Intro (same for all scenarios): This is one of a series of campaigns I have created in order to try to create more interesting games. They suggest a number of self restrictions the player has to follow, depending the civilization he is playing. The purpose of them is to
I hope you find the campaigns interesting and have something to say about them.
The Russians-From Alaska to the black sea-for socialism
Rules: First government change has to be to Monarchy. Must have a second revolution to communism before sc method and Industrialization is researched, then stay in communism until the end. Cannot build religious buildings including temples, cathedrals, Bach, Sistine Chapel, knight’s templar, Mausoleum, Oracle, Zeus and Artemis. Cannot trade luxuries with non-communist civilizations. Cannot sign peace treaties with fascist civilizations.
Map: Any settings are OK, but obviously archipelago does not offer a realistic historical representation. Cold climate is also more consistent with reality.
Notes: Catherine or Stalin, this one is very straight. The major themes here are expansion and citizen mood control. Unable to use trade and buildings properly for happiness, the player is encouraged to expand as much as possible to grab more luxuries. The government restrictions are very naturally pushing the player to the desired direction. They encourage him to use the lack of war weariness and conquer more and more land. In addition, communism encourages him to create an empire as big as possible, in order to exploit the reduced corruption. The more he expands, the more valuable new luxuries become due to the number of cities. Without temples, first culture building will be libraries, emphasizing the scientific trait. Art and science projects get built faster without religious buildings and wonders blocking the way. Generally, I have found that the restrictions somehow work very well, feeding themselves in circles. We finally get to build that unknown building called colosseum.-everywhere...Some of us for the first time. You see, people love it when mama or papa offers them spectacle. Hanging gardens and cure for cancer are now very important wonders. Inexperienced players can have a chance to learn about military police and luxury slider, something they rarely master before jumping to Monarch.
Difficulty: Moderate. Consistent as it may be, the restrictions make civil order more difficult, which, in addition to the double revolution that obviously hurts, gives the game a feeling that you are somehow two levels up in difficulty level, but hardly more.
Variants: The trade restrictions can be different. No trade with fasc-dem-rep civs only or something like that. Or they may include resources and/or science. A third revolution can be added for democracy at some point towards the end, but it may well mess up many of the cities.
- Create fun, different, challenging and interesting games.
- Offer the game a flavor consistent with each civilization characteristics and history
- Support the civ’s traits and encourage game-play consistent with them.
- Allow players to lower the difficulty level of the game.
I hope you find the campaigns interesting and have something to say about them.
The Russians-From Alaska to the black sea-for socialism
Rules: First government change has to be to Monarchy. Must have a second revolution to communism before sc method and Industrialization is researched, then stay in communism until the end. Cannot build religious buildings including temples, cathedrals, Bach, Sistine Chapel, knight’s templar, Mausoleum, Oracle, Zeus and Artemis. Cannot trade luxuries with non-communist civilizations. Cannot sign peace treaties with fascist civilizations.
Map: Any settings are OK, but obviously archipelago does not offer a realistic historical representation. Cold climate is also more consistent with reality.
Notes: Catherine or Stalin, this one is very straight. The major themes here are expansion and citizen mood control. Unable to use trade and buildings properly for happiness, the player is encouraged to expand as much as possible to grab more luxuries. The government restrictions are very naturally pushing the player to the desired direction. They encourage him to use the lack of war weariness and conquer more and more land. In addition, communism encourages him to create an empire as big as possible, in order to exploit the reduced corruption. The more he expands, the more valuable new luxuries become due to the number of cities. Without temples, first culture building will be libraries, emphasizing the scientific trait. Art and science projects get built faster without religious buildings and wonders blocking the way. Generally, I have found that the restrictions somehow work very well, feeding themselves in circles. We finally get to build that unknown building called colosseum.-everywhere...Some of us for the first time. You see, people love it when mama or papa offers them spectacle. Hanging gardens and cure for cancer are now very important wonders. Inexperienced players can have a chance to learn about military police and luxury slider, something they rarely master before jumping to Monarch.
Difficulty: Moderate. Consistent as it may be, the restrictions make civil order more difficult, which, in addition to the double revolution that obviously hurts, gives the game a feeling that you are somehow two levels up in difficulty level, but hardly more.
Variants: The trade restrictions can be different. No trade with fasc-dem-rep civs only or something like that. Or they may include resources and/or science. A third revolution can be added for democracy at some point towards the end, but it may well mess up many of the cities.