I start out by opening up the Defense scenario and loading up the mod. Defense! has been widely panned by posters here at CivFanatics, but we'll show them a thing or two about how to have fun, eh? Here's the rules screen that appears at startup:
All of this information is important; I'll run through some of the details quickly for those who haven't tried their hand at the scenario.
Building Phase: Each round consists of a building phase, then an action phase. It's pretty much the same thing as the Advanced Start option added in this expansion, if you've played around with that. You start with a certain amount of money (300g) which can be used to purchase units, place cities, conduct research, and so on. Then during the action phase, a stream of enemy units tries to capture your cities, which you have to defend. Rinse and repeat for 20 rounds. Nice and simple. For our succession game, we'll each play 4 rounds, saving the game and passing it on to the next individual at the beginning of each building phase.
Defend All Cities: Obviously the goal is to avoid having your cities captured. Each one is worth 200g for each round it survives. There's no limit to the number of cities you can place either. One thing we'll have to discuss is how many cities to build early on (ie, investing in our economy) versus doing research and building units.
Find All Goody Huts: The huts are worth a lot of money, especially in the beginning of the game. The scout units are particularly good at grabbing them, so we may want to research that technology (Scouting) early on.
Cramped Spaces: One of the weird things about this scenario is that stacking units actually reduces their power. Put two units with 10 strength together on the same spot, and they'll both drop to 9 strength. This makes it somewhat more difficult to defend areas, but the same rules do apply to the AI attackers. Just keep it in mind for later.
Research: Pretty self explanatory. You buy new techs between turns.
Turn Timer: Ugh. The worst part of this scenario. There is a turn timer that you CANNOT turn off that runs constantly in the background. This can be really awkward at times. Why in the world you need a turn timer for a SINGLE-PLAYER scenario is beyond me...
There really needs to be an option to turn this off. But there isn't, so do your best and try to adapt.
The
Pause key on your keyboard is your friend. This will stop the turn timer and let you look around and think. You'll have to unpause to issue commands, of course. I use this all the time when playing, so feel free to do so as well. You may also want to turn off unit animation, since they also eat up clock time.
Whew! OK, that's some background. Let's get started.
The first job is to select a location for our initial city. We can only place one to start (technically we could place two, but that would cost all our money, leaving none for units! not a good idea) and so I want a sheltered, easy-to-defend location. The northwest corner is the best spot for this:
I placed Athens on a hill tile as well, in the event (heaven forbid!) we need to make a last stand inside. The white tiles you see above are the spaces where a city can legally be placed. (We'll probably put the next one three tiles south or southwest from Athens, on one of those hills.) We don't have enough money to conduct any research at this point, so the next job is picking units. Here is what we can choose from:
We have six initial choices. The first four are basically the same unit: Jungle Warrior (Jaguar Warrior graphic), Tundra Fighter (Berserker), Hill Fighter (Gallic), and Forest Warrior (pictured). They are all 10 strength, 2 movement, and get a +25% defensive bonus on their chosen terrain. They also each cost 40g to produce (ignore the hammer cost; it's totally borked in this scenario. That's a bug that shouldn't have slipped through.
) Their cheapness and defensive ability makes them the bread and butter of this scenario, at least in the early going.
The other two units are the longbow and the combat chariot. The longbow is the only bombard unit available at the start of the game; it's only strength 4 and doesn't receive defensive bonuses, but it can bombard units up to three tiles away. This works the same way as a bomber attack, except that it can kill enemies completely! Bombard units will be critical in the later stages of the game, but for now we can hold off on getting any. The longbows are pretty weak, I found in my small experience fooling around with this thing.
The Combat Chariots are interesting. They get an extra movement (3) and are slightly weaker than the warriors (8 strength) but are significantly more expensive (90g - more than twice as much!) We'll have to debate over whether we want to build one during the next turnset. They ARE quite good at popping huts, but so are scouts - and scouts are much cheaper.
Each time you build a unit, the cost to build another of the same unit goes up by 50%. In other words, the first Jungle Warrior is only 40g, but the next one is then 60g, then 90g, and so on. For this reason, even though Jungle and Forest Warriors are the most useful units, I build one of each of the warrior units, for a total of 160g:
This leaves us with 40g for the next round. Also, all units must be placed within your own territory initially, which is why they're all crowded together there. I'm going to use the Jungle, Forest, and Hill units for defense of our city, while the Tundra guy just looks for huts.
I save the game; let's get started!