Alexander the Great Scenario: Help!

It looks good, but I think that the middle of the seas should be sea, not ocean. There are some graphic glitches in the change between coast and ocean, and I also don't think that the Aral Sea is an ocean. :)
:thumbsup:
 
Originally posted by mrtn
It looks good, but I think that the middle of the seas should be sea, not ocean. There are some graphic glitches in the change between coast and ocean, and I also don't think that the Aral Sea is an ocean. :)
:thumbsup:

Sure nitpicker ! Aral I agree (did not check it at all I am afraid). But for the other seas it is more a choice of gameplay. I don't know if Kryten will focus on naval warfare very much (I know he wants Tyr though) but in that case he could decide to use sea/ocean for maritime routes so....

BTW mrtn, do you like the Swedish Napoleonian fusilier ?
 
Originally posted by LouLong


Sure nitpicker ! Aral I agree (did not check it at all I am afraid). But for the other seas it is more a choice of gameplay. I don't know if Kryten will focus on naval warfare very much (I know he wants Tyr though) but in that case he could decide to use sea/ocean for maritime routes so....

BTW mrtn, do you like the Swedish Napoleonian fusilier ?
Nit picker? I haven't picked a nit for hours! (BTW, what is a nit? Is it a kind of louse, or?)
Of course I could have filled the screen with :goodjob::s, but I thought that's the reason you have a mother? ;)
Whenever Kryten starts to do things with the map I can start to question his choices. :lol:
 
Originally posted by mrtn
Whenever Kryten starts to do things with the map I can start to question his choices. :lol:

Soon....soon.
Now I have a nice big map to tweak, I can really get going with the placing of the cities, the dirt tracks, the regional resources, the satrap & province names, the minor cities, etc. :)

However, there are just one or two new mounted units that I want to finish first, because people have been waiting for a long, long time for them....and it is holding up their own mods.
The scenario needs these units anyway, such as the Companion Horseman and the Light Javelin Horseman (or a darker skinned version called a Numidian Horseman).
I am trying my best to do three things at once.... :crazyeye:
 
If you have the city list and there are no special things to change, I can add them. But I am not sure there are special tweaks ?!

And :love: for the Egyptian
 
Thanks for the reminder MC. :D

Things are just on hold for the moment while I try to clear a little bit of my backlog of promised units (the Companion is done, so just the Numidian Horseman to get out of the way).
It seems that whenever I please somebody, I end up annoying two others! :lol:
Give me a week or two and I will be back on course. :)
 
Kryten, here's an idea although I can't remember what is going on with this has yet been discussed...

I remember that you have made 'minor cities' out of resources. I was thinking that instead of calling them plain old 'minor city', that instead the name of the city is given and placed individually to give some extra eye candy. It might take a couple of days to do but it'll be worth it IMO as you can decrease the number cities placed acrossed the board without necessarily leaving them out.

Additionally, you could rename 'fortress' into 'fortifications', and as such you could place a minor city and fortifications on the same tile to get a minor garrisoned town. It will work because the fortress appears under the resource and the minor city icon is so big it will be completely covered. The advantage of doing this is that a) it would be possible to have individual garrisoned towns which had little or no commercial, food or production potential from being a city with those three abilities; b) you could also add the Caspian, Charax, Susian, Cilician, etc. Gates and give them the individual names (for eye candy). and c) you could place these minor cities with garrisons on the roads between each satrap and region to isolate them as you want with giving the player some sort of reason as to why units are slowed down moving units through these cities.

By expanding c) above, if you place roads leading through the city without actually placing roads on on the minor city tile, you can effectively cut the provinces and regions apart without it actually seeming like you have done it.

Also, there is no limit to how many of these you can have as they are resources, and in one thread I saw someone with 424 resources with the only lag time appearing in the editor!

Also, problem places like Bithynia and Pontus which were part of neither empire could still be added by putting an immobile barbarian defender on these minor city tiles with their respective names.

Edit: Also, I reckon this should be made for Civ 3 Conquests as C3C has things such as forced diplomacy which will cut down the workload a lot.
 
Excellent ideas MC. :goodjob:

I was planning on giving each 'minor city' it's own individual historic name....but I really like your suggestion of using non-functional resources as 'terrain place identifiers'.

Soooo....
Various water names (Mediterranean, Adriatic, Aegean, Caspian, Euxine, Red Sea, Persian Gulf, Indian Ocean....)
Various deserts (Libyan, Nubian, Sinai, Syrian, Gedrosian....)
Various 'Gates' (Caspian, Charax, Susian, Cilician, Iron, Persian....)
Maybe even mountain chains (Pontic, Caucasus, Zargos, Hindu....)

Fortresses
-----------
Another good idea. :)
Yes, some minor cities will have a fortress (called a "Citadel" perhaps?), and some won't.
I don't want any new ones to be built during the scenario, in case players try to create "Maginot Lines" with them....especially around the mountain passes & Gates. ;)

I would like them to be visible however, so that players can see which have a defensive capability and which are just open towns.
And this is possible.
Have a look at the screenshot below.
You will see a "Citadel", a minor city, and a minor city with a citadel.
(I've just called them all "Minor City" for the moment.
Originally, I was going to have the names ABOVE the minor city, as they get slightly covered up and unreadable if there are any trees or mountains to the south of them.
But I could place the names BELOW them, which I think looks better, and have some special ones with the name above for those few instances where it is covered by other terrain)
 

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Although I may be a bit busy over the next few weeks clearing my backlog of promised units, that doesn't stop us from continuing to discus things. :D

I'd like everybody's opinion about unit stat sizes.
I don't want to get into the in's-'n-out's of every single unit for the moment, just their overall sizes.
Which of these is best for example:-

* Double all the Civ3 stats (so that Horsemen are 4-2-2 instead of 2-1-2, and so on)?
Advantages = more individual unit variation.
Disadvantages = players will be unfamiliar with the new stats, and have to re-learn them all.

* Keep to the original Civ3 sized stats (so that Horsemen stay as 2-1-2)?
Advantages = people instinctively know the capabilities of most units from the start.
Disadvantages = slightly less individual unit variation.
(This is not a problem, as I think I can just about shoehorn all the new unit requirements into the original Civ3 stat ranges)

Your thoughts?
 
I love the use of the minor cities and the resources for place names.

As for unit stats, I think you should double or even tripple all the original units stats to give greater variations for all the new units. Its a scenario, so people should expect to have to learn new unit stats.
 
Kryten, I guess that was my one good idea :D ;) Although I don't reckon mountaion chains should be labelled (might be too cluttering) I like what you've got there witht he minor cities. :)

Doubling the stats would be better, except maybe the movement. I reckon that has to be altered in respect to the size of the map.
 
You are probably right about the mountain chain names MC.
(Mind you, that won't stop me from experimenting....when I get the time that is :crazyeye: ).

So then, double unit stats it is. :)
I must admit, that would allow for more unit variation. It's just that I don't like changes for changes sake....only when it is necessary for giving us the correct 'historical effect'.
Oh, and the movement speed will not be doubled, beause that would make all units 'fast', thus stopping anyone from retreating.

When I get a chance, I'll post all the scenario units stats so that we can all discus them. :D
Basically, Macedonian Phalangites will be say 6-6-1 (but wheeled) for example.
 
Originally posted by Nder
I love the use of the minor cities and the resources for place names...
I agree. :D
I also think you should double the stats. If you say in the readme to the scenario that: "Most stats are doubled from vanilla civ", then people already have an instinctive idea of how good a unit are. "Oh, a tank. It probably have 32/16/2." ;)
 
:eek: I can't believe how long its been since this thread was last posted on!

Anyway, Kryten, do the resource cities idea work? What about the labelling of geographical features?
 
To Kryten:

Sorry(!) :o :o for be away (and idle) for so long, but I've been having my summer vacation (ends next week).

Anyway, I sent you a PM some time ago, about an e-mail you said you wanted to send me concerning the first part of the tech tree. Have yoy received it? I would very much like your comments on the first age, so that I may get on with the rest of the event advancement, by e-mail or otherwise. :)
 
I do apologise to everbody for taking so long to come back and continue this project, but I'm a bit overworked at the moment with TWO 'special' projects....
(Sorry, but I cannot tell you what they are, as I have signed two non-disclosure contracts, so "mum's the word". ;) )
I will again be free by the end of August, and I promise that from then on I will totally devote myself to "Alex", with no distractions whatsoever.
Please bear with me.

In the mean time....

Hetairoi22, I did send you my long article about the tech tree on the 19th of July. Perhaps you didn't recieve it.
I hope you don't mind if I demonstrate my comitment to this project by repeating it here, so that others may comment on it.
(Warning....it is a bit long):-

------------------------------------------------------------------------------------

Hello matey.
Here at long last is that stuff about the "Alex the Great" tech tree that I promised.

First of all..I think I was wrong about trying to make a 'Petitions Tree'.
As you know, the idea was to have the 'requests' coming from the bottom up, with things like:-

"Plea from the Peasants"
"Demand from the Army"
"Entreaty from the Philosophers"
....and so on.

This seemed ok at first....but then I began to think about how it would look when trading!

Having the Persians trading techs with say the Indians and offering to swap a "Request from the Town Councillors" for an "Appeal from the Merchants" just doesn't sound right.
I think it would be best to go back to the original idea of having things from the top down (i.e. the King makes decisions about which part of society he/she wishes to develop, rather than the citizens petitioning him).
So, by using the following types of words..

....encouraging/reassuring/calming/inspiring/stimulating/motivating/improving/
advancing/developing/enhancing/increasing/enriching/expanding/supporting/sponsoring/backing/boosting/promoting/advocating
....or....
benefactor/sponsor/patron/support/backing/promoter/guarantor/champion/underwriter/invester/donor/guardian/defender/enthusiast/advocate/devotee/adherent/organiser/developer
....with these words....
....peasants/citizens/merchants/philosophers/artists/army/navy/town councillors/governors/satraps/financiers/entrepreneurs/fishermen/priests/bureaucrats/farmers/nobles/workers/traders
....we get something like this (suggestions only of course):-

City Treasuries (i.e. Banks) = "Supporting the Financiers?", or "Enriching the Satraps?", etc.
Temple Complex (i.e. Cathedrals) = "Boosting the Priesthood?", or "Calming the Peasants?", etc.
Armoury (i.e. Civil Defence) = "Arming the Citizens?", or "Organising the Governors?", etc.
Furnaces (i.e. Coal Plants) = "Improving the Workers?", or "Sponsoring the Entrepreneurs?", etc.
Apothecaries (i.e. Hospitals) = "Advocating Health?", or "Benefactor of the Sick?", etc.
Warehouses (i.e. Commercial Docks) = "Encouraging Trade?", or "Underwriting the Merchants?", etc.
Academy (i.e. Universities) = "Patron of the Arts?", or "Devotee of Philosophy?", etc.
....and so on.

Beginning Techs
--------------------
"Civic Buildings" = allows Water Wells (aqueducts), City Walls (name unchanged), Amphitheatres (colosseums), Petition Houses(courthouses),
Storehouses (granaries), Harbours (name unchanged), Schools (libraries),
Marketplaces (name unchanged), Shrines (temples),
the ability to form "Embassies", "Rights of Passage" and "Alliances".
(All civs, except the Scythians, begin the scenario with this tech)

"Nomadic Lifestyle" = allows Wooden Palisades (another type of city wall),
Shaman's Tent (another type of temple), Leader's Tent (another type of courthouse), Storage Pits (another type of granary), Tribal Leadership (a renamed Despotism Government).
(Only the Scythians have this tech at the beginning)

I only want the Macedonians & Lacedaemonians to be able to build "Training Grounds" (i.e. Barracks), and they can do so from the start.

Events Tied to the Map (so are not on the tech tree)
---------------------------
Now many of the above events can be tied into actions on the map, and don't require linking with the tech tree (all battles & sieges for example).

Other examples:-
"Alexander disbands his fleet"..we limit his income at the start, so he can't afford to maintain both a large army & a large fleet.
"The Gordian Knot"..a world wonder to be captured in the city of Gordium.
"Darius' three peace offers"..the Persian AI will handle these as they begin to lose cities.
"The Oracle of Ammon in Siwah".another world wonder to be captured.
"The Spartan Uprising"..the Lacaedomonians start as neutrals, but they might not stay that way.
"The Death of Darius"..when the Persians enter a new 'era', they get a new leaderhead.
"Persian Mounted Javelinmen"..Alexander can always build these, but they require the 'Persia' resource.
"Death of Bucephalas"....all new cities are called 'Alexandria' except one; 'Bucephala'.
"Macedonian Mutiny"....a world wonder that makes ALL other wonders obsolete (causing widespread unhappiness). Comes late in the tree.
"The Gedrosian Desert".... some units may die in a 'Sandy Desert' (the jungle disease effect).
"Death of Alexander"..obviously, then end of the scenario (after some 156 monthly turns).

The Full City Improvement List
--------------------------------------
Aqueduct = Water wells....at start.
Bank = City Treasury
Barracks = Training Ground (example: Campus Martius outside Rome)
Cathedral = Temple Complex
City Walls = (unchanged)....at start.
Civil Defence = Armoury
Coal Plant = Furnace
Coastal Fortress = Sea Defences
Colosseum = Amphitheatre....at start.
Commercial Dock = Warehouses
Court House = Petition House....at start.
Factory = Smithy
Granary = (unchanged....or maybe Storehouse?)....at start.
Harbour = (unchanged)....at start.
Hospital = Apothecary
Hydro Plant = Water Mill
Library = School....at start.
Manufacturing Plant = Workshop
Marketplace = (unchanged)....at start.
Offshore Platform = Salt Works....I don't like this one, maybe leave it out.
Police Station = Guard House
Research Lab = Philosophical Arena
Stock Exchange = Provincial Mint (unlikely to be one in every city)
Temple = Shrine (so that it doesn't get confused with Temple Complex)....at start.
University = Academy
---------------------------
Heroic Epic = Heroic Eulogies (increases the likelihood of leaders)...."Patron of the Arts" maybe?
Iron Works = Slave Market (doubles output in one city)
Forbidden Palace = New Imperial Capital (only Alexander needs this)
Wall Street = Imperial Bureaucracy (requires 5 Provincial Mints)
Military Academy = Military Discipline (the troops stay in formation without a leader's charisma)
Pentagon = Military Tactics (Alexander was the first Greek to have a reserve, at Gaugamela)
Intelligence Agency = The King's Eye ("....I'll be watching you...." ;) )
Battlefield Medicine = Military Physicians (available with the "King Becomes Ill" tech event during the 1st 'Era' perhaps?)

---------------------------

WORLD WONDERS (almost all of them, except the "Macedonian Mutiny", are already on the map at the start)

------------------------------

Other advances and abilities:-

The ability to have road movement across rivers (i.e. bridges)....
The ability to double the effect of wealth (i.e. economics)....
....plus some other abilities that I have forgotten about!
(Trees cannot be chopped down, so there is no real need to have the "Plant Forest" ability. And I don't want Fortresses being built all over the place.
Likewise, the "Trade over Seas & Oceans" ability is not required, because all regions are 'economically isolated' from each other.
I'm in two minds about the "Draft" & "Protection Pact" abilities that come with a (renamed) Nationalism. It would be nice to have the Persians with this ability, so that they can raise huge armies of poor quality troops and form grand alliances against Alexander....thus keeping him at war with someone or other.
Maybe we could include it as an 'at start' tech for the Persians)

-------------------------------

Governments:-
----------------
Scythians = a renamed Despotism at start (i.e. "Tribal Leadership").
Persians = a renamed Monarchy at start (i.e. "King of Kings").
Macedonians = a renamed Republic at start (i.e. "King of Macedon").
Greeks & Sparta = another renamed Monarchy at start(i.e. "Oligarchy").
The Egyptians/Arabs/Indians = another weak renamed government (i.e. "Local or Petty Tyrants" perhaps?).
Soooo...no changing of governments during the scenario.

How Do All The Techs Link To Each Other?
-----------------------------------------------------
Obviously, some follow-on after others:-

Schools (Libraries) --> Academies (Universities) --> Philosophical Arenas (Research Labs)
Marketplaces (name unchanged) --> City Treasuries (Banks) --> Provincial Mints (Stock Exchanges)
Smithies (Factories) --> Furnaces (Coal Plants) & Water Mills (Hydro Plants) --> Workshops (Manufacturing Plants)

As there will be three 'Eras' (the Darius/Macedonian-Alexander period, the Bessus/Persian-Alexander period, and the Spitamenes/God-like-Alexander period), I therefore suggest that we also spit the various advancements likewise.
(This is how the original game is organised, with early Ancient
advancements, Middle Age advancements, and later Industrial Age advancements)

Events Tied to the Tech Tree (these DO require entries)
-----------------------------
The following DO require entries in the tech tree, but what to call them, that's the problem:-

"??????"....only the Macedonians can have settlers, but they must research to get them (at the end of the first 'Era'). I can't think of anything for the Persians from this tech advance.
"Allies are Dismissed"....some Macedonian units become obsolete and arereplaced by "Persian Successor" javelin horseman, and something similar for the Persians (in the second 'Era').
"Military Reforms"..a new peltast type unit called "Cardaces" for the Persians, available about 334BC, and Alexander can now recruit "Hired Hoplites" (midway in the first era).
"Scythe Chariots"....a unit available to the Persians about 331BC (at the endof the first 'Era').
Plus several new stronger Egyptian units, available half way down the tech tree (if Alexander conquers Egypt early in the scenario, then these will never be built).

I've decided not to bother upgrading the Hypaspists to Argyraspids (their hit points would go down), and Sparta was in decline, so the only Spartan Hoplites they have are those at the start (no more can be built....they build Perioikoi Hoplites instead).


Whew! See, I said that I wouldn't be able to send this as a PM! Ha, ha, ha.

I hope it gives you a bit more of a guideline.

And don't worry too much about the details....once we have even a rough working structure, we can always tweak it later.

"I'll leave it with you". :D

All the best (from a very thankful).....Kryten.
 
Thanks! :D

Well, I'll get working then. Hope to have something by the end of this week (keep your fingers crossed)...

BTW: How many techs do you want per Age and in total? How much research do you reckon'll be done in this scenario? And also, lastly (for now :D ) what do you think should be emphasized (sp?) in the different Ages (like improvements in the first age, military units in the second, wonders in the third...)?

See ya... :)
 
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