Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
There are 31 civs. 24 are ordinary AIs, one is myself, and the other 6... are the superpowers - Rome, Britain, Russia, America, Arabia, and China, the greatest civilisations known to man. These civilisations are superpowers because they enjoy all eight strengths while all other civs have 3. In other words: their cities grow faster(Agricultural), their workers work 50% faster(Industrious), they get 3 free techs by default(Scientific), they get extra commerce and less corruption(Commercial), they get naval supremacy pretty quickly(Seafaring), they suffer only one turn of anarchy and can become cultural giants easily(Religious), they get no negative effects from goody huts and can thus tech up easily(Expansionist), and finally, their armies are superb at building up(Militaristic). In addition, their special units have all been given a buff to make them more lethal.
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Map size is 170 x 170, Ocean Coverage 60%, Temperate Temperature, 5 billion years.
The game map is Rhye's Mod with random map. Corruption has been nuked to make this a more interesting conquest of the world. Some other rules:
-Obviously, the six superpowers have their abilities greatly amplified. Let's hope they all start in desert!
-All the luxuries and several of the bonus resources(Sugar turned into Strategic; Gold and Silver into luxury) have special buildings that can be built near sources of them that increase production and possibly happiness. Several strategic resources that can be mined can have mines built near them that improve production. Each of these produces a raw materials unit every 20 turns, which can be cashed in for 50 gold and 1 VP.
-Economic improvements improve production by one point, as do Universities.
-A barracks, due to both instilling fear and providing security, gives one happy face. The Capital automatically doubles as a Barracks.
-All the religious wonders give 2 happy faces in their city and +1 in all others.
-If you build enough(7 given the map's distribution) of the special improvements, you get a Small Wonder called the "Nat'l X Monopoly" or "Major X Exporter" building, with X being the resource. These small wonders: generally increase ship movement; add 50% tax revenue; add some production; and luxury sm. wonders increase Luxury Output 50%. Truly potent, but you need to get enough of the resource first!
-Roads grant 4 movement and not 3.
-The Special Units for the Superpowers have been given a boost; each one can enslave to create workers, each one is amphibious, and each one has +1 HP:
Rome's Legionaries can do everything a Worker can! Rome's Ballisate have a rate of fire of 2 rather than 1, and can lethal bombard.
Britain's Longbowmen now have a Rate of Fire of 2. The Man-O-War now has the ability to lethal bombard.
China's Firelancers can be produced at the cost of 30, rather than 40, shields. The Rider can blitz and has 4 moves rather than 3!
Arabia's Saracen Bowmen has been given an extra attack point and is cheaper. Ansars, like Riders, can blitz and move 4 squares rather than 3.
America's B-52 costs 100 shields rather than 110, has 20 bombard strength instead of 18, and can bomb 20 squares rather than 16 away. Marines can move 2 times per turn, can Blitz, and have +2 HP. In the hands of a human player, America would be superb at power projection.
Russia's Cossack can move 4 squares per turn and Blitz. Their T-34 is 70 shields rather than 80, has 3 movement points, and has +2 HP.
America and Russia's units, unable to enslave, get Stealth Attack. They may be late bloomers, but their capabilities will ensure the Cold War can happen.
The Turkish Janissary also has a bonus - it can enslave units and turn them into more Janissaries.
Privateers can bombard now, making them a threat to any nation's coastline.
Guerillas have hidden nationalities now so they can basically be modern, land-based privateers.
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I will play as the Mayans, who are good for growth(Agricultural), have good production and worker speed(Industrious), and also can become cultural titans(Religious). This also screws me over since their units are Ancient Age and kind of subpar.
Variants:
-No MPPs. The Great Enerjak alone determines foreign policy!
-Privilege. The allowed forms of government are only those with noble or monarchial trimmings: The various monarchies(including Constitutional) and Despotism. Fascism and Communism do not have a divinely-ordained leader, while democracies are just foolish! As a person who normally uses paid labor, this will handicap me most of the game!
-The country must mobilise before war at all times if applicable! The great Chaos God does not allow anything short of total commitment!
-Countries with female leaders must be destroyed first if they are known; the Echidna race, being all-male, doesn't quite understand how female governments work. Translation: I have to cut down Russia, Spain, Egypt, Britain, and the Byzantines before anyone else if I know them. ...Britain and Russia are superpowers so this will be extra fun.
-Furthermore, red nations must be destroyed before all others if no female nations are known. Rome and Britain, therefore, two superpowers. I am so screwed.
Chapter I in progress!
---
Map size is 170 x 170, Ocean Coverage 60%, Temperate Temperature, 5 billion years.
The game map is Rhye's Mod with random map. Corruption has been nuked to make this a more interesting conquest of the world. Some other rules:
-Obviously, the six superpowers have their abilities greatly amplified. Let's hope they all start in desert!
-All the luxuries and several of the bonus resources(Sugar turned into Strategic; Gold and Silver into luxury) have special buildings that can be built near sources of them that increase production and possibly happiness. Several strategic resources that can be mined can have mines built near them that improve production. Each of these produces a raw materials unit every 20 turns, which can be cashed in for 50 gold and 1 VP.
-Economic improvements improve production by one point, as do Universities.
-A barracks, due to both instilling fear and providing security, gives one happy face. The Capital automatically doubles as a Barracks.
-All the religious wonders give 2 happy faces in their city and +1 in all others.
-If you build enough(7 given the map's distribution) of the special improvements, you get a Small Wonder called the "Nat'l X Monopoly" or "Major X Exporter" building, with X being the resource. These small wonders: generally increase ship movement; add 50% tax revenue; add some production; and luxury sm. wonders increase Luxury Output 50%. Truly potent, but you need to get enough of the resource first!
-Roads grant 4 movement and not 3.
-The Special Units for the Superpowers have been given a boost; each one can enslave to create workers, each one is amphibious, and each one has +1 HP:
Rome's Legionaries can do everything a Worker can! Rome's Ballisate have a rate of fire of 2 rather than 1, and can lethal bombard.
Britain's Longbowmen now have a Rate of Fire of 2. The Man-O-War now has the ability to lethal bombard.
China's Firelancers can be produced at the cost of 30, rather than 40, shields. The Rider can blitz and has 4 moves rather than 3!
Arabia's Saracen Bowmen has been given an extra attack point and is cheaper. Ansars, like Riders, can blitz and move 4 squares rather than 3.
America's B-52 costs 100 shields rather than 110, has 20 bombard strength instead of 18, and can bomb 20 squares rather than 16 away. Marines can move 2 times per turn, can Blitz, and have +2 HP. In the hands of a human player, America would be superb at power projection.
Russia's Cossack can move 4 squares per turn and Blitz. Their T-34 is 70 shields rather than 80, has 3 movement points, and has +2 HP.
America and Russia's units, unable to enslave, get Stealth Attack. They may be late bloomers, but their capabilities will ensure the Cold War can happen.
The Turkish Janissary also has a bonus - it can enslave units and turn them into more Janissaries.
Privateers can bombard now, making them a threat to any nation's coastline.
Guerillas have hidden nationalities now so they can basically be modern, land-based privateers.
---
I will play as the Mayans, who are good for growth(Agricultural), have good production and worker speed(Industrious), and also can become cultural titans(Religious). This also screws me over since their units are Ancient Age and kind of subpar.
Variants:
-No MPPs. The Great Enerjak alone determines foreign policy!
-Privilege. The allowed forms of government are only those with noble or monarchial trimmings: The various monarchies(including Constitutional) and Despotism. Fascism and Communism do not have a divinely-ordained leader, while democracies are just foolish! As a person who normally uses paid labor, this will handicap me most of the game!
-The country must mobilise before war at all times if applicable! The great Chaos God does not allow anything short of total commitment!
-Countries with female leaders must be destroyed first if they are known; the Echidna race, being all-male, doesn't quite understand how female governments work. Translation: I have to cut down Russia, Spain, Egypt, Britain, and the Byzantines before anyone else if I know them. ...Britain and Russia are superpowers so this will be extra fun.
-Furthermore, red nations must be destroyed before all others if no female nations are known. Rome and Britain, therefore, two superpowers. I am so screwed.
Chapter I in progress!