Glad to see you back,
@McMonkey .
I've attached the current version of the game, though I think the only change I made since the last upload was generating 2 mercenary hoplites in minor cities when a human unit sits outside at the end of the turn.
I have used Lua to make this playable as single player. The AI won't really
compete with you, but it won't break immersion by building cities in the wrong spot or anything. As single player, I figure the challenge is to build up enough force to fight the Persians in the condensed time frame. (Haven't played a game to that point yet.) So, start a game as the Corinthians (or, whoever you'd like), and let me know if you run into issues.
Here is a list of changes that I can remember.
Keys:
Escape opens combat log.
1 opens the 'archives', but not much will be there, since I used the legacy converter for most events, rather than re-write them.
2 opens the gifting menu.
3 lets you know your science progress, and when the next OEDO year is.
K replenishes ship movement, if it is by the coast and not near an enemy warship. See the fractional movement for the ship to determine how many more recharges are available.
Unit attack and defense are changed to compensate for the removal of stackable terrain (I didn't re-scout for all the players, so some terrain will still show the stackable improvement until you explore it). Mountains and Shield Resource squares will kill the entire stack via events, if a unit is lost.
Defeating a rich village generates the slave at the location of combat, and reduces the attacking unit to 1 hp, unless a strategos is on the square.
Attacking from the same square as a strategos does an automatic 20% damage to the defender, and defending on the same square as a strategos also produces bonus damage when the unit is in danger of being defeated. AI strategos still have strong attack (but it doesn't seem to do them much good).
Many units are now immune to bribery, but units that can be bribed are allowed to be bribed from anyone (I decided to eliminate that house rule).
Humans now need the master builder improvement to build wonders (except Eureka Moment), and they must have less than 25% of all wonders in order to start a new master builder. The AI is under no restriction. This improvement needs art.
Twin Monarchy improves as the more advanced forms of government are discovered (by anyone, not the active player). Initially, the palace distance is 25, which I calibrated by having roughly equal corruption under Twin Monarchy and Tyranny in Prasiae. War Council reduces palace distance by 5, and increases free support by 1, and Oligarchy and Democracy reduce palace distance by 10 each.
Empire government produces no scientific research, and must rely on the technology diffusion mechanic (or gifts) to get more technologies.
If a tribe has the prerequisites to a tech, it has a 1/14 chance to get the tech for each tribe that already has it.
Only having Colonists build cities, and colonists/citizens join cities is enforced by events for the human player, not the AI. Only building cities on colony sites is enforced for everyone, and the correct city name is suggested for you. Goody Huts shouldn't produce cities, and if they do, the city will be deleted immediately anyway.
Pirates have a chance of appearing when pressing k to replenish movement. The chance increases if a tile is regularly used for this purpose by ships carrying valuable cargo like traders and settlers.
I've done about as much as I planned to do for this scenario, but I'd be happy to help you out if you're interested in modifying it further.