HardCoder
Arrrr
- Joined
- Oct 21, 2006
- Messages
- 171
I have finally got around to playing some of the Warlords scenarios, and I love the Genghis Khan scenario. It has brought some much needed fun back into Civ for me.
I'm playing it with BetterAI. It's easy at Monarch. I wonder if BetterAI makes the AI players worse in this case. I'm not sure. I'll try it at Emperor next time.
I like the way that there are so many ways to play it. The last time, I started by taking Song and then played a mostly builder type game from there. Maybe this time I will start with Russia.
I love the units. I also love being able to play with the same units throughout the entire game. I've always thought that the tech progression in Civ IV seems rushed.
I also like having a huge pile of Great Generals (they spawn from camps as well as from combat). I need to try tweaking the GG rate in the normal game sometime.
There are some things I'd change.
* There's really not time to conquer the entire map - maybe if you just slash and burn and hold only a half dozen cities, but I doubt even that.
* The winning score seems too low.
I tweaked the winning score to 10,000 and the game length to 750 turns in the scenario map to see how that will work.
* The rate at which barbarians spawn from the north is incredibly annoying if you have cities to the north. In my first couple of games I had to kill a couple of barb horsemen every single turn for what felt like an eternity - I think the final tally was about 230. It's tedious beyond belief. Fogbusters don't work right because you need too many of them (expensive), and the barbs often just blow past them anyway. It's fine, though, if you let the AIs keep some cities in the way. You'll hardly ever see a barb then.
I'd fix that by adding a "patrol" or mission for units, not just for this scenario but for Civ in general. A patrol unit (or stack) would be based at a particular tile and would automatically sally and attack any enemy unit(s) in the immediate vicinity that it had a reasonable chance of destroying.
* When you do get to a point in the game where you can do research, it seems too fast.
All that aside, it's a really neat scenario that demonstrates the flexibility that the Civ engine has.
I'd like to hear what the rest of you have to say.
I'm playing it with BetterAI. It's easy at Monarch. I wonder if BetterAI makes the AI players worse in this case. I'm not sure. I'll try it at Emperor next time.
I like the way that there are so many ways to play it. The last time, I started by taking Song and then played a mostly builder type game from there. Maybe this time I will start with Russia.
I love the units. I also love being able to play with the same units throughout the entire game. I've always thought that the tech progression in Civ IV seems rushed.
I also like having a huge pile of Great Generals (they spawn from camps as well as from combat). I need to try tweaking the GG rate in the normal game sometime.
There are some things I'd change.
* There's really not time to conquer the entire map - maybe if you just slash and burn and hold only a half dozen cities, but I doubt even that.
* The winning score seems too low.
I tweaked the winning score to 10,000 and the game length to 750 turns in the scenario map to see how that will work.
* The rate at which barbarians spawn from the north is incredibly annoying if you have cities to the north. In my first couple of games I had to kill a couple of barb horsemen every single turn for what felt like an eternity - I think the final tally was about 230. It's tedious beyond belief. Fogbusters don't work right because you need too many of them (expensive), and the barbs often just blow past them anyway. It's fine, though, if you let the AIs keep some cities in the way. You'll hardly ever see a barb then.
I'd fix that by adding a "patrol" or mission for units, not just for this scenario but for Civ in general. A patrol unit (or stack) would be based at a particular tile and would automatically sally and attack any enemy unit(s) in the immediate vicinity that it had a reasonable chance of destroying.
* When you do get to a point in the game where you can do research, it seems too fast.
All that aside, it's a really neat scenario that demonstrates the flexibility that the Civ engine has.
I'd like to hear what the rest of you have to say.