Ideas I have in mind for new scenarios

Perhaps a convoluted idea, but it would be interesting if an Lua script could be made to generate a new “new world“ continent each time a scenario is loaded for the first time.

In Europe Universalis there was such a mod - with a random New World, which was created differently each time the game was loaded. However, this mod was not particularly popular. Reason: the banal predictability of the location of nations and resources due to climatic zones. After all, it is obvious that the Aztecs, rich in gold, will be in the tropical zone. In a temperate climate - there will be aggressive Iroquois. Random outlines of the continent and islands do not really matter, it will be funny once, however, the replay value of this mod will tend to zero, as shown by this EU mod.
 
Without too much repeating the obvious, EU and Civ2 are different games that have different mechanics.

If I were to attempt a colonization scenario that would make the random new world generation valuable to the player, I would try to:

(1.) Set up victory conditions contingent on something like the amount of land settled so there is something to gain by exploration.

(2.) If there is a concentration of valuable resources like gold, which is just a terrain bonus in Civ2, not have it hard-coded into appearing in any one climate area.

(3.) However possible, and I’ve thought about this before, make old world cities unconquerable so that all wars are effectively colonial wars. This is I think the biggest stumbling block because outside of house rules, how could you set up borders that would be impenetrable and the AI wouldn’t just chuck everything at them?

So I think it is possible to do it and have it be interesting. It just needs to be done well.
 
Without too much repeating the obvious, EU and Civ2 are different games that have different mechanics.
EU and Civ are definitely games with different game mechanics. However, with certainly an overlapping audience. therefore, I think it is quite appropriate to project the experience of the EU mod on Civ, especially since this mod was created about 10 years ago, it seems, back in the third version of the game.
(2.) If there is a concentration of valuable resources like gold, which is just a terrain bonus in Civ2, not have it hard-coded into appearing in any one climate area.

Gold in this case should be considered not as a resource of the game, but as a one-time enrichment of the player with "free" gold. In the end, gold as a resource was found in large quantities in many places in North America (in California, for example), but it only began to be developed in the middle of the 19th century. Aztec gold is a means of instantly enriching the player by robbing a Bronze Age civilization. It can only be located in the tropical zone. The location of such a civilization in any other climatic zone will lead to absurdity and "alternative history".



In general, with this post, I wanted to emphasize that this idea of "random New World" has already been implemented, but did not have much success. If on the Civ2 platform it will be possible to realize a successful implementation of this idea, I will be very happy about it. I also want to note that I really liked the Redux map in the first post of this thread. It is a pity that it is not possible to expand it to a full-scale map of the world. If it were possible, it would really be a breakthrough for Civ2. )
 
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Historical Europe with a random New World is also how Imperialism II works, and I've found that game highly replayable. To be fair, that game did not have a historical New World option, but I think the random New World mechanic added interesting strategic considerations in Imperialism II because you did not know the number of straits or continents, whether to search for a Northwest Passage or to sail down the middle, and so on
 
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