Remember when you load this, this is NOT a complete scenario but a beta version for testing different aspects of the scenario.
I understand, the things I've mentioned are from what I noticed from the previous version
The finished scenario will be very different.
excellent
I am currently working on the units. There are 46 ships in the game, and some are inditingguishable from others. The pirate ships are way overpower or the european vessels are way under-powered. You mentioned that this was designed as a multi-player game. therefore in the interest of fair play, all players should start the game on an equal footing, and should have an equal chance of winning the game based on player abililties only. If some players are playing as pirates and some are playing as europeans, then all must have equality. Right now you 8 civs in the game and 2 of those are none playable.
That might be true but consider as some turns pass by and the Pirates having only 2 cities do not have the production power of just one european nation and thier are 3 plust the Netherlands which almost certainly attack the Pirates due to proximity. Although The Pirates Ships are overpowered as you say we are limited to attacking only one colony and holding it, leaving units there leaves the pirates as it is without crew members on those ships. This forces us to move into a rid the seas of ship before we had a real chance of taking cities.
I don't know how many cities each nation has but if the Pirates were given an equal amount of cities, and leveled the ships power this would become just another ordinary game.
How many players do you want in each game?
5 players minimum( 2 pirates, 3 European with the option to play the Netherlands and the Undead)
I assume you do not want the ships to be historically accurate. Example: british ships of the line typically carried between 80 and 100 guns during this time period and netherlands had no ships at that time that carried more than 40 - 45 guns. The French had a small fleet and the spaniards had a large fleet but only a small number of ships that carried 100 gun or more with majority of their heavy Galleons carrying about 60 guns.
For this I would the many would consider this desireable, but as the scenario was a (Pirate) privateer would have very little impact on 90 gun British Ship of the line
Victory points are calculated on the following condition:
City elimination
Culture Value for 1 city
Culture Value for Civ
% of terrain for domination
% of population for for domination
Wonder cost
defeating opposing unit
advancement cost
city conquest
Victory point scoring
capturing special unit
Gold for capture
Right now the game is set up for Domination, Space Race and Conquest.
Well Space race makes no since, nor would it make sense to reach Iron ships, we should remain in the age of Sails but be able to impove on that concept. So a 100 gun Frigate would only be achieved throw a masterful run at the tech tree
What is your understanding of how you win this game?
From what I can tell, the Europeans win by getting teasures to thier European Capital receiving victory points, the easiest way to win, second Dmination but much more dificult to achieve. As for the Pirates I thinks its Wonders, it takes bringing stolen treasures to our capitol to receive a portion of a Wonder, this is the easy way, second Domination but much harder to acheive since we don't have invading armies
As I said, I am currently reworking the units. Any info you can give me will greatly assist this and affect the changes I make.
France, British and Spain have unique units, like for example currently the British receives the Mounted Dragoon unit which a Buckineer or a Pirat captain has no chance of beating, while a Pirate has a Privateer that can move in on a British Flag ship strike it and run and hide later to seek it out again and destroy it, but if that Flag ship turned the right direction it could destroy the Privateer with its remaining strength. So the Privateer's advantage over the powerful flagship is its greater range/speed.
Please I ask this, Consider that each European has it unique way of wining the game with the possibility of bringing in an allie to strengthen its chances of success, but there is alway the chance that they are double crossed at the end of the journey if they have put inplace a strategy good enough to take that advantage. Like wise the Pirates might take advantage of the other Pirates shortfalls in battles, they will not be allies but they might work together