• Civilization 7 has been announced. For more info please check the forum here .

Rise of Rome - Little bit of Conquests, Little bit of Civ2

Andrew_Jay

Prince
Joined
Aug 4, 2002
Messages
438
Here's a new, smaller, Rise of Rome scenario that I've put together.

Firstly, I've used Civilicious' 110 x 80 Europe/Arabia/Meso Map! With a twist! map, and imported the Rise of Rome Conquests rules.

Since this is a smaller map, which is what I like playing and working with, I've taken a sort of novel approach to "cities". From Wikipedia, I've used this map (as well as a few other sources):



I have named the "cities" accordingly, so that they instead represent provinces and territories. Rather than, for example, Londinium, you will have "Britannia Prima", instead of Athens, "Achaia", etc. All have 100 culture and culutre stays on capture, so reltaively large swaths of territory change hands. I have however, also included some major cities that aren't on the map but are important: Roma (or course), Cathago, Byzantium, and Alexandria.

Changes to the Rules:

Persia has been replaced by the Selucid Kingdom, and the date of the game moved to after the death of Alexander. I felt this set-up, borrowed from the old Civilization II scenario, allowed for a more accurate history.

In Mesopotamia I've added Parthia, locked in a war against the Selucids, and they should overrun them by the time Rome is ready to become involved in the region. The Parthian Horse Archer has been added as their unique unit.

Egypt has simply been renamed Ptolemy Egypt.

Since this is a much smaller map, corruption has been increased a little, and armies cost a lot more to support. Generally, you should expect a fairly steady treasury, with several turns of defecits as you raise units for new conquests. To compensate, there should be sufficient commerce-generating resources on the map, and the harbour also now gives the same tax bonuses as the marketplace.

City names are now Colony/Senatorial Province/Imperial Province. Not terribly accurate (One would expect a Senatorial Province to be more developed in reality, while the small border territories were Imperial Provinces, and supported more military forces), but it has no huge impact on gameplay.

Also, all units now cost one population point, so you will have to be mindful of your population as you raise forces. Under the Republic or Imperialism, you can also draft units (Legions, Spearmen, and Hoplites).

Civilopedia

What I am particularily proud of is that I have managed to edit the Civilopedia to (bug free!) reflect all of the changes that I have made to the rules, including write-ups for the Parthians, the Selucids and the Ptolemy Egyptians as well as the Parthain Horse Archer (all taken from Wikipedia).

Screenshots:

The provinces of Britannia Prima, Britannia Secunda, Hibernia and Caledonia in the British Isles:



North Africa:



Italy, with the province of Cisalpina in the north, Campania in the South, the city of Roma, and the island of Sicilia.



To Install:

First, copy the "Rise of Rome" folder in your "Conquests" folder, and paste it in your "Scenarios" folder. After that, unzip the download into your "Scenarios" folder, and allow it to over write the "script", "civilopedia", and "pediaicons" .txt files.

Notes:

The current scenario only allows you to play as Rome, for several reasons:

First, the victory conditions (25% of territory, 70% of population) only make sense for Rome. After testing it, I have found that you will have to come close to meeting the historical height of the Roman empire to reach 25% of the territory (almost all of the named provinces on the map).

Second, in order to make the game challenging enough for the Roman player I had to give the other civilizations considerable advantages, the result being that these other civilizations are quite easy when controlled by a human (for example, as Carthage I had captured all of Spain and much of France, as well as nothern Italia within 40 turns or so). Sure, perhaps it is poor play-balancing, but I think the result is a very fun game as Rome.

Updated

Changes:

- All cities now have wonders in them, to prevent razings by the AI. However, they are still willing to give cities up in negotiations, which is nice.
- Dacia (Moesia & Dacia, minor Barbarians), Illyria (Dalmatia & Pannonia, minor Barbarians, can build Galleys), the Britons (the British Isles, can also build Gallic Swordsmen), and the Achean League (southern Greece and Asia, essentially the same as the Macedonians) added.
- Amphitheatre (Philosophy, one happy face) and Forum (The Republic, one happy face, less corruption, only available under Republican government) added.
- Galleys (2/2/3) can now enslave eachother in combat, as can Curraghs (1/1/3).

Plus lots of other minor changes here and there, to tweak the gameplay.

Please let me know what you all think, thanks.

EDIT: Version 1.0 removed after 167 downloads.
 

Attachments

  • Rise of Rome.zip
    284.6 KB · Views: 821
This looks cool. I think being able to play as diffreant civs might make the game funnier and more diffcult trying to stop the Roman Empire. But it still should be fun to play just as Rome.
 
Making the other civs playable is just a simple matter of chaning the players settings. Let me know how that goes.

How are people finding the scenario? One question I have; do you see the AI doing a lot of razing? Every game either the Parthians or the Selucids end up destroying a city in the middle east, which is kind of annoying.
 
Nice scenario. The citizens can't build cities and the fire catapult .ini files are missing. I'd take the fire catapult .ini files from another scenario if I could remember which other scenario had them. Please fix this up as the game is nice and quick and fun. SB644
 
surferbob644 said:
Nice scenario. The citizens can't build cities and the fire catapult .ini files are missing. I'd take the fire catapult .ini files from another scenario if I could remember which other scenario had them. Please fix this up as the game is nice and quick and fun. SB644
The Fire Catapult .ini files come from the Rise of Rome folder that you should already have (in Conquests). Just copy that whole folder into your scenarios folder, and write over the .txt files with those included in the download.

Citizens aren't meant to build cities.

There will be another update coming soon, with quite a few changes made. I'm still working on making Parthia a viable civ, and balancing the game a little better.
 
I'm in the middle of a game now and I gotta say I'm having fun. Its quick and it works great.

Dont think the citizens work as well as you wanted. Coz units cost population to build enemy cities are quite small when I take them often Pop 1, so Romanising the provinces isnt so important, coz my conquests dont have high enough population to cause trouble, and they seem to recover quite quickly on theyre own.

The only raze I've seen is around Tarsus(Cilicia?). One raze isnt too big a deal or do you see more?

What changes you making? I dont think you need to make too many, its a great scenario as it is. Love the provinces not cities idea.

Thank you.
 
Thanks for the comments Thathlum.

I've tinkered with a few things here and there, nothing major. I was getting more razings - 2 or 3 in the middle east. What I have done is put wonders in each city, with no effects, that are named after cities found there. Thus, you would get the message "we have captured Achaia, and we now control Athens!" ("Athens" being the name of a wonder). The AI thinks that these wonders are worth holding, and won't raze cities.

I too have found that it's hard to find large AI controlled cities that need Roman citizens to be pacified. However, you could use the citizens to beef-up cities. Say Roma has a population of 9, and Campania 6, you could move people to the smaller town, resulting in two "cities" and the extra support that that gives you.
 
Updated

Changes:

- All cities now have wonders in them, to prevent razings by the AI. However, they are still willing to give cities up in negotiations, which is nice.
- Dacia (Moesia & Dacia, minor Barbarians), Illyria (Dalmatia & Pannonia, minor Barbarians, can build Galleys), the Britons (the British Isles, can also build Gallic Swordsmen), and the Achean League (southern Greece and Asia, essentially the same as the Macedonians) added.
- Amphitheatre (Philosophy, one happy face) and Forum (The Republic, one happy face, less corruption, only available under Republican government) added.
- Galleys (2/2/3) can now enslave eachother in combat, as can Curraghs (1/1/3).

Plus lots of other minor changes here and there, to tweak the gameplay.

Please let me know what you all think, thanks.
 
Umm, the sacred band of Carthage?

They were rather rare, so I would suggest that you would rename it as a ''Mercenary'' or something, since Carthaginian military was mostly made of mercenaries from Iberia, Gaul and especially Numidia...

I mean, it would be like giving the vikings berserker! :lol: :crazyeye:
 
Very nice scenario. I think I even prefer this Rise of Rome to the one that originally came with Conq.
 
naziassbandit said:
Umm, the sacred band of Carthage?

They were rather rare . .
And thus you will notice that there is exaclty one of them in the whole scenario, in the city of Carthage :p

It's just a re-named Numidian Mercenary, just like the Praetorian Guard in Rome is merely a re-named Legionary I, I wanted to add some flavour to the units. Likewise I've scattered some LM terrain around in this new version.
 
I really liked your idea, representation of provinces/territories as cities. (It felt like playing Victoria/Europa Universalis II in Civ format). I enjoyed the gameplay in monarch, will try again in harder settings.

Not very important, but Capadoccia is located in too east. And is Galatia [my home region :) ] missing?

Thanks for the scenario.
 
2 things I found when playing it. It is a very fun scenario though, only if these 2 things were fixed.


When I try to contact the Parthians, the game freezes, and then Microsoft asks me if I want to send an error report. Just like 3 hours of playing lost..

I cant create cities with the Settlers!! Why/??? I need to put cities between Carthago and the most western Egyptian city!

FIX PLEASE!
 
I've never seen any problems with contacting the Parthians (their leader uses the Persian leader-head - Xerxes).

Settlers being unable to create cities is intentional.
 
Andrew_Jay said:
I've never seen any problems with contacting the Parthians (their leader uses the Persian leader-head - Xerxes).

Settlers being unable to create cities is intentional.

Maybe you should just remove the settlers if they can't make cities...
 
naziassbandit said:
Maybe you should just remove the settlers if they can't make cities...
Settlers have been removed.

However, I have left the unique Roman "citizen" in the game, incase the player wants to shift population around - sending colonists out from Italy (the original 3 territories which have lots of food and grow quickly) and into newly captured regions.
 
Oh so in the game you arent allowed to create new cities. That sucks..

When I right-clicked a Parthain unit, and then when to contact, the game froze and minimized to the error screen, and crashed.
 
I played until around 234 BC (+-20 turns)... when I found out that WAR WEARINESS is ON. Why???

In a game where there are mandatory wars... it's hard to manage! Besides in the Civilopedia it says there is no WW for all of the Government types.
 
Top Bottom