Kryten
Smeee heeeeed
Well, how's this as a guideline:-
* "How many techs per Age?" = probably the same or maybe a little bit less than in a normal civ game.
* "How much research?" = quite a bit I hope, but mostly civic buildings....very little military (apart from the very few new units mentioned earlier).
The idea of the scenario is to get the highest score possible before Alex 'kicks-the-bucket'....so lots of controlled cities, with lots of happy people, is the players target.
Also, it makes people feel like they are in command of a great empire when they have to make decisions about what to build, and what to research....especially what happiness buildings they can research and build quickly, because each province/region/satrap is 'economically isolated' from each other, so luxuries cannot be exported to do the job.
Oh, and I DO want pollution
(re-named "Debris & Waste"), and suitably re-named pollution reducing buildings, just to help give the workers & slaves something to do (half the map will start the scenario with roads/mines/irrigation already on it, and we don't want the workers to be unemployed!
).
* "Emphasis in each Age?" = hmmm....not really. Just have them sort of like they are in a normal game, with the simplest improvements in the earlier age, and more advanced (and better) ones in the later ages.
(Most of the 'simple' improvements will be available from the game start.
After all, these cities had existed for centures long before Alex was a gleam in old Philip's one-and-only eye.
)
Remember, we can always tweak it later.
* "How many techs per Age?" = probably the same or maybe a little bit less than in a normal civ game.
* "How much research?" = quite a bit I hope, but mostly civic buildings....very little military (apart from the very few new units mentioned earlier).
The idea of the scenario is to get the highest score possible before Alex 'kicks-the-bucket'....so lots of controlled cities, with lots of happy people, is the players target.
Also, it makes people feel like they are in command of a great empire when they have to make decisions about what to build, and what to research....especially what happiness buildings they can research and build quickly, because each province/region/satrap is 'economically isolated' from each other, so luxuries cannot be exported to do the job.
Oh, and I DO want pollution


* "Emphasis in each Age?" = hmmm....not really. Just have them sort of like they are in a normal game, with the simplest improvements in the earlier age, and more advanced (and better) ones in the later ages.
(Most of the 'simple' improvements will be available from the game start.
After all, these cities had existed for centures long before Alex was a gleam in old Philip's one-and-only eye.

Remember, we can always tweak it later.
