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DESIGN OBJECTIVE
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The main objective of this scenario is to begin the game with only the oldest nations, leaving the Americas empty, and altering the map slightly to prevent anyone reaching there until magnetism is discoverd.
Although this isn't strictly realistic, the reason for this is to recreate the "Colonisation of the New World" phenomenon later in the game, which never really happens in Civ games because America is over developed by the time the European civs reach there.
The American tribes/empires are simply represented by barbarians and goody huts, leaving the continents in pristine condition for exploration and exploitation by the European tribes. Of course, there's nothing stopping the Chinese and others exploiting the Americas too once magnetism is discovered.
MAP CHANGES
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I'm currently using Marla Singer's map as modified by Scipio. Further modifications are as follows;
Coasts, Seas and Oceans
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I've made major changes here because I disagree with Marla's representation of them. Marla has used them to represent the depths of the water, and therefore produced a Mid-Atlantic Ridge of coasts and seas for example.
I instead think that the depth of the water is irrelevant, and instead prefer to use the literal meanings of the words. Coasts are exactly that, coasts, so they only occur next to land.
Seas correspond to real world seas, such as the Mediterranean Sea, North Sea, Arabian Sea, China Seas, Coral Sea etc. These are usually bodies of water that are enclosed by land on at least three sides, thus protecting them from major ocean currents.
Oceans are obvious, and do not have any "shallow" patches of water in them. It's still possible to go island hopping in the Pacific, but some islands are now more risky to get to, as it should be IMO.
Ocean barriers either side of America
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In order to keep America inaccessible early in the game I've inserted ocean barriers of roughly 7-8 tiles wide on each side. I know this is not realistic but it's the only way to ensure that the "Colonisation of the New World" can happen later in the game.
Greenland has been shrunk slightly (resulting in a more realistic shape since the projection Marla used resulted in a very stretched Greenland) and Iceland moved further west as a result. This has created a larger gap of ocean between Britain and Iceland.
The eastern tip of Russia has also been shrunk so that it doesn't touch the edge of Alaska anymore. The Aleutian Islands are still there but they don't link up with Asia. Again this has resulted in less-stretched more realistic shapes, with a gap of ocean in between.
Africa
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I've made quite a few changes to Africa to make it far less hospitable to colonise, and harder for the Africans (Zulus) to develop.
I've restored the native jungle so there are no nice grassy patches available there, you'll have to chop the jungle down to get these.
I've removed most of the wheat and cattle resources, but left the fish resources behind. Starvation is commonplace in Africa so I really don't think it should be possible to build huge cities there.
I've also removed the patches of forest that Marla added to the plains to simulate savanna because I don't think they were realistic (each forest tile represents about 10,000 square miles of woodland).
The rest of the world
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Most of the rest I've left untouched, although I've added more floodplains to the Nile and also the Euphrates.
I've added some extra patches of forestry in Europe and Asia, removed the Aluminium from New Zealand and added/deleted various barbarian tribes here and there.
NATION CHANGES
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The Africans
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In many Civ games, the Zulus often develop into an "unstoppable world power" as one person put it. Rather than excluding them and leaving Africa empty (and too easy to colonise, even with barbarians) I've decided to include them but to cripple their capabilities.
I've changed their name to Africans and changed their start location to southern Ethiopia, since this is where the Africans first originated (the earliest remains of Homo Sapiens were discovered in the Omo Valley, north of Lake Rudolf).
I've prevented the Africans from building any city developments, air units, naval units, artillery and workers. Due to the lack of available food this will prevent them from developing large cities. Even if they do, happiness problems will stunt their growth. They will be unable to develop culture and unable to leave Africa, except through Egypt (which is unlikely).
They will be able to build settlers and offensive/defensive units though, so they can expand and colonise much of Africa and put up more military resistance than mere barbarians, although they'll never advance as much as the other nations.
One key factor is that they can't build workers. This means that they'll never be able to build roads, irrigate land, chop down jungle etc. This will also seriously limit growth. With no roads they'll have no trade network. Although they do start with one worker, nearby barbarians will destroy it before they can build a warrior to protect it.
The lack of roads and culture will mean that the Africans will function like scattered tribes rather than a coherent empire, and should in effect make them rather like "super-barbarians" who are capable of settling and building better military units.
The Aztecs and Iroquois
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I strongly recommend that you don't use these tribes since doing so goes against the whole design principle of this scenario. However, some people feel very strongly that they should be included so the option is there if you really must have them.
I've crippled both of them in the same way as the Africans, except that the Aztecs don't have barbarians too close to them so their one worker usually survives and is able to irrigate and build roads. Having only one worker does seriously limit their development however.
It may be that I've crippled these three tribes too much. Any comments or alternative suggestions welcome.
The Celts
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Much as I like the Celts (I am one), I think they should be excluded from this scenario due to there being too much competition in Europe. However, I've included them as an option for those who want them. I've changed the English into the Celts and left their starting location as London for now. In this way they can represent the Ancient Britons when the Romans and Germans arrive there.
I've made them religious and expansionist, starting with pottery and ceremonial burial. I've also given them mapmaking so they can build galleys immediately. This seems logical since they must have known how to build boats in order to get to Britain in the first place.
The Japanese
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I've added mapmaking to their starting techs too. Being an island nation I think early knowledge of boats is important, so they can try to colonise the mainland (Korea?) early on should they so desire.
Barbarians
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There are many barbarians on the map. Most were there already but I've added a few more in selected locations, like southern Africa (where the Zulus don't start) and North America. Also some in France.
They've been set to restless rather than roaming, so they occur in greater numbers than usual.
Most significantly, I discovered that the player receives a large bonus against barbarians, especially on the lower levels. The bonus is 800% on Chieftan level and 200% on Regent (which is supposed to be the level at which the player is equal to the AI. Only on Deity level is there no bonus against barbarians.
I've changed this so that there is no bonus against barbarians from Regent on up. I've set a 100% bonus on Warlord and 200% on Chieftan.
Some have complained that barbarians were too easy to kill. Well, they're not anymore!
THE MAIN STARTING NATIONS (9)
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My recommendation for starting nations is as follows;
Romans (also symbolising the Greeks)
Germans (representing the Germanic tribes)
Russians (representing the Slavs)
Egyptians
Persians (also symbolising the Babylonians)
Indians
Chinese
Japanese
Africans
These nine nations give the best balance for gameplay IMO. There are too many nations available in Europe and the Middle East and including them all creates too much conflict in too small an area. This stunts the growth of the Europeans and thus gives too much of an advantage to the Indians and Chinese IMO.
OPTIONAL NATIONS (5)
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For those that disagree with my choices and/or want more conflict in Europe, then feel free to add any of the following nations;
Celts
Greeks
Bablylonians
For those that insist on having civs in America, then you can choose;
Aztecs
Iroquois
FORBIDDEN NATIONS (2)
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Do not include these nations if you want to play this scenario in the way it was intended;
Americans
French
Having said that, the options are still there, so there's nothing stopping you from playing the game that way if you really want to.
CRIPPLED NATIONS (3)
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The following three nations are crippled, and therefore should not be chosen by the human player;
Africans
Aztecs
Iroquois
HOW TO START THE GAME
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You must choose the nations you wish to play with before you start. See included Readme.txt for exact details on how to setup the game.
FINAL NOTE
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In order to play the game in the spirit in which it was intended, the human player should not attempt to reach the Americas before it is safe to do so. You might get lucky and get a galley and a settler across, but that would ruin the whole point of this scenario.
Any comments and suggestions welcome.