Virote_Considon
The Great Dictator
Industrial Espionage
Some of you may be wondering what on earth I made those modern units for. Well, this is it. Industrial Espionage is the name of a “modern day” scenario I’ve been making on or off for a couple of years now. It’s something completely different to the regular game, set in a city, which itself and the island it inhabits is called Wolrich, and most things have changed (including a large change of the labels.txt and script.txt files!) The basic outline of the scenario is that instead of “civilizations”, most of the civs are in fact businesses. The gameplay is pretty strait forewords, as I haven’t paid too much interest in setting up a “real life” economic system. Instead, the scenario revolves around a system of two types of resources. The first are “building” resources. Most buildings (cities) will have at least one of these “building” resources, and they generally affect what improvements a building can build and what units are available (for example, office improvements/wonders can only be built in buildings with an “office” resource in its radius, and office units can only be built in buildings connected to an office resource). Some of these resources, such as factories, warehouses and ports, also play a vital role in the “main” victory condition which will be set out below. The second type of resource is your standard resource, which allows extra units, and improvements and wonders on top of the standard ones available for a building (so, a shop with access to a supply of ammo will be able to build an “Ammo Store” improvement). So, come on in, and give yourself a feel of the scenario!
Victory Conditions
In this scenario, you’ll have the standard victory conditions of conquest/domination, a slightly altered “cultural” victory (in this scenario, culture is the amount of “sales” a building has made. Naturally, “shops” will be your typical culture-generators), an altered space ship victory, etc. etc.
However, the “main” victory condition will be a “reverse capture the flag” condition. Basically, the way that this works, is you’ll need a warehouse, and access to either a “factory” or a “port”, or both (neither of which need to be in the radius, so you can (if you’re quick!) still seize a supply of them via trading), in order to build an improvement which generates a “goods” (flag) unit every 25 turns. This must then be taken to a victory point location, which are located in all the local shops in the scenario, as well as certain other buildings where goods may be sold, such as hotels. Thus, for some civs, it is perfectly (technically) possible to play through this scenario without going to war once (although the likelihood of this happening in a crowded map with 31 other civs, and cities with victory point locations, is near impossible, even if you try to keep your head down!)
Some of you may be wondering what on earth I made those modern units for. Well, this is it. Industrial Espionage is the name of a “modern day” scenario I’ve been making on or off for a couple of years now. It’s something completely different to the regular game, set in a city, which itself and the island it inhabits is called Wolrich, and most things have changed (including a large change of the labels.txt and script.txt files!) The basic outline of the scenario is that instead of “civilizations”, most of the civs are in fact businesses. The gameplay is pretty strait forewords, as I haven’t paid too much interest in setting up a “real life” economic system. Instead, the scenario revolves around a system of two types of resources. The first are “building” resources. Most buildings (cities) will have at least one of these “building” resources, and they generally affect what improvements a building can build and what units are available (for example, office improvements/wonders can only be built in buildings with an “office” resource in its radius, and office units can only be built in buildings connected to an office resource). Some of these resources, such as factories, warehouses and ports, also play a vital role in the “main” victory condition which will be set out below. The second type of resource is your standard resource, which allows extra units, and improvements and wonders on top of the standard ones available for a building (so, a shop with access to a supply of ammo will be able to build an “Ammo Store” improvement). So, come on in, and give yourself a feel of the scenario!
Victory Conditions
In this scenario, you’ll have the standard victory conditions of conquest/domination, a slightly altered “cultural” victory (in this scenario, culture is the amount of “sales” a building has made. Naturally, “shops” will be your typical culture-generators), an altered space ship victory, etc. etc.
However, the “main” victory condition will be a “reverse capture the flag” condition. Basically, the way that this works, is you’ll need a warehouse, and access to either a “factory” or a “port”, or both (neither of which need to be in the radius, so you can (if you’re quick!) still seize a supply of them via trading), in order to build an improvement which generates a “goods” (flag) unit every 25 turns. This must then be taken to a victory point location, which are located in all the local shops in the scenario, as well as certain other buildings where goods may be sold, such as hotels. Thus, for some civs, it is perfectly (technically) possible to play through this scenario without going to war once (although the likelihood of this happening in a crowded map with 31 other civs, and cities with victory point locations, is near impossible, even if you try to keep your head down!)