digitCruncher
Emperor
- Joined
- Oct 28, 2007
- Messages
- 1,012
Simply because, I want to advertise the fact that I am game testing mods... as well as planning out how to best involve the community in my mission to tech all people who play noble (like me
) how to win using EVERY technique... and finally, to collect all my info, so that I don't have to use google search on ALL of my 450 unread emails in GMail 
So... here is the list:
The EVP series is the "Every Victory Possible". Primarily designed as a guide for all people at Noble and below, I discuss clever tactics to improve your game... as well as showing you how to win in victory conditions you would normally not touch (for me, that is conquest, diplomatic, domination... well, anything except space race and time
)
In addition, for you stronger people, I have designed a bunch of 'goals', which purpose is to 'score' people and give people goals that are harder, if they wish to participate
There are four outcomes:
#1: TOTAL victory. I win with the appropriate total victory conditions met.
#2: Partial victory. I win with the partial victory conditions met.
#3: Victory. I win, by the victory condition I set out with.
#4: Defeat. I either lose, or win by another victory condition.
Each of the planned series has the format:
Name:
Civ/Leader:
Victory Condition
Partial victory conditions
Total victory conditions
EVP I: The Destructive Vikings
- Domination Victory, as the Vikings
- - -Must not research ANY modern era technologies
- - -Must not research ANY industrial era technologies
EVP II (August): The Creative Chinese
- Cultural Victory, as the Chinese
- - -All cities must have at least 80% cultural defence
- - -All cities must have at least 80% cultural defence, and not capture any non-barbarian cities.
EVP III (September): The Diplomatic Persians
- Diplomatic victory, as Cyrus, of the Persians
- - -At least 10 of the 12 civs vote for the Persians to win
- - -All 12 of the civs vote for the Persians to win
EVP IV (October): The religious Indians
- Religious victory, as Gandhi, of the Indians
- - -50% of the entire population is following a religion from your holy cities
- - -80% of the entire population is following a religion from your holy cities
EVP V (November): The Conquesting Spanish
- Conquest Victory, as the Spanish
- - -Control less than 25% of the total landmass
- - -Control less than 10% of the total landmass
EVP VI (December): The Learned Koreans
- Space Race Victory, as Wang Kon of the Koreans
- - -Lose no cities
- - -Lose no units while defending
EVP VII (January): The Prince of Civ IV
- Any victory, but at PRINCE level!!
Mod Test is where we play some mods, whether they be full mods, small XML changes, or just a scenario with the WB. Full mods take precedence, followed by XML changes, followed by scenarios.
Post here, or PM me, if you have an idea for the Mod Test series...
Mod Test 1: Post Apopolyptic World
Civ: William Van Oranje of the Dutch
Reasoning: A nuclear war has wiped nearly all previous knowledge of sciences from the world... but some civilisations still know a few things...
Mods: None
Modified XML: None
WB changes: Give all civs, and the barbs, 5 random techs. Play a regular game.
Mod Test 2:
Next War Revolutions Preview
Civ: William Van Oranje of the Dutch
Reasoning: A test of the Next War Revolutions game... where civilisations can descend into civil war. Ooooo, fun
Mods: Next War Revolutions
Modified XML: None
WB Changes: None
Mod Test 3: Double the trouble
Civ: Memhed II of the Ottomans (After Monty was deemed insanely over powered)
Reasoning: What would happen if you can build TWO buildings in one city?
Mods: None
Modified XML: In GlobalDefines.txt, change:
<CITY_MAX_NUM_BUILDINGS>1</CITY_MAX_NUM_BUILDINGS>
to
<CITY_MAX_NUM_BUILDINGS>2</CITY_MAX_NUM_BUILDINGS>
WB Changes: None
Mod Test IV: Game testing FFH II
Playing at Prince difficulty, in a mod I have played 1 game before at Cheiftan level (and owned, thankyou very much). The FFH is a well-known mod, which I didn't know about until a week ago. It is TOTALLY different to the normal BtS, requiring specilisation of the tech tree, rather than generically researching all techs. New religions, powers of magic (which I like
), Heros, Gods, and terrain that transforms occasionally... a very deep game! I will just try to survive in this harsh world...
Civ: Random Civ and Leader
Mods: Fall from Heaven II
Modified XML: None
WB Changes: None:
Mod Test V: The lost empire of Atlantis
Civ: ?? of ??
Mods: Next War Revolutions
Modified XML: None
WB Changes: The entire world is covered in size 8 barbarian cities (Atlantis), but it is crumbling. The sudden loss of technology to their Automatons means that the civilization is about to fall to pieces. Take up as one of three empires to try and take a piece of Atlantis with your army (3 Archers), and watch out for people who try and 'civilize' the barbarians. Expect many many strong AI, and an insane Barbarian power stronger than even Raging Barbs!
Mod Test VI: Terrible Global Warming
Civ: ?? of ??
Mods: None
Modified XML: None
WB Changes: Start of with 10 nuclear detonations. Then, as the world slowly turns into desert, try and stay alive! Keep the forests, as they will protect you, and try and protect the environment. The coasts are your friend (to make things harder, we won't be playing a civ with a coastal UB, nor a Naval UU. Thus, the Dutch are OUT, sadly), and production is likely to be a pain in the butt... but good luck!! Try surviving 450 turns of a steadily decaying world...
If you want to suggest a Mod, or XML change, or a scenario (preferably the first two plz
), just do it! I won't bite...
And the estimated times will come more accurate as time goes on. They are (probably) the latest possible time, so EVP VII, the finale, MAY just reach before Jan 1st 2009
Have fun guys! And if you don't like these ideas, move on! There are plenty of other harder RPCs


So... here is the list:
EVP
The EVP series is the "Every Victory Possible". Primarily designed as a guide for all people at Noble and below, I discuss clever tactics to improve your game... as well as showing you how to win in victory conditions you would normally not touch (for me, that is conquest, diplomatic, domination... well, anything except space race and time

In addition, for you stronger people, I have designed a bunch of 'goals', which purpose is to 'score' people and give people goals that are harder, if they wish to participate

#1: TOTAL victory. I win with the appropriate total victory conditions met.
#2: Partial victory. I win with the partial victory conditions met.
#3: Victory. I win, by the victory condition I set out with.
#4: Defeat. I either lose, or win by another victory condition.
Each of the planned series has the format:
Name:
Civ/Leader:
Victory Condition
Partial victory conditions
Total victory conditions
EVP I: The Destructive Vikings
- Domination Victory, as the Vikings
- - -Must not research ANY modern era technologies
- - -Must not research ANY industrial era technologies
EVP II (August): The Creative Chinese
- Cultural Victory, as the Chinese
- - -All cities must have at least 80% cultural defence
- - -All cities must have at least 80% cultural defence, and not capture any non-barbarian cities.
EVP III (September): The Diplomatic Persians
- Diplomatic victory, as Cyrus, of the Persians
- - -At least 10 of the 12 civs vote for the Persians to win
- - -All 12 of the civs vote for the Persians to win
EVP IV (October): The religious Indians
- Religious victory, as Gandhi, of the Indians
- - -50% of the entire population is following a religion from your holy cities
- - -80% of the entire population is following a religion from your holy cities
EVP V (November): The Conquesting Spanish
- Conquest Victory, as the Spanish
- - -Control less than 25% of the total landmass
- - -Control less than 10% of the total landmass
EVP VI (December): The Learned Koreans
- Space Race Victory, as Wang Kon of the Koreans
- - -Lose no cities
- - -Lose no units while defending
EVP VII (January): The Prince of Civ IV
- Any victory, but at PRINCE level!!
Mod Test
Mod Test is where we play some mods, whether they be full mods, small XML changes, or just a scenario with the WB. Full mods take precedence, followed by XML changes, followed by scenarios.
Post here, or PM me, if you have an idea for the Mod Test series...
Mod Test 1: Post Apopolyptic World
Civ: William Van Oranje of the Dutch
Reasoning: A nuclear war has wiped nearly all previous knowledge of sciences from the world... but some civilisations still know a few things...
Mods: None
Modified XML: None
WB changes: Give all civs, and the barbs, 5 random techs. Play a regular game.
Mod Test 2:
Next War Revolutions Preview
Civ: William Van Oranje of the Dutch
Reasoning: A test of the Next War Revolutions game... where civilisations can descend into civil war. Ooooo, fun

Mods: Next War Revolutions
Modified XML: None
WB Changes: None
Mod Test 3: Double the trouble
Civ: Memhed II of the Ottomans (After Monty was deemed insanely over powered)
Reasoning: What would happen if you can build TWO buildings in one city?
Mods: None
Modified XML: In GlobalDefines.txt, change:
<CITY_MAX_NUM_BUILDINGS>1</CITY_MAX_NUM_BUILDINGS>
to
<CITY_MAX_NUM_BUILDINGS>2</CITY_MAX_NUM_BUILDINGS>
WB Changes: None
Mod Test IV: Game testing FFH II
Playing at Prince difficulty, in a mod I have played 1 game before at Cheiftan level (and owned, thankyou very much). The FFH is a well-known mod, which I didn't know about until a week ago. It is TOTALLY different to the normal BtS, requiring specilisation of the tech tree, rather than generically researching all techs. New religions, powers of magic (which I like

Civ: Random Civ and Leader
Mods: Fall from Heaven II
Modified XML: None
WB Changes: None:
Mod Test V: The lost empire of Atlantis
Civ: ?? of ??
Mods: Next War Revolutions
Modified XML: None
WB Changes: The entire world is covered in size 8 barbarian cities (Atlantis), but it is crumbling. The sudden loss of technology to their Automatons means that the civilization is about to fall to pieces. Take up as one of three empires to try and take a piece of Atlantis with your army (3 Archers), and watch out for people who try and 'civilize' the barbarians. Expect many many strong AI, and an insane Barbarian power stronger than even Raging Barbs!
Mod Test VI: Terrible Global Warming
Civ: ?? of ??
Mods: None
Modified XML: None
WB Changes: Start of with 10 nuclear detonations. Then, as the world slowly turns into desert, try and stay alive! Keep the forests, as they will protect you, and try and protect the environment. The coasts are your friend (to make things harder, we won't be playing a civ with a coastal UB, nor a Naval UU. Thus, the Dutch are OUT, sadly), and production is likely to be a pain in the butt... but good luck!! Try surviving 450 turns of a steadily decaying world...
If you want to suggest a Mod, or XML change, or a scenario (preferably the first two plz

And the estimated times will come more accurate as time goes on. They are (probably) the latest possible time, so EVP VII, the finale, MAY just reach before Jan 1st 2009

Have fun guys! And if you don't like these ideas, move on! There are plenty of other harder RPCs
