Ideas for a Native American scenario

lindsay40k

Emperor
Joined
Mar 13, 2009
Messages
1,696
Location
England
The Mesoamerica scenario is very basic. I’m thinking there’s room for an expansion and rebuild of it that could be a lot of fun to play. Here’s some ideas I have:

Playable factions: Inuit, Haudenosaunee (Iroquois), Shoshone, Aztec, Maya, Inca, Tupi. This fills out an Americas map quite nicely. Possibly the Taino as well, so that the Caribbean is not an empty space. Not Hawaii, as it is too isolated from the American mainland to have interaction with the other playable factions.

Unplayable factions: Britain, France, Spain, Portugal, Russia, Vatican. All of these will be hidden away in map corners. Vatican City will not have any military forces of its own, but will start with a large population with which to maintain control of the AP.

Colonies: granting independence would be attached to a tech only the Old World nations have. The primary colonies would be United States, Canada, Alaska, Mexico and Brazil, each attached to an obvious civ. Also available, in case a civ finds itself able to found a secondary colony, will be Cuba, Jamaica, Haiti and Puerto Rico.

Diplomatic Victory: after the founding of the Six Nations, the player has to pass a Mourning War resolution that causes all playable factions to sign peace treaties with one another and declare war on all non playable factions. This is considered to be an alternate history event in which a charismatic leader unites the indigenous peoples to drive out the European invaders.

Religious Victory: converting enough of one’s people to Catholicism will make it easier to become Pope and pass a win-button motion. Cristo Redentor doubles one’s votes, and the Basilica of Guadalupe adds the majority heathen population to one’s votes; good luck building these before a Colony that benefits from European tech advantages (the Old World cities will be modified in a way to prevent these Wonders being constructed outside the Americas).

Science victory: the player issues vaccines for Smallpox, Measles, Influenza, Tuberculosis, Chickenpox and Whooping Cough. If the player has friendly relations with Europeans, the techs needed to produce these will be easier to acquire.

Immigrants attracted by the Statue of Liberty will massively increase the rate of learning techs known by countries with Open Borders, and CN Tower broadcasting will increase the rate of learning techs known by anyone else; again, good luck beating the Colonies to these Wonders.

The Kremlin wonder will be buildable by any civ running State Property and Free Religion (Russia will have a preference for SP and a multifaith population strongly incentivising FR). It will subsidise in quadruple any deals that civ makes and have the SoL bonus in reverse; you can call it solidarity with oppressed peoples or Soviet patronage, the point is if you can maintain independence long enough then Moscow will be very generous with her American comrades :)

Cultural Victory: this will be much easier if the player builds the wonders Chichen Itza, Machu Picchu, or Huei Teocalli, or incorporates certain Natural Wonders into their lands. El Dorado is also available; rush buy only for a HUGE sum, instantly granting enough Culture to make a city Legendary.

Epidemics: upon contact with Europeans, Epidemics can begin. These consist of one of the six aforementioned diseases. Epidemics can reoccur but each new instance will be less severe due to the survivors of the last time passing on resistance.

WMD: a Sanitarium building will both halve the effect of Epidemics and also enable the building of a Carrier unit whilst an Epidemic is in effect. This will be invisible like a Spy, require Open Borders for entry, and have a Spread Epidemic ability. The European powers will be able to build this sooner.

Religion: the European powers will already have Catholicism, Protestantism, Orthodoxy, Islam and Judaism present, and the Apostolic Palace will be pre-built in Vatican City. Vatican City will have a very strong religious intolerance tendency, causing interdenominational infighting and Papal Bulls mandating the conquest and conversion of the Indians.

Nixtamal: all playable factions start with this tech, a simple way of chemically processing corn to make vitamins bioavailable. Without it, replacing wheat with higher-yielding mechnically-processed corn led to malnutrition. Whilst Corn gives cities a +1:health: bonus as normal, without Nixtamal it also gives +4:yuck:; with Nixtamal, this is replaced by an additional +2:health:.

Nixtamal has a very high beaker cost, as do Writing and Iron Working - both of which are major bottlenecks on the tech tree. Whilst the New World starts with the former, the Old World gains a tech advantage by having the latter two to start with, representing the development that had already happened when settlement began in the Americas and snowballing to a major head start on gunpowder and galleons - and giving the players a tech to trade if they gain friendly relations with colonists.



I’m some way away from being able to build this as a scenario. Do people like these ideas or have anything to contribute?
 
Looks like a fun scenario. I like. :goodjob:

It seems your encompassing a broad timeline with it though which I was surprised about. I figure this kind of thing works best when you end things with the 19th century, as after historically-wise things are focused on other things not related to the subject matter.

Up to you though.
 
Yeah, I wanted to have the five major imperial powers and their colonies bring in flavour that's related to regular BTS and helps serve as an endgame accelerator. So, if one player is in way the lead, there's not hours of slow grinding to finish off a foregone conclusion.
 
Back
Top Bottom