Escape From Zombie Island 2: The Remake

Couldn't Mike's Auto Shop be a pre-placed wonder (like the Emergency Room). The human player is going to build it on turn 1 no matter what, and the AI has problems building it. Plus as it is a garage, you'd think it be already there.
Lapoleon... Yes, it could be set as a Pre-placed "Wonder" but that would take away the Fun of building it or at least the Splash Screen Fanfare and the AI would also have the Super Coupes from the start of the game. The Garage is Mike's Garage but he only has his personal Rushmobile until he decides to help the Survivors by building the Super Coupes in his garage. This 'Wonder" provides a 50% tax increase and the treasury earns 5% besides producing the Super Coupes.
The AI doesn't really have "problems" building "wonders"...it is just another hard coded factor that dictates that the AI build units rather than Wonders at the start of a game and also when being attacked. You have probably seen that the Authorities do not build the Police Department until a better time when they have enough units and position to do so. The Survivors will build Mike's Auto Shop but not until they are more secure.
...IF a Human Player is playing as another Human Faction other than the Survivors and they want the Super Coupes, they will have to help the Survivors until they build Mike's Auto Shop. This would mainly be either the Company or the Farmers because the Authorities have troop Trucks. The Farmers will have Mean Machines later and are close enough to capture the Military Base and gain Troop Trucks. The Company is Closer to the City Car Park so they can go after the Motor Cars there. Really, Mike's Auto Shop is intended for the Human Player as the Survivors.
 
Alright, I got it. I've in the battlefield over 100 pyromaniacs and about 30 mean machines. I've destroyed the authorities (damn government bastards made them eat humble pie) and got all the zomb areas except 2 (I even managed through diplomacy to gain the bank and the warehouse). There are so many farmer units out that even with their monster dogs, the zombies (and the other factions) are hopeless. So yes, a conquest victory IS possible for the farmers.
Mass pyromaniacs + mass mean machines = no one else can do a thing about it. Forget about the cruise missile sheep; have them for dinner instead.
 
Zachar... Good for you. You managed to enable the Farmers to get their Rightful Land Back...and probably more :lol: A little vengeance can seem right too. Congratulations on Kickin' Butt as the Farmers and by all means, Enjoy a nice side order of Exploding Sheep, UMMMM Tasty :lol:
 
Zachar: Farmer's get Pyromaniacs!? I have to go back now and see what was going on in my Farmer game then. Maybe I didn't have any fuel, or something. I remember building the Leonardo tanks was one of the last things I was up to then. If I had had pyros I would have built them instead! :p

Lapoleon, Vuldacon: FWIW, in the 4-5 times I've gone through the sceanrio's first 3-4 days, Mike's Auto Shop does get built, and fairly early. It does seem to get stopped and started a bit at times, not sure why. You can built that in 1 turn on turn 1, so I have no idea what the AI is thinking there. The Police Station also seems to get built after a couple days. The Shinto shrine I can't figure out; in my latest game as The Company I wiped out the Graveyard, and they connected the ammo. I'll double check, but they still have not built the Shrine! No threats at all in the area either, I WAS working with them until an unfortunate incident with a land mine...

Vulcacon: This update you speak of; is it already completed, or still in progress? I am cunfused! :crazyeye:

Also, I have to ask, was the Sated Alphas enslaving other Sated Alphas a deliberate choice? I am thinking this is a real problem at times. By doing this you basically force players to use bombardment as the only option for beating them down. Lose even one battle and you are just going in circles. I began a game as the Zombies on Banned just to see how many are in each city to start; I can tell you by the time I got to some of those cities, there were a heck of a lot more! Even if you switched it to having them enslave Monster Zombies, it would prevent the eternal pile-up,because the Monsters would at least MOVE! I think the numbers you placed initially are just fine, but please consider switching them to Monsters instead of the immobile Sateds. You can arrive at a near unwinnable position on the higher difficulty levels, if say, the Conference Center has 20+ Sateds in it by mid-game. :sad: Not every city seems to have this happen. I've mainly seen this effect in the Armory and the Conference Center really. But the AIs will attack the cities with badasses and armed farmers and such, and just pile them up.

BTW, those damn Crawling Brains are awesome. Scary, creepy, and downright vicious. I was trying to defend the Radio Station for the Authorities, so I had troops on either side of it, and a single brain comes crawling up, and wipes the city in one turn! Kill, enslave, Kill, enslave....you get the picture. Totally freaked me out, up until that happened I had been only moderately wary of those things. Not any more! :eek:

You, know, I think the original scenario was much harder, since you didn't have the bombard to rely on. I'd lose heroes left and right in that game. This version is much better balanced I think. Deciding WHAT to build, is a lot harder now, the troops are especially well balanced.

I'm playing The Company right now, level 15. All my games so far except that Zombie game I mentioned are level 15, what exactly does that correspond to? I thought it was Monarch. :blush: I did some silly things like sent the Director and . .. .. .. .-800 to take the Hospital and the Graveyard. Then I decided messing with the Authorities just to get the Coast Guard was not a good idea, and the Armory was too much of a stretch, so I was headed towards the Church or the Bank when I realized the Authorities had lost the Radio Station! Damn glad I noticed that one, that could have been BAD. I went and seized it before any #@$#! Spiders showed up. Close call there. I got Do It Yourself and started upgrading my security men about a turn before the Monster units started popping; seems to be a tight arms race.

Got the Bank(Oh wow, that IS important!) and the Car Park recently. I was cursing you under my breath when I got the Director to the Airport and realized since he is only range 1 and wheeled he won't be able to help take it. You are Insidious! BTW, he is not listed in the pedia as wheeled, though he follows those restrictions. Also, considering Natasha is suposed to be some Black Ops type person, shouldn't she have Invisible and Stealth like Vuldacon? I don't think it would be that much of an upgrade, but it would make sense,storywise. I kept asking myself why a student of Ninjutsu wasn't invisible. Bad grades in Ninja School? :lol:

I am mulling leaving the Conference Center alone for a while; knowing what is likely to be in there, the dozen offensive units I have now as my building buster force won't be able to do more then scratch it. Weakening the Zombies and taking a few more of their cities will make them more managable now that the Brains are starting to come out. I'm feeling good about the game in general though, other then the fact that the Survivors went to war with me, over a land mine I put north of the Radio station. That area is crawling with Zombies, no humans in sight, and the turn after I put it down a Super Coupe shows up and runs over it! :( What horrible luck. Well, Ms. Tokugawa is pushing up daisies and her Furniture Store will be mine next turn, then they can come crawling back. This is the thanks I get for connecting some of their resources with my spare engineers?! Ingrates.

That Zombie game on Banned that I started: I watched a dozen Old War Vets come pouring out of the Retirement Home on turn 1. With overcrowding like that they should thank me for thinning them out. :p We are pursuing a 5 Step Management Plan for Dealing with a Human Infestation:

1. The Bat units we start with will be used to snipe the Handy Men, to prevent those Humans from connecting their resources. They are not really tough enough to take out the stronger Human units anyway, so scouting/sniping seems like a good idea.

2. Seize and Hold the Hospital, so the Nurse School can be opened. Higher education is the ticket to escaping this dead-end existance!

3. Save the Farmers for last. No need to waste resources on them; they are practially zombies already.

4. Take the Radio Station ASAP. We all know why, right? :rolleyes: TO TAKE OUR MESSAGE TO THE PEOPLE!!!

5. Consume-ate our relationship with the Humans. Find your relatives, and eat them.

I have acheived Steps 1-3 in the first couple turns,but 4-5 look like they are going to take a while. I'm not used to losing so many units every turn. :blush: I did get the Hospital on turn two, but there were a LOT of Authorities in there.... A Bloody good time,so far. Once again, great job guys, this scenario is just soooo addictive, and it plays quick! :king:
 
Vuldacon:
Zachar... Good for you. You managed to enable the Farmers to get their Rightful Land Back...and probably more A little vengeance can seem right too. Congratulations on Kickin' Butt as the Farmers and by all means, Enjoy a nice side order of Exploding Sheep, UMMMM Tasty

I'm out to destroy the remaining human factions now. It's kinda unfair too...NOT. A phrase to add: Can I have fries with that?

Sasebo:
Zachar: Farmer's get Pyromaniacs!? I have to go back now and see what was going on in my Farmer game then. Maybe I didn't have any fuel, or something. I remember building the Leonardo tanks was one of the last things I was up to then. If I had had pyros I would have built them instead!

Yes, pyrmaniacs come with "do it yourself" I believe. Of course you can't wait until you research that. You will HAVE to first gain an additional hero unit. Best way: get Ethel and Bubba to bash enough zombies and there you go, hero unit comes up. Then combine buzzard, zeb and the hero unit. After that, it's history. Sooner or later zeb and the hero unit start making new leaders. Before you have the pyromaniacs you should have taken at least 2 or 3 locations. Oh and another thing, after you take 2 or 3 locations, make peace with the zombies and demand huge tributes so your research can be pumped up.
 
Sasebo... Thanks for the Feedback. This is going to be a LONG POST to respond to your questions.

The Farmers have Fuel that will appear with "Keep the Lights On" tech and is on the street south of their Bastion. They can build the Pyromaniac Units with "Do It Yourself". IF you want other Farmer Buildings to be able to build Pyromaniac Units, you need to build Sewer Accesses to connect the Fuel Resource to them from the Bastion.

Yes, the AI Survivors do build Mike's Auto Shop when they are "secure" enough and as I mentioned two posts ago, the AI does not tend to build any "Wonder" immediately. They Build Units. IF settlers were available they would build more of them. This is hard coded AI Game Play. The Police Department requires "Call 911" Tech and the Police Chief Resource. Those are gained later and are not available from the start. I am looking into the Shinto Shrine as to why the AI Survivors do not tend to build it.

...The Update is in progress and will be uploaded when the new Units and adjustments/corrections are completed.

Yes, the Sated Alpha Zombies enslaving more Sated Alpha Zombies was intentional. This is to help the Zombie buildings against the many Bombarding units that can easily wipe out units. Some Buildings have many more Sated Alpha Zombies than others...depending on the Importance of the Building. I have added more Sated Alpha Zombies to the Zombie Buildings and could change what they enslave but if they enslave Units that are not suppose to exist yet, it will be confusing. I could set Sated Alpha Zombies to enslave Alpha Zombies that can leave the Building but those are suppose to only break out of the Research Center. Monster Zombies Enslave Crawling Brains for example so a player will see some before the Zombies gain the Tech to be able to build them. This is not long before the Zombies gain the tech but it can cause players to think that the Zombies already have the Tech Horrible Things. Due to the Bombarding Units, the Zombie Buildings need many units inside their buildings to help them survive all the Bombardment that Humans will all use. The AI does not tend to use Bombardment for the Units with this ability so it is not possible to cater to the AI and have the game be challenging for a Human Player due to the Hard Coded Game play behavior of the AI. By Default, the AI will take Units out of their buildings and not keep enough there to Defend. This is why there are Sated Alpha Zombies in the First place and also the reason why they Enslave more of them so they will stay inside the buildings to force the AI to keep enough defense. Game Balance was extremely difficult to gain due to providing each Faction the Bombardment Units when the AI will not use Bombardment in general. I know that because the AI will attack directly and a Human will use the Bombardment for units with Bombardment ability, this causes more Sated Alpha Zombies inside the Zombie Buildings...This is All Intentional to help offset the Powerful Bombardment that Human Players will all use.

Glad you like the Crawling Brains and yes, they can be Mean :lol:

The Default Level, 12A, is actually more like Monarch Level in a Normal CIV Game but even 12A is a little stronger. Higher Levels are exponentially stronger.

The Company Director is in a Wheelchair so it is evident that he is Wheeled. I will directly state this in the Civilopedia directly so it is clear. Natasha has the same settings as Vuldacon other than one less Defense Point and she is Not Invisible. She will also be adjusted in the update.

Land Mines must be used with Caution. Just as in Real Life, Land Mines that are placed where anyone could run into them will injure or kill anyone who has the misfortune to run over them. This is a unit that is used at the discretion of the player. As you discovered, IF used without thought, you can be penalized. Land Mines are invisible and transports and many units do not see invisible units. Yes, you can certainly start a war with other Factions if they run into them. IF you want to Block a Street, use a visible unit..or place a lesser Visible Unit with the Land Mine so transports will see the visible unit and be blocked and IF attacked, the Land Mine will "Defend" because it will be strongest.

I appreciate your questions, opinions and remarks...and glad you enjoy the game.

Because many players have given more feedback after playing The Release, I have much more detailed information concerning general opinions for units and game play factors. Everything is being addressed, considered, "tweaked" and or corrected for the Update that will also add some better specific Unit Replacements.

Can I have fries with that?
Zachar... :lol:
 
Just a small one. It's Day 6, 6 PM now as the Company. ACK! The bugs are out in force. I can hold them down, but they are eating the Survivors. I eliminated the zombies in the Factory,Conference Center, and points south. Swept in behind the bugs and took the Garage, and they promptly razed the School. Mr. Tokugawa's house has also fallen. I got the Manbot going and have crushed the Church, so the Zombies are in two big pockets and the Armory now. I am going to head towards Survivors cities and retake them, while the 5 step plan completes. 3 down, 2 to go. I could finish this militarily, but it would take a LONG time.:p I figure about 10-11 turns until I complete the plan, including research. Yay!:lol:

The Manbot is insane, but I am kind of disappointed I couldn't get the Dalek. for a second there I thought it was a bug when I took the Center and he died. Stupid Geeks.:p Not that the Manbot wouldn't thrash him, mind you....
 
Well, to get the Dalek you need to get a unit that doesn't have stealth attack to take the Conference Center.

I accidentally used Diego to take it, and killed one of them that way. So I reloaded.
 
Bluemofia:
The Company can't get the Dalek unit nor it's builder according to civilopedia,but they can get the Elvis impersonator.
Perhaps the company doesn't like geeks who build their own projects :crazyeye:
 
Oh, they can't? I just assumed they all could.

And I think it's Jeff Moris refusing to work for the Company as they just fired him.
 
The Company (and the Zombies of course) are the only factions that cannot gain the Dalek. Jeff Morris does Not approve of the Company.

I have Reconsidering the Sated Alpha Zombies enslaving more of the same and taken into consideration that the Other AI factions will attack them directly and lose, making even more Sated Alpha Zombies in the Zombie Buildings.
The Sated Alpha Zombies will now enslave Crawling Brains which will leave the Buildings to attack. This stronger Unit will offset the lack of more Sated Alpha Zombies in the buildings because players will have to contend with Early Crawling Brains. This may cause some players to believe that the Zombies have discovered Horrible Things when they see Crawling Brains early but there must be a deterrent or penalty to prevent easy capture of Zombie buildings. Crawling Brains are intended as Infected, Mutated Brains and Spines of victims who have either encountered powerful Zombies such as Monster Zombies and Sated Alpha Zombies who are capable of ripping them out of their victims or another Crawling Brain that has the ability to destroy other body parts with strong Zombie Virus to gain another Crawling Brain. :lol: In any case, this will prevent more Sated Alpha Zombies when buildings are directly attacked...but it will present a new problem to deal with early. Especially because the AI will attack the Zombie Buildings directly so Crawling Brains will be enslaved and then come out to "Play". :lol:
 
...Ummm, looking forward to that test next update. It will be interesting to see how it works out. :confused:

Just noticed when playing the Zombies again that the Pedia says the Graveyard Buliding(Wonder??) will make all Zombie units created there to be Veterans. This is not the case, and the Zombie Swarm units are truly pathetic as a result.

Finished my company Game early on Day 7. I saw my first and only The Terror unit, squished it, then completed the 5 step plan. I was going downhill, but it would just have taken too long to finish. Zombies were down to 7 cities to my 20-21 anyway, I had about 90 Black Ops, 4 Attack Helicopters...not insane numbers, but enough to do the work. BTW, The King loves to ride in a chopper.:king: He and the . .. .. .. .-800 unit work great that way.

Oh, back to that Zombie game for a second. I don't expect it to last too long, even if I did start on banned; the Radio Station has just fallen on turn 8, and I expect to use the horde building up in the Hospital to go and take out the only other real problem I see at the Coast Guard station. Those damn Spunky Kids have been REALLY annoying what with their invisible attacks, but I have the Zombie Dogs coming now and we will hunt them all down. :hammer:
 
Sasebo... Yes, the Graveyard has Veteran Air Units flagged in the Editor to allow Airdrop to work. This setting is from before and necessary but it does not allow Veteran Units. I have the Graveyard corrected so all Units built there will be Veterans. I also have the Graveyard Swarm increased in Stats. IF you want to correct this before the update...just flag Veteran ground units and leave veteran Air Units as it is.

Also the Emergency Room and Zombie Nurse School have been adjusted. The Zombie Nurse School is now Pre-Placed so it does not have to be built. I have also added that the Zombie Nurse School builds Veteran Units so the Zombie Nurses that "Graduate" every turn will be Veterans.
 
Ok Vuldacon, that will work fine, if I can manage to figure out how to work the editor without deleting everything.:p Not my forte...

Called the Zombie game after about 35 turns, it was just sickening. Banned or not, they are no challenge. I am tempted to start a game on banned as another faction now, but I think it would be utter hell. Well, what the heck, why not. I do think it is virtually impossible to win it as the Farmers on Banned, but that's just my two cents. I tried them on level 15, and I did get up to ten cities on Day 4, but the Monsters were out in force and it was looking grim. I would like to point out here that it might be worth adding a tech for the Farmers after their last tech(Hot Wirng) to let them use the Survivor's Determination Attitude? They realy could use the help then, and their tech treeis a bit sparse. I was going to finish the last tech on turn 50 in that level 15 game I played.

I really don't think you need those Omegas, but hey, go for it. When the bugs come out in force things just get totally grim. You can't leave anything out in the open or they rush in and destroy it. The AIs are usually decent at holding their cities at least, but when the bugs come out it's the begining of the end.:(

Some other things I noticed, have questions about:

Exploding Sheep and Strippers can use the sewers, but are not listed as such in the Pedia.

I had a good deal of trouble figuring out which units for the Zombies required no support. Most of them ARE marked, but just going by the pedia I could not get things to match up with the number supported on the Mil. Ad. screen. The enslaved units didn't show up, that part worked fine. Not that a lot of people are going to play the Zombies anyway, but just thought I would mention it.

I had zombie workers with the same exp. level and hit points getting attacked when in a stack with regular zombies. Any way to fix that?

When capturing a Zombie city that has the Flesh Eating Bacteria, it doesn't produce units anymore, but we still have to pay to maintain it. I can sell the odd Pile Up that gets left over, but there is no way to get rid of these damn things. That's unavoidable?

I've seen the Zombies build Bat Bombers now, but when they get them in the game they are pretty feeble. Upping the ROF to 8 or 10 would make a big difference. Or maybe change the tech timing/placement? As they are now you can pretty much ignore them while cussing the 1 or 2 hp they might chip off. Harmless. I wish they had built more.:lol:

Zombie Squids don't seem to match up at all with the Pedia I have, but I might have the wrong one instaled...:crazyeye:

The Brothel seems to produce Strippers every 4 turns, not 2 for some reason.

That's it for now. I am going to take a stab at Banned with some faction, I expect it will be over pretty fast. Hopefully I can die well. :blush:
 
Sasebo... Where were you when this was being tested...could have used your input :) Thanks for bringing the various game questions to my my attention. I have corrected many things that were not caught before the Release and the update will have the corrections. The Bats already have stronger Stats so I am sure you will be please with them in the Update.

The Civilopedia for Exploding Sheep and Strippers will state if they use Sewers. Exploding Sheep will not use the Sewers with the update because that ability was set before the Farmers were given the Shaggin' Waggon to transport them. Strippers and Dockers and Chainsaw Maniacs use sewers.

Strippers are produced from the Brothel every 2 turns and every 4 turns from Booze Imports. This should be working this way for those Locations. This is also stated in the Civilopedia for them.

Flesh Eating Bacteria can be Bombarded away because it is an improvement. Later it is a benefit for all Zombie buildings from the "Wonder" Evil Nest. The maintenance was set as a cost of one for Flesh Eating Bacteria and it is Obsolete when the building is captured by a Human Faction. Because this maintenance remains after capturing the building, I will remove the Maintenance for it. This will benefit the Zombies as well. The Evil Nest has a Maintenance of 3 so IF you capture the Zombie Bastion after it is built, it will continue to have maintenance even though it is Obsolete when a Human captures it. This Cost is due to the "Wonder" which will still exist but without benefit to Humans. I will Just remove all Maintenance Cost for all Zombie "Key and Minor Locations" so when captured, they will not affect the Human Factions.

Zombie Squids differ from Giant Squids. The Giant Squids are actually Pre-Placed "Barbarians" and are stronger than Zombie Squids. The Zombies do not tend to build the Zombie Squids because they generally do not have buildings with access to the Ocean later.

The Zombies are Not really intended for Humans to play but were left as playable just in case anyone wanted to try it. There are many things that cannot be changed for the Zombies that do not fit such as the Statements from the Advisors. This is unavoidable because we cannot separate the Advisors. This is Escape From Zombie Island so playing as the Zombies is just if anyone would like to see what they have and how their game play goes...or just for something different.
 
Yes, I understand that; it was particularly funny trying to attack twice with a zombie unit that doesn't have blitz and getting that,"I don't have a death wish!" message. :)

Minor question, it's been bugging me; did you use any of the music from the old Night Stalker TV show? There is one track that definitely reminds me of that one, the piece with the viol or something.

Oh, and the . .. .. .. .-800 death animation is spectacular, I finally got to see that one! :lol: Are there any others it might be worth "helping along", just to see them?

I think that about covers it. I started my last game for a while, at least until the next updated version, as the Survivors on Banned. Needless to say, I was really skittish. So far though, it has been surprisingly easy, though I do think you get better at this the more times you try it. Banned has the unexpected effect of making the Authorities tougher to root out of the Hospital for the Zombies, it didn't fall until turn 5, and most of their force was dead. I had time to make a couple quick trips with the Rushmobile before hand. so Mike Rush, freddy and Timmy's Dog were able to slip up and snatch it from them the turn after tehy took it. Stupid zombies sent a Veteran Nurse and Mutant out of the city and left just two reuglar zombies inside. Still, perhaps my neatest Hospital grab ever.:) Got the Shrine & Auto Shop up, got 3 Leaders so far; so far things are holding up. I went for Aid Parcels first hoping to trade it, and figured I could use the Happiness & WW boost sooner on Banned. I am now a bit worried though, that I will get Kickin' Zombie Ass that many turns later, and that could be big. Time will tell.
 
Sasebo... No the Music was not taken from "Night Stalker" I watched that show as well.

Stupid zombies sent a Veteran Nurse and Mutant out of the city and left just two reuglar zombies inside.
This is my point about why the Sated Alpha Zombies enslave more Sated Alpha Zombies in order to Force the AI the keep Units to Defend their buildings. This has been changed now so the Sated Alpha Zombies that are pre-placed will be the Only Ones in any Building. They Enslave Crawling Brains now so they will leave the Buildings. This will be early "Critters" to contend with because the AI will continue to attack the Zombie buildings directly and the Sated Alphas will enslave Crawling Brains in the process. :)

Good Luck playing Banned Level...the Update will be tougher on all levels...but more additions for Fun as well.
 
Flesh Eating Bacteria can be Bombarded away because it is an improvement. Later it is a benefit for all Zombie buildings from the "Wonder" Evil Nest. The maintenance was set as a cost of one for Flesh Eating Bacteria and it is Obsolete when the building is captured by a Human Faction. Because this maintenance remains after capturing the building, I will remove the Maintenance for it. This will benefit the Zombies as well. The Evil Nest has a Maintenance of 3 so IF you capture the Zombie Bastion after it is built, it will continue to have maintenance even though it is Obsolete when a Human captures it. This Cost is due to the "Wonder" which will still exist but without benefit to Humans. I will Just remove all Maintenance Cost for all Zombie "Key and Minor Locations" so when captured, they will not affect the Human Factions.
I always thought the maintenance for Flesh Eating bacteria that continued through human occupation is that it needs people to constantly deal with it. And it can't be sold/bombarded away because it acts as an aqueduct and hospital. (allow size 2 and 3 cities)
 
Bluemofia, I think that only works for the Zombies. Humans get the Generator/Fridge combo to add to city size. IIRC that is!

Things are going great, it's early AM Day 3, and the Armory has just fallen. Must seriously decide whether to start a war with the Authorities to get access to aegis cruisers. One is due to be produced 4 or 5 turns from now, so it's now or never. They are in a Mutual Def. pact with the Farmers too, but I could do a lot with a Cruiser. Decisions, decisions....

It may be very late, but I was thinking Vuldocan, that you could squeeze in maybe 1 more faction, a small one with just 1-3 cities tops. There is a spot east of the warehouse, SW of the Cofee plantation, and one sort of in the middle of the map SW of the Furniture Store, where you could place a city.

Some ideas:
Smugglers/Black Market?- That one would do best in the middle of the map. Not sure about victory type, maybe an alternate 5 step plan? Sort of beat the Company to the punch. Or something.

Rogue Zombies- Uses Zombie units, but fights on the side of the humans possibly. In other words they can negotiate. Might need a house victory of destroying the Zombies, or what the heck, beat them all down.

Aliens!- We've got everything else, why the heck not? Maybe they've come to rescue their King, Elvis! If you put them SW of the Coffee plantation they can be locked in a war with the Farmers(Damn Crop Circles! :mad:). Let them use alien units, or maybe mind controlled dinosaur slaves. Or maybe they just enslave humans and turn them into zombies.:crazyeye:

Hippies/Cultists- Win by a cultural victory maybe? Let them sacrifice captured unbelievers on their Altar of Love...:lol:

I know, it's REALLY late, those sound kooky even to me, but I can't help thinking there is room for even more fun with this scenario....
 
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