Scenario Preview - The Desert and the Mountain

I've added a lot of improvements and Wonders. All of the civs other than the Falasha now have pretty much all the units, improvements and Wonders they will have, with perhaps one or two to add as it's tested. The next thing is governments and specialists. I'm also trying to work out a Falasha tech tree so I can add all their stuff. Once all that is done, the whole thing is theoretically more or less done and only requires testing - but I think there will be a lot of that... I have to set the scoring and so on so that everyone has an equal chance of winning even though they are all using different methods. Not easy.
 
Blimey! Only just spotted this thread but just had to add a few lines of support. This looks like a great idea for a scenario! Totally unique setting with original and challenging victory conditions, winning as the Falasha (or even lasting a few turns) should be a great test. Can't wait to try this one! :goodjob:
 
Thanks for the comments. I hope you like it - it ought to be something a little different, at least!

I may post some updated screen shots before long. It's all filling out fairly nicely - doing all the writing will take a fair old while though!
 
I've been wondering this since I began reading this thread -- Do the Falashans, when played by the AI, stand any chance at all?
 
The answer to that is that I don't know, because I haven't properly implemented them yet. However, they are currently represented by several units which, around 50% of the time, manage to capture Ethiopian cities; the other 50% of the time they get annihilated in the first few turns. Obviously getting the balance of this right will be one of the tricky things to do. I may have to resort to giving the Falasha a settler, although I don't really want to do that as it's a bit of a cop-out.
 
Hrafnkell said:
It's sounding great, Plotinus. It's a very original idea and if it's anything like Rood, it will be a winner!

I echo this comment. Sounds great and original. I really enjoyed playing the Rood and the Dragon, so the pressure is on to keep that standard up ;) !
 
[R8XFT] Well, it's looking like I could do with a little help on the graphical front - mainly pop-heads. I think Specialists are underused in scenarios so I'm planning to put in quite a few different ones, and naturally they require pop-head graphics! I'm already using your fine African pop-heads, of course, so if at some point I could prevail upon you to add a few that would be splendid. If you don't have time I could always give it a go myself, but the results would be unpredictable!
 
Plotinus said:
The answer to that is that I don't know, because I haven't properly implemented them yet. However, they are currently represented by several units which, around 50% of the time, manage to capture Ethiopian cities; the other 50% of the time they get annihilated in the first few turns. Obviously getting the balance of this right will be one of the tricky things to do. I may have to resort to giving the Falasha a settler, although I don't really want to do that as it's a bit of a cop-out.

Personally, I would rather give it a King (or Queen as the case may be). The problem there is that you'd have to give the other Civs Kings too, right? But still, put down the Rebel Leader, put down the rebellion. (Then again, you lose all Rebel cities. Darned Regis mechanics...)

Which begs the question: If the AI starts with a King and a lot of Mil, but no settlers, then how does it act? Does it hole up with the King, or does it try to take a city to put the King in?
 
[R8XFT] Thanks! I'll be in touch...

Other than those I think I'm OK for the time being. I've got pretty much all the improvements, Wonders etc that I need now, so as I say it's mainly getting the balance right now. The Falasha will certainly require a lot of fiddling about - I'm not quite sure which solution I'll adopt, but at least there are a few options so I know it will be possible one way or another.
 
Yes, that's right - non-era (ie non-researchable), non-tradeable techs assigned to different civs at the start. The starting techs in each tree require different non-era techs as prerequesites, thereby assigning complete tech trees to different civs. There's a link to a thread about this in one of the first posts.
 
I've updated the tech tree screen shots - have a look in post 3. As you can see, the arrows are now in so that you can see how they are structured. There are still a few techs lacking graphics, but, I think, all of the units and Wonders, and pretty much all of the improvements, are now in place. Some techs appear to offer nothing, but quite a few do have governments, which are now in place too; shortly quite a few will also have specialists. So hopefully there should be very few techs that are just "filler", although personally I quite like "filler" techs as they add a bit of atmosphere.
 
Nice scenario! When do you think it will be done? By the way, have you changfed any of the terrain values, because the high terrain of Ethiopia will make it difficult to play despite the fertility of the soil and temperate climate.
 
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