I remember reading somewhere a long time ago about a "five city challenge" or something of the like. I think it was a player limited decision rather than an actual part of the scenario. The idea stuck with me as an interesting game and I built a scenario around it. The end result is that regardless of map size, the game does not bog down and still provides a huge world. Turns go by quickly as you don't have many cities to manage. Army sizes are smaller, and the game requires much more tactical decisions involving limiting your opponents resources. This Scenario doesn't change the map so you can play with a random map each time.
In this Scenario you are given five settlers, workers and warriors to start the game with. Your palace will also build one settler every 100 turns. You cannot build any more. Concentrate on holding resources with outposts and using airfields and mobile armies to defend them.
Rule changes:
-Research costs for medieval and industrial have been halved and the modern era research has been cut by 3.
-The optimum number of cities for all map sizes is 7.
-Defensive bonuses in all towns/metropolis/cities increased
-All units (except cruise missle, tactical nuke and ICBM) now have pop. cost of 1
-Cavalry upgrades to mechanized infantry
-Medieval Infantry upgrades to rifleman
-Longbowman upgrades to rifleman
-Guerilla stats 8/8/1 90s hidden nationality does not upgrade
-TOW Infantry 14/16/1 120s Bombard 8
-Marine stats 16/10/1 120s
-Paratrooper stats 8/14/1 90s
-Modern Paratrooper 14/16/1 110s
-Modern Armor 24/16/3 150s
Notes:
My reasoning for making the optimum city size of 7 is to increase the effect of corruption in the games. Otherwise, on a huge map size corruption would never play a role. Likewise, it is also to give diminished returns on taking enemy cities such that a player who takes over another nation does not have gigantic advantage over the rest of the players. The increased defensive bonuses of towns is designed such that it's much more difficult to take towns as well. The stat changes are mainly just small changes designed to make some units that are hardly ever used and interesting. I hope you enjoy the scenario.
I've played it through a few times and it has this annoying habit of limiting the amount of micromanagement required and drastically decreasing turn sizes. Airfields actually become useful too which is neat.
Unzip to your Conquests/Scenarios directory and enjoy =]
Please post any comments and crits or mistakes.
Gambit
In this Scenario you are given five settlers, workers and warriors to start the game with. Your palace will also build one settler every 100 turns. You cannot build any more. Concentrate on holding resources with outposts and using airfields and mobile armies to defend them.
Rule changes:
-Research costs for medieval and industrial have been halved and the modern era research has been cut by 3.
-The optimum number of cities for all map sizes is 7.
-Defensive bonuses in all towns/metropolis/cities increased
-All units (except cruise missle, tactical nuke and ICBM) now have pop. cost of 1
-Cavalry upgrades to mechanized infantry
-Medieval Infantry upgrades to rifleman
-Longbowman upgrades to rifleman
-Guerilla stats 8/8/1 90s hidden nationality does not upgrade
-TOW Infantry 14/16/1 120s Bombard 8
-Marine stats 16/10/1 120s
-Paratrooper stats 8/14/1 90s
-Modern Paratrooper 14/16/1 110s
-Modern Armor 24/16/3 150s
Notes:
My reasoning for making the optimum city size of 7 is to increase the effect of corruption in the games. Otherwise, on a huge map size corruption would never play a role. Likewise, it is also to give diminished returns on taking enemy cities such that a player who takes over another nation does not have gigantic advantage over the rest of the players. The increased defensive bonuses of towns is designed such that it's much more difficult to take towns as well. The stat changes are mainly just small changes designed to make some units that are hardly ever used and interesting. I hope you enjoy the scenario.
I've played it through a few times and it has this annoying habit of limiting the amount of micromanagement required and drastically decreasing turn sizes. Airfields actually become useful too which is neat.
Unzip to your Conquests/Scenarios directory and enjoy =]
Please post any comments and crits or mistakes.
Gambit