Adamo`s special scenario

adamo900

Chieftain
Joined
Dec 28, 2008
Messages
13
Hello!
Here`s my map&scenario for Civilization3:Conquests.
It doesn`t contain any new graphics, but several rules are significantly changed.

If you want to play it, it`s downoadable here (adamo.rar contains adamo.biq scenario and readme file):
http://www.mediafire.com/?sharekey=a6c519a25652bd5500d27174b47c6657e04e75f6e8ebb871
(edit: or try this URL if the previous one dosn`t work: http://ul.to/7urpv8 ).

28 civilizations plays on huge (160x160) map. The world is a huge, arid and cold pangea. It has 3 billion years, polar icecaps and dozens of raging barbarian, so beware!
If you want to play this game, please don`t open the map on the editor not to spoil a game!

NEW RULES on this scenario:

1) science research is 2.78 times SLOWER. For example:
- alphabet costs 14 bulbs instead of (5),
- printing press costs 100 bulbs instead of (36),
- industrialization-333 (120),
- satellites-722 (260),
2) all LAND units speed is DOUBLED. For example settlers moves 2 tiles per turn, horsemen moves 4 tiles and cavalry moves 6 tiles per turn. Water and air units moves normally.
3) road multiplier is now 4 instead of 3,
4) terrain movement cost is different(*see below),
5) Sumeria, Iroquis and Byzantium civs are UNAVALIABLE. That`s because Barbarians uses their special units instead of their own ones (Enkidu Warrior replaces regular Warrior, Mounted Warrior replaces regular Horsemen and Dromon replaces regular Galley).
6) cost of all buildings is 27.8% (rounded up) HIGHER, for example: Temple costs 8 (6), Palace - 13 (10), Factory - 31 (24), Police Station - 20 (16), Leonardo`s Workshop - 77 (60) and Internet - 128 (100). But cost of all spaceship parts is DOUBLED (SS Exterior Casing now costs 128 instead of 64)!
7) basic optimal number of cities for this map is 26 (instead of 36). This factor, of course, will be modified by the diffucilty level you get).
8) workers works 50% SLOWER,
9) disasters (Black Death) attacks twice for 35 turns (about 400th and 700th year),
10) base HP for ELITE unit is higher (6 instead of 5). That`s a significant bonus mainly for militaristic civs,
11) cost of all non-free units is DOUBLED (for example 2 in despotism, 4 in republic, 6 in feudalism).

The whole game lasts 1000 turns (years). 1 year=1 turn.
I recommend to get Regent or Monarch difficulty level. Higher levels are very risky for you because of changed rules!

(*) movement cost changes:
LAND TILES
Plains:1
Grassland:1
Desert:1
Flood plain:1
Tundra:2
Forest:3
March:3
Hills:4
Jungle:4
Mountain:6
Volcano:7
WATER TILES
Coast:1
Sea:1
Ocean:1

You have either to build a space ship or to destroy all other civs.
Remember, that several rules has changed!

Enjoy your play!
Adamo
 
No Steph, it`s the movement SPEED, that is doubled (=which means the movement COST is halved) for all land units. The settlers has now 2 MP (not 1), the cavalry has now 6 MP (not 3).

In other hand, the terrain movement cost is changed; while for the desert, for example, it`s still 1, for mountains it`s now 6.

That means the cavalry can now move 6 grassland/desert tiles per turn, but only 1 mountain tile per turn.

I did all that to vary the total movement factor of different terrain tiles.
 
No Steph, it`s the movement SPEED, that is doubled (=which means the movement COST is halved) for all land units. The settlers has now 2 MP (not 1), the cavalry has now 6 MP (not 3).
Sorry, typo, yes, movement speed. But still the side effect is still there: cavalry cannot withdraw from combat against infantry.
 
If Firaxis was at least a little good at designing / programming, they would have withdrawal an option for a unit when it has more MP than the other...

Actually, I've also been toying with the idea of doubling the MP of every units, and the cost of every terrain.

And then to add some "ignore terrain cost".

Most units would ignore the cost of grassland.

This way, the default speed would be two tiles in grassland, and one tile anywhere else.

But at least we can then have Iroquois infantry ignore forest cost (for instance) with a real gameplay effect.

However, I'm afraid that if every unit move 2 tiles, it will be too fast for an epic game (mostly when exploring).
 
However, I'm afraid that if every unit move 2 tiles, it will be too fast for an epic game (mostly when exploring).

Not necessarly. It depends on the map. If there are a lot of mountain chains (MP=6), or you can even set the hills to higher parameter.
 
Hmm. This is strange. I just checked out and the file has a "public" flag, not "private". There must have been some error on mediafire page. Try do download it again. Or give me your email so I could sent it directly to you if the link doesn`t work.
 
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