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- Mar 17, 2007
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It's time for another Civ story! This is a somewhat normal one, with one key tweak - the next tech will be chosen at random. All those Civ games of the leader dictating what was researched, going for a Republic slingshot, beelining Free Artistry if it's a culture 20K game, or Military Tradition if it's a conquest one? Not happening this time! The ruler can fund science or not, but the wise men set their own priorities - isn't that part of what makes them wise? - and the ruler will have to live with the results.
Tech trading is also disabled; living with random technologies would be less interesting if I could just trade for the ones I really wanted.
Beyond that, the difficulty is somewhere between Monarch and Emperor. I can usually win fairly easily on Monarch, but Emperor is a significant challenge and most often results in a loss. So ideally, the combination of the difficulty level and the random techs will result in a game where a victory is possible, but is far from guaranteed.
Table of Contents
Part One - Intro (4000 BC - 2550 BC)
Part Two - Putting Our Shoulders to the Wheel (2550 BC - 1610 BC)
Part Three - Building the Warrior Wall (1610 BC - 1350 BC)
Part Four - Extending the Thin Orange Line (1350 - 1125 BC)
Part Five - Nature's Imprints on the Map (1125 BC - 750 BC)
Part Six - Ironing Out Some New Settlements (750 BC - 360 BC)
Part Seven - The Ottoman-Mayan War of the Wall (360 BC - 10 BC)
Part Eight - Filling in the Homeland (10 BC - 320 AD)
Part Nine - The Inca's Wars (320 AD - 490 AD)
Part Ten - The Late Ancient Times (490 - 700 AD)
Part Eleven - The Pen is Mightier than the Sword (700 AD - 920 AD)
Part Twelve - Scientific Anarchy (920 AD - 1160 AD)
Part Thirteen - War with the Maya (1160 AD - 1257 AD)
Part Fourteen - The Incan-Ottoman War (1257 AD - 1300 AD)
Part Fifteen - A General Advance (1300 AD - 1357 AD)
Part Sixteen - The Last of the Mayans (1357 AD - 1387 AD)
Part Seventeen - Retaking the Mayan Cities (1390 - 1425 AD)
Part Eighteen - Taking Inca Proper (1425 - 1450 AD)
Part Nineteen - The Incan Insurrection (1450 - 1460 AD)
Part Twenty - The Push to Cuzco (1460 - 1485 AD)
Part Twenty-One - The Defeat of the Inca (1485 - 1500 AD)
Part Twenty-Two: The Age of Exploration (1500 - 1550 AD)
Part Twenty-Three: Continental Peace and Continental War (1550 - 1635 AD)
Party Twenty-Four: The Persian-Zulu War (1635 - 1700 AD)
Part Twenty-Five: You Say You Want a Revolution? (1700 - 1763 AD)
Part Twenty-Six: The Zulu and Incan Wars (1764 - 1782 AD)
Part Twenty-Seven: The First Round of the Ottoman-Iroquois War (1782 - 1784 AD)
Part Twenty-Eight: The Second Round of the Ottoman-Iroquois War (1784 - 1786 AD)
Part Twenty-Nine: The Ottoman-Iroquois War, Round Three: New Participants (1786 - 1788 AD)
Part Thirty: The Ottoman-Iroquois War, Round 4: Regrouping (1789 - 1792 AD)
Rules Changes
The tech randomization and difficulty are the main ones; the others are my standard house customizations.
Difficulty is between Monarch and Emperor, which I'll call King-Elector, and its settings are listed in the following table:
Map Size
Large-ish. This is set to 120x120, and we'll have 10 civs. This gives about the same number of tiles per civ (720, instead of 704) as a C3C Large map.
House customizations
All mounted except Keshik, War Elephant, Conquistador are Wheeled, restricted through mountains/jungle
Desert no longer allows cities, and has no defensive bonus (vs. 10% normally)
Harbor only does +1 food; Trading Port gives Veterans and Water Trade. Trading Port requires river and Harbor.
Airport no longer gives Air Trade; still gives veteran air. Maintenance cost reduced by 1. International Airport is a Small Wonder that gives Air Trade.
Road requires The Wheel; Mine requires Masonry; Irrigation requires Pottery (all to slow down the early game).
Mountain/volcano movement cost increased to 4 (which should affect Mine costs). Cannot build Roads in mountains; they have no resources except Gold. Hills may have Uranium and Gems. Mountains get +1 shield to compensate.
Summary: Terrain tweaked to add desolate deserts and to make mountains real barriers. Less water/air trading to speed up AI turn times.
Random Technology Implementation
I'll use the randInt function on my trusty TI-83+ calculator to choose what to research next. As an example, randInt(1,6) will give a random integer between 1 and 6 (inclusive).
Settings
Random civ.
9 random opponents
King-Elector Difficulty (as explained above).
Continents
Monarch difficulty. More aggressive AI. Warm, wet, 60% ocean, 4 billion, Restless.
Victory conditions: Defaults.
Comparison to Previous Games
Some of you may have read previous stories I've written. I expect this one to be most similar to The Space Race. Hopefully with a variant that winds up being more interesting and leaving the outcome more in doubt, but we'll find out.
I do have a story-in-progress along the lines of my larger-scale ones (Conquest of the World and Wrath of the AI), but am waiting until that one is farther along before posting, as it shares the same weakness - namely, it takes a long time to play, for both myself and the AI.
Update Frequency
Finally, I'm doing updates a bit differently. Previously, I tended to post updates as they were written. This was somewhat good, as it allowed suggestions in the thread to be incorporated into the game. But it also lead to an unpredictable update schedule, particularly when I didn't have much time for Civ.
This time, I've already played a decent way into the game, with nine updates ready to go. But rather than post them all at once, I'm going to post updates weekly, on Saturday. Hopefully, this evens out the cadence. If I don't play for a few weeks, there will be a backlog; if I do play a lot, that will provide a buffer for when I don't.
In the event that I finish the game, I may speed this up, or start posting double-length updates, but to start with, that's the pace that can be expected.
Tech trading is also disabled; living with random technologies would be less interesting if I could just trade for the ones I really wanted.
Beyond that, the difficulty is somewhere between Monarch and Emperor. I can usually win fairly easily on Monarch, but Emperor is a significant challenge and most often results in a loss. So ideally, the combination of the difficulty level and the random techs will result in a game where a victory is possible, but is far from guaranteed.
Table of Contents
Part One - Intro (4000 BC - 2550 BC)
Part Two - Putting Our Shoulders to the Wheel (2550 BC - 1610 BC)
Part Three - Building the Warrior Wall (1610 BC - 1350 BC)
Part Four - Extending the Thin Orange Line (1350 - 1125 BC)
Part Five - Nature's Imprints on the Map (1125 BC - 750 BC)
Part Six - Ironing Out Some New Settlements (750 BC - 360 BC)
Part Seven - The Ottoman-Mayan War of the Wall (360 BC - 10 BC)
Part Eight - Filling in the Homeland (10 BC - 320 AD)
Part Nine - The Inca's Wars (320 AD - 490 AD)
Part Ten - The Late Ancient Times (490 - 700 AD)
Part Eleven - The Pen is Mightier than the Sword (700 AD - 920 AD)
Part Twelve - Scientific Anarchy (920 AD - 1160 AD)
Part Thirteen - War with the Maya (1160 AD - 1257 AD)
Part Fourteen - The Incan-Ottoman War (1257 AD - 1300 AD)
Part Fifteen - A General Advance (1300 AD - 1357 AD)
Part Sixteen - The Last of the Mayans (1357 AD - 1387 AD)
Part Seventeen - Retaking the Mayan Cities (1390 - 1425 AD)
Part Eighteen - Taking Inca Proper (1425 - 1450 AD)
Part Nineteen - The Incan Insurrection (1450 - 1460 AD)
Part Twenty - The Push to Cuzco (1460 - 1485 AD)
Part Twenty-One - The Defeat of the Inca (1485 - 1500 AD)
Part Twenty-Two: The Age of Exploration (1500 - 1550 AD)
Part Twenty-Three: Continental Peace and Continental War (1550 - 1635 AD)
Party Twenty-Four: The Persian-Zulu War (1635 - 1700 AD)
Part Twenty-Five: You Say You Want a Revolution? (1700 - 1763 AD)
Part Twenty-Six: The Zulu and Incan Wars (1764 - 1782 AD)
Part Twenty-Seven: The First Round of the Ottoman-Iroquois War (1782 - 1784 AD)
Part Twenty-Eight: The Second Round of the Ottoman-Iroquois War (1784 - 1786 AD)
Part Twenty-Nine: The Ottoman-Iroquois War, Round Three: New Participants (1786 - 1788 AD)
Part Thirty: The Ottoman-Iroquois War, Round 4: Regrouping (1789 - 1792 AD)
Rules Changes
The tech randomization and difficulty are the main ones; the others are my standard house customizations.
Difficulty is between Monarch and Emperor, which I'll call King-Elector, and its settings are listed in the following table:
Code:
Item | Monarch | Current | Emperor
Citizens Content | 2 | 2 | 1
Attack Barbs | 100 | 75 | 50
Percent Optimal | 85 | 85 | 80
AI Start Offense | 1 | 2 | 2
AI Start Defence | 2 | 3 | 4
AI Start Settler | 0 | 0 | 0
AI Start Worker | 0 | 1 | 1
Base Support | 4 | 6 | 8
Per Settlement | 1 | 1 | 2
Max Transition | 4 | 4 | 3
Cost Factor | 9 | 8 | 8
AI Trade | 140 | 145 | 150
Map Size
Large-ish. This is set to 120x120, and we'll have 10 civs. This gives about the same number of tiles per civ (720, instead of 704) as a C3C Large map.
House customizations
All mounted except Keshik, War Elephant, Conquistador are Wheeled, restricted through mountains/jungle
Desert no longer allows cities, and has no defensive bonus (vs. 10% normally)
Harbor only does +1 food; Trading Port gives Veterans and Water Trade. Trading Port requires river and Harbor.
Airport no longer gives Air Trade; still gives veteran air. Maintenance cost reduced by 1. International Airport is a Small Wonder that gives Air Trade.
Road requires The Wheel; Mine requires Masonry; Irrigation requires Pottery (all to slow down the early game).
Mountain/volcano movement cost increased to 4 (which should affect Mine costs). Cannot build Roads in mountains; they have no resources except Gold. Hills may have Uranium and Gems. Mountains get +1 shield to compensate.
Summary: Terrain tweaked to add desolate deserts and to make mountains real barriers. Less water/air trading to speed up AI turn times.
Random Technology Implementation
I'll use the randInt function on my trusty TI-83+ calculator to choose what to research next. As an example, randInt(1,6) will give a random integer between 1 and 6 (inclusive).
Settings
Random civ.
9 random opponents
King-Elector Difficulty (as explained above).
Continents
Monarch difficulty. More aggressive AI. Warm, wet, 60% ocean, 4 billion, Restless.
Victory conditions: Defaults.
Comparison to Previous Games
Some of you may have read previous stories I've written. I expect this one to be most similar to The Space Race. Hopefully with a variant that winds up being more interesting and leaving the outcome more in doubt, but we'll find out.
I do have a story-in-progress along the lines of my larger-scale ones (Conquest of the World and Wrath of the AI), but am waiting until that one is farther along before posting, as it shares the same weakness - namely, it takes a long time to play, for both myself and the AI.
Update Frequency
Finally, I'm doing updates a bit differently. Previously, I tended to post updates as they were written. This was somewhat good, as it allowed suggestions in the thread to be incorporated into the game. But it also lead to an unpredictable update schedule, particularly when I didn't have much time for Civ.
This time, I've already played a decent way into the game, with nine updates ready to go. But rather than post them all at once, I'm going to post updates weekly, on Saturday. Hopefully, this evens out the cadence. If I don't play for a few weeks, there will be a backlog; if I do play a lot, that will provide a buffer for when I don't.
In the event that I finish the game, I may speed this up, or start posting double-length updates, but to start with, that's the pace that can be expected.
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