qins
Chandragupta Maurya of the Mauryans
Porus of the Pauravas
Omphius of the Taxilans
Akhraten of the Nubians
Nastasen of the Kingdom of Meroe
Zalmoxis of the Dacians
Toutatis of the Western Barbarians
Wodan of the Northern Barbarians
Zelalsen of the Numids
Gerrha of the Arabs

Races.gif


Note - a few LHs will be changed when I get my grubby hands on R8FXTs new Anno Domini set. :)
 
The map:

(Using Ares de Borg's community compilation terrain until his new set is ready for download.)

minimap_preview.gif
 
Units:

Alexandrian units preview:
Transport, Diere, Triere, Pentere, Hexakontere.
Garrison, Peltast, Agrianian, Toxotis, Minoan Merc Toxotis.
Phalangite, Hypaspist, Alexander, Greek Infantry, Mercenary.
Greek Cavalry, Thessalian Cavalry, Companion Cavalry, Royal Companions, Prodomoi.
Egyptian Phalanx, Horus Knight, Anubis Knight, Egyptian Infantry, Egyptian Chariot (All available after conquest of Egypt).
Ballista, Siege Engineer.
Indian Infantry, Indian Heavy Infantry, Indian Elephant Rider, Elephant Archer, Indian Cavalry (Available after certain Indian conquests).
Bactrian Cavalry, Persian Infantry, Persian Bowmen, Persian Successors (Available after certain Persian conquests).

Alexandrian_units.jpg
 
Tech trees:

The first age and second ages are for the tech trees of three different cultures of the scenario. The Indians, Persians and Mediteranean civs all get their own technologies that should help them resist Alex.

The third age is the historical Alexandrian tech tree, ending with Alex returning to Susa for a mass wedding. There is an optional 'Death of Alexander' tech that allows you to build his sarcophagus and return it to either Macedonia or Nile Alexandria for a Return the Flag VP victory.

The fourth age is the fictional era, where you can choose to conquer just about anywhere on the map. The only exceptions are the Qins and the Scythians, who cannot be beaten. If you conquer the Carthaginians, Arabians and Mauryans then you can start the Alexandrian Empire (spaceship victory).

There is a timer tree that runs through the thired and fourth ages that should ensure that certain events happen at appropriate times. At the end of this tree you will be able to upgrade the princesses you've been collecting into heirs and (sacrifice them) add them to the royal court in Babylon to make a single city cultural victory possible.

era_2.jpg


era_3.jpg


era_4.jpg
 
Playtesting thread is open here.

:help: Right, begging for help time - help already received has a :goodjob: beside it.

Problem with Gold luxury resource causing CTD when connected - fixed with help of FinnMcCool, Spacer One, Civinator and EmbryoDead :goodjob:

Other problems with resources fixed with help from Virote Considon and EmbryoDead :goodjob:

Palatte problem on leaderheads - fixed by R8FXT :goodjob:

Palatte problem with civcolour on popheads - fixed with help of R8FXT :goodjob:

Historical help and general support - Ozymandias, Gaias, Virote Considon, Blue Monkey and Quinzy :goodjob:

Help with Timer techs and Advisor files - Pinktilapia :goodjob:
 
It all seems very interesting. Have you got city lists worked out for the different civilizations? I noticed you had a couple of leaderheads in there twice - IMHO, it would be better to use unique ones for each civilization. My mod's due out in about a month, so if you're still in development, you'll be able to choose from there (if you want to of course!)
 
R8XFT said:
It all seems very interesting. Have you got city lists worked out for the different civilizations?

Almost all of the cities are pre - placed, and I've got the various names of Alexandrian cities collected. Settlers are going to be disabled, except a few auto produced by a wonder for the Alexandrian player.

R8XFT said:
I noticed you had a couple of leaderheads in there twice - IMHO, it would be better to use unique ones for each civilization. My mod's due out in about a month, so if you're still in development, you'll be able to choose from there (if you want to of course!)

That had occurred to me. :mischief: Thanks for the offer. I've already got my eye on your Atrebates LH.
Are you entering one for the competition this month?
 
Wow. Looks good. :)

One thing that I've noticed is that both our Greek scenarios use Ares' terrain until his 2nd one comes out. Could be some sort of Greek theme :p

I like the way you've seperated all the places off. I was thinking of doing that myself, to stop the Greeks colonising the land that should belong to Dacia/Illyria/Thrace (not to those civs, but to stop the Greeks having cities that are too corrupt).

Also, one final note, is that if you still need him, then after I've finnished Agamemnon, which is the 3rd unit I'm going to make, I could start on the un-mounted Alexander, if you'd like.
 
Virote_Considon said:
Wow. Looks good. :)
Thanks. :)

Virote_Considon said:
One thing that I've noticed is that both our Greek scenarios use Ares' terrain until his 2nd one comes out. Could be some sort of Greek theme :p
I think it's just that his new set looks like it will blow away everything that came before it. :ar15: It must be one of the most anticipated projects in the civ 3 forums. Having said that, I have slight reservations about the irrigation in the new set. I'm not sure if it's going to look ancient enough for my tastes. But we'll see soon enough I guess.

Virote_Considon said:
I like the way you've seperated all the places off. I was thinking of doing that myself, to stop the Greeks colonising the land that should belong to Dacia/Illyria/Thrace (not to those civs, but to stop the Greeks having cities that are too corrupt).
There was an Alexander mod in production by Kryten ages ago (before PTW was released), and I really got the idea from him. The latest AoI scenario uses a similar system too, to differentiate between the homeland of Imperial nations and their colonial possessions. I believe one advantage is that it speeds up the in between turn times if you limit the trade routes.

Virote_Considon said:
Also, one final note, is that if you still need him, then after I've finnished Agamemnon, which is the 3rd unit I'm going to make, I could start on the un-mounted Alexander, if you'd like.
That's very generous. :D I've already got an Alexander unit that was made by Kinboat (IIRC), but I've been toying with the idea of having him upgradable to a more Persian style Alex. This would represent his adoption of Persian customs like the wearing of trousers. I'm lurking in your units thread BTW, and I'm looking forward to the Diomedes unit (Diomedes was always my favorite in the Iliad).
 
Keroro said:
I think it's just that his new set looks like it will blow away everything that came before it. :ar15: It must be one of the most anticipated projects in the civ 3 forums. Having said that, I have slight reservations about the irrigation in the new set. I'm not sure if it's going to look ancient enough for my tastes. But we'll see soon enough I guess.

You could always change the irrigation yourself, you know. Although I admit, the default "Civ 3" irrigation doesn't look quite right on grassland and plains to me. It looks too desert-like. And a lot of the irrigation around does look a bit too medieval+.

Keroro said:
There was an Alexander mod in production by Kryten ages ago (before PTW was released), and I really got the idea from him. The latest AoI scenario uses a similar system too, to differentiate between the homeland of Imperial nations and their colonial possessions. I believe one advantage is that it speeds up the in between turn times if you limit the trade routes.

I've gone idea-seeking in that thread many a time... It isn't the turn times, or the production queus(SP?) that I'm worried about, it's the fact that the AI seems to love building corruption-ridden cities in the middle of nowhere, surrounded by hostile civs. I don't mind the odd colony getting through (as at LEAST they're building cities, unlike Corinth in a game today, where they built tonnes of their UU, a transport galley, and used them for mass exploration only, and ended building their 3rd-5th cities right at the top of the map), but they take "colony" too far here. I dunno, I'll look into solving this some way or another.

Keroro said:
That's very generous. :D I've already got an Alexander unit that was made by Kinboat (IIRC), but I've been toying with the idea of having him upgradable to a more Persian style Alex. This would represent his adoption of Persian customs like the wearing of trousers. I'm lurking in your units thread BTW, and I'm looking forward to the Diomedes unit (Diomedes was always my favorite in the Iliad).

Thanks. My favourites in the Iliad were allways Oddyseus, Agamemnon and Achilles.

Also, I'll be making Alexander for my scenario at some point, anyway (as I'm going to use Kinboat's Achilles as... Achilles!), so if you want to offer any suggestions on how he should look, ask away.
 
Virote_Considon said:
I've gone idea-seeking in that thread many a time... It isn't the turn times, or the production queus(SP?) that I'm worried about, it's the fact that the AI seems to love building corruption-ridden cities in the middle of nowhere, surrounded by hostile civs. I don't mind the odd colony getting through (as at LEAST they're building cities, unlike Corinth in a game today, where they built tonnes of their UU, a transport galley, and used them for mass exploration only, and ended building their 3rd-5th cities right at the top of the map), but they take "colony" too far here. I dunno, I'll look into solving this some way or another.
That's one of the reasons why I'm glad that my scenario has 95% of the cities pre - placed. Have you got the 'build often' flag on for the Corinthian sea transports and military units?

Virote_Considon said:
Also, I'll be making Alexander for my scenario at some point, anyway (as I'm going to use Kinboat's Achilles as... Achilles!), so if you want to offer any suggestions on how he should look, ask away.
I'll look out some source material, I'm pretty sure I've got some pictures somewhere. He should not look like Colin Farrell, and should not speak with an Irish accent. ;)
 
Keroro said:
That's one of the reasons why I'm glad that my scenario has 95% of the cities pre - placed. Have you got the 'build often' flag on for the Corinthian sea transports and military units?
I think/hope so!

Keroro said:
I'll look out some source material, I'm pretty sure I've got some pictures somewhere. He should not look like Colin Farrell, and should not speak with an Irish accent. ;)
OK. Note to self: get some Irish reletives to come over and so that I can use them for his sounds :p
 
This looks excellent, and I look forward to playing it someday. I wish I had more practical support to offer; I'll definitely be watching this thread, and posting something whenever I can add to your efforts. Maybe I'll be able to help with the Mauryan and Paurava civs if nothing else.

Seeing the Strabo map again reminded me that when I played it with the TAM rules imported it felt like a lot of the map was swathes of the same terrain that were too large. Try breaking it up a little with small spots of related terrain, like plains in/near the desert. You can use LM plains, for example, without changing any graphics; just adjust the rules (like food production values) to more nearly match desert. Then you give the player some visual relief, without unbalancing the play of the map too much.
 
Dacia - WOOT :bounce:

:D


Looks nice. :) The challange would be to make Alexander go east for conquest ...
 
Heretic_Cata said:
Dacia - WOOT :bounce:

:D


Looks nice. :) The challange would be to make Alexander go east for conquest ...

Did I mention that only the Alexandrians would be playable? The human player will have to go east because the defenders to the west will just be too tough. Later they will get softer (if my plans work), and then you can make war on Rome and Carthage. And Dacia if you want.:)

@ Blue Monkey - Thanks for the advice re. the map. I'll take another look at it.
 
Are you planning a kind of "Rise and Fall of the Roman Empire" style mod (i.e. the RFRE mod by Pinktilapia) - except that it's Greek not Roman?
 
R8XFT said:
Are you planning a kind of "Rise and Fall of the Roman Empire" style mod (i.e. the RFRE mod by Pinktilapia) - except that it's Greek not Roman?

That's one of the main inspirations, though whether I manage to do it well is another question. :) I figure that since Alex managed as much in his 15 years as the Romans did in 500, he should be worth that kind of attention.
 
Keroro said:
I figure that since Alex managed as much in his 15 years as the Romans did in 500, he should be worth that kind of attention.
You're right that he deserves attention; but conquest is one thing, empire-building is another.
 
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