timerover51
Deity
I figured out how Persia won by Victory Points. There was a fair amount of Tobacco within the city radius of most of the Persian cities. Once they had mining, getting a tobacco plantation in each city would be fairly easy. Viola, a massive amount of treasure being delivered to the capital.
The way to keep the non-Colonial civilizations to build mines/plantations/trapper camps is to put in a building called a Refinery, that needs the resource Colonial Nations to build, which must be built before the mine/plantation/trapper camp. That would restrict the mining benefit to the Colonial Powers.
I think that I have figured out a way to add the Water Trade, without slowing the game up too much and I will do some testing on it. To get the scenario to run faster on my laptop, I am taking out some of the civilizations and their cities. I will see if I can get Civ3 running on one of my faster computers to test my idea for the full scenario. Depending on how the game is loading, I may take out some more of the Barbarian Camps as well, or at least the ones on the shoreline, as they generate Pirate Ships, which add to the CPU load.
The way to keep the non-Colonial civilizations to build mines/plantations/trapper camps is to put in a building called a Refinery, that needs the resource Colonial Nations to build, which must be built before the mine/plantation/trapper camp. That would restrict the mining benefit to the Colonial Powers.
I think that I have figured out a way to add the Water Trade, without slowing the game up too much and I will do some testing on it. To get the scenario to run faster on my laptop, I am taking out some of the civilizations and their cities. I will see if I can get Civ3 running on one of my faster computers to test my idea for the full scenario. Depending on how the game is loading, I may take out some more of the Barbarian Camps as well, or at least the ones on the shoreline, as they generate Pirate Ships, which add to the CPU load.