ViceRoy
of Brave New World
I suggest not using Huge map.
Turns take forever with that and in smaller map you getter better feel of situation...
Also I think you should consider is the northern africa so important it needs to be in the game. This would leave the Northern Africa minors out of the game and in the end the deciding factor was Europe not Northern Africa. So I suggest cutting the Africa of leaving only small land close to the Gibraltar.
Even though detail is good...there must be thought that if the map is large...units will drown to it and people will lose the feel of being control of their nation. Also if I was you I would consider the amount of cities as well. Are there needs to be so many? I think there were far too many cities in your earlier civil war scenario.
Here's small "victory objective" idea
I think only the option of Conquer victory is little bit stupid so I suggest also giving chance for either Space Race or diplomatic victory.
Ok not real "Space Race" option as that would be even more stupid but let me explain.
I'm not sure can there be more than one wonder that has same ability. Example Apollo Program that gives ability to build spaceship parts. Idea is that each civ starts with their own tech that cannot be traded (also it could give certain type of Government that is hated by the others) which gives ability to build wonder that is same like Apollo Program. So Example France has wonder called "France Victory" in town. And here comes the fun part Different objectives are spaceship parts. And each spaceship part requires certain resource. Resource that is only in one place on map in certain victory objective (city).
So example that France could win the "Space Race" they must build "spaceship parts" Moscow, Napoli etc. and to get build it they must conquer those cities to get the resource from that town. Giving the resource appearance ratio like 1 and disappearance of 0 means that it will be only the place it's put in the editor. And even though the city would razed the resource stays there and with new colony or city it can be taken.
This allows that example Russia can still fight against France when they lose Moscow but if France has chance to get connection to Moscow resource it will give them chance to build Moscow spaceship part. However problem here is of course that later Russia can take Moscow back and France won't lose the spaceship part. But this could be prevented by giving the spaceship part high cost enough so it would take time to build it.
This same could work with Diplomatic victory option too. Before one can build "the United Nations" he would have to get certain wonders to be build before it which need certain resources.
I think this is the only way to describe victory objectives. Of course if there's chance to build only one "Apollo program" then each civ must have same general objectives like London, Paris etc. to be able to build wonders and be able to win the scenario.
Turns take forever with that and in smaller map you getter better feel of situation...
Also I think you should consider is the northern africa so important it needs to be in the game. This would leave the Northern Africa minors out of the game and in the end the deciding factor was Europe not Northern Africa. So I suggest cutting the Africa of leaving only small land close to the Gibraltar.
Even though detail is good...there must be thought that if the map is large...units will drown to it and people will lose the feel of being control of their nation. Also if I was you I would consider the amount of cities as well. Are there needs to be so many? I think there were far too many cities in your earlier civil war scenario.
Here's small "victory objective" idea
I think only the option of Conquer victory is little bit stupid so I suggest also giving chance for either Space Race or diplomatic victory.
Ok not real "Space Race" option as that would be even more stupid but let me explain.
I'm not sure can there be more than one wonder that has same ability. Example Apollo Program that gives ability to build spaceship parts. Idea is that each civ starts with their own tech that cannot be traded (also it could give certain type of Government that is hated by the others) which gives ability to build wonder that is same like Apollo Program. So Example France has wonder called "France Victory" in town. And here comes the fun part Different objectives are spaceship parts. And each spaceship part requires certain resource. Resource that is only in one place on map in certain victory objective (city).
So example that France could win the "Space Race" they must build "spaceship parts" Moscow, Napoli etc. and to get build it they must conquer those cities to get the resource from that town. Giving the resource appearance ratio like 1 and disappearance of 0 means that it will be only the place it's put in the editor. And even though the city would razed the resource stays there and with new colony or city it can be taken.
This allows that example Russia can still fight against France when they lose Moscow but if France has chance to get connection to Moscow resource it will give them chance to build Moscow spaceship part. However problem here is of course that later Russia can take Moscow back and France won't lose the spaceship part. But this could be prevented by giving the spaceship part high cost enough so it would take time to build it.
This same could work with Diplomatic victory option too. Before one can build "the United Nations" he would have to get certain wonders to be build before it which need certain resources.
I think this is the only way to describe victory objectives. Of course if there's chance to build only one "Apollo program" then each civ must have same general objectives like London, Paris etc. to be able to build wonders and be able to win the scenario.