TETurkhan Test of Time (Map & Mod)

Well imagine this. A barbarian civ who only builds units, because it has no tech for buildings. 20 shields for spears. 5 shields per turn. A spear every four turns. In 100 turns there will be 25 spears. Now I don't know if this is normal or not, because I don't play the city version of Tet's awesome map.

Yet another thing is that you could trade for the barbarian civ's gold. I mean, it's gotta get pretty rich, covering nearly the whole map and all.
 
I've had to cut through 15+ spearmen in many cities that I've tried to take. In any case it would be a cinch to create a "city-state spearman" with a higher cost to even out the fact that the city states can create only defense.

The gold thing could be a problem though. I don't know if it's possible to edit the AI of a civ to automatically decline any trades, or if you can make it so the barbarian civ would always declare war on everybody so no trading would be possible... Well I guess that's why I'm not a designer. :-p
 
in the situation you are talking about guys, i would think the emense struggle against over-whelming defenders would be fitting of the struggle to become a world-class civilization.

but heres an idea, why not just let them ( the barbarian civ) build one type of unit, a worker-class unit with minimul fighting/ defending ability, say an att. of 1, and a def. of 1, i wouldnt go above 2 on either, that way you've still got a massive civ, capable of produceing massive numbers of troops, but none worth really worrying about. and the former defenders of this city-state empire, could fuel the work-force of your own empire. also, set the unit to cost 1 population per unit, that should put a limit to how large the city-states could become (no since in letting a barbarian civ get more powerful before you can catch up). All-in-all, this might be a way to have your cake, and eat it too, lol.
 
by the way, all this can be done on games editor, you could even change the unit graphics from the worker to something else, if you wanted. (personally, i like to keep the worker graphics, for "slaughtering of peasant-warriors" feel. :D
 
Ok well after reading over this I think the simplest way to solve the problem of these city states becoming too powerful would be to make the civilization totally crippled, and in fact have it never build anything. Then we can place units of no movement and attack, just a defense type unit in all of the cities. The cities would never get too big as there will be no improvements being done to it and no work being done to the terrain around it, thus them not ever becoming cities at all really just staying as towns, with most not growing at all and some may grow a small amount, but that could be expected for certain fertile regions. The problem of wealth can be solved with setting the maintenance of the units, and we can even over estimate this thus they may lose a few units but eventually it would balance out to them earning barely no money if any at all. We can make a very basic form of government, any ideas for a name is fine, and set that as their starting government and favorite government, thus they will always be on it. Basically something with around the same stats as anarchy except not transitional so they stay in it. Thus no support for units, low worker rate, and so on. We can even make them totally non agressive, allowing larger empires to extor them for their few measly pieces of gold they may have. All of this in effect would cripple this civilization leaving them with a lot of cities and some units to defend but the ability to do nothing else except sit there and watch the world change. One problem that still remains is the trading of world maps. I have no solution to this on the scale I just spoke of except that oh well we know what it looks like anyway. However there is something we can do that would solve that greatly and I think imrpove the game play overall of these city states, as well as the feel and look of the game. We can instead make more of these city state civilizations that are for specific regions of the world, i.e. Asia, Europe, Africa, mid-east, americas (or even n. and s. america). If Conquests allows for many more or unlimited civs then this will work out perfect, but even if it doesn't we can still cut the playable civs down to 25, or 26 depending on how many regions are desired. This way when I'm about to invade a city in southeast Asia, some European dude doesn't pop up and beg my troops to leave him alone. The buildings and architect of the towns will also be for that culture group area, and overall it would be much better looking. This also would be the solution to map trading, as it would only be of the small surrounding area, something that was very likely to have happened anyways with these small towns back in the day. I don't know I think that that would make your idea a very playable and an immensely enjoyable one. Seriously gread idea Minky, in fact just the idea of it is making me want to just go out and make it myself right now..haha as if thatd ever get done....well if there's any holes in what i said or any other problems you can think of go ahead and spit them out..
 
It's a good idea to have separate "regional" city states. Hopefully we can have unlimited civs -- as a matter of fact with unlimited civs, it would be possible to divide these city states into even more civs. For instance you could have Lombards, Goths, Etruscans, Macedonians, Prussians, Akkadians, Cherokee, Algonquins... essentially most of the map could be made into civs if that were the case. However, if there is still no unlimited number of civs, then city-states would work better.

I like your idea Donovan, but I disagree with parts of it. I think the city states should be allowed to build workers and be able to grow quite large. I agree with crippling the type of units they can build, and building types too (no Wonders!) but I think it's very important that they be allowed to become fully-fledged large cities. That is, after all, quite historically accurate. Giving them a special gov't is a great idea, and I think the most important job of that gov't would be to limit the income of the barbarians. That way they won't be researching much (or at all), and they won't be able to trade their gold away (i.e. we can't abuse them and sell them our map every turn for 200 gold).
 
What would be even better is if they just added like a neutral flag you could tack on to cities, have them do the minimal, then everything we want would be accomplished AND we wouldn't have to worry at all about diplomacy, trading, and such with them. Every city would just be its own self sustained city! Just what we want. I don't know if they had this in one of the first two Civs, I don't think so but it could be where I remember it from, it was at least some sort of a game involving conquering cities...sometimes they'd just join you or sometimes the people would abandon you if they were unhappy and ungarrisoned and become neutral, requiring you to take them over again! I have to find out what that was...anyone remember?

Your right Minky they shouldn't be as easily defended and not built up at all as much as I implied before. You guys were concerend with them getting too much so pre-placing everything seemed like a good answer. We could still just pre-place defenders that way that would never get out of control, and then let them build workers and then certain buildings, etc., and put maintenance on that would keep a limit on how many workers they have. Or maybe like you said if we limit it just right we could let them build the defenders still and it won't be out of control. I guess the only way to find out is to try and see! If they stick with the 31 civ limit we could still do all this...but it'd be more difficult to keep them in check, and with the map trading and all.
 
Yea, you're talking about when Civs could split and form new nations. That's the biggest thing I miss in Civ3! I think that was one of the coolest things in the earlier games -- to much unrest and the city becomes a brand new civ. That way big countries could fall, smaller countries could form and be reconquered... ahh its just a dream though, becuase I doubt that wil lbe in Conquests either.

Anyway, TET, have you any thoughts on the City-States idea? Think it might be something good for your mod?
 
TETurkhan, for conquest make a 360x360 map thie make game more fun to play.
 
Originally posted by TETurkhan
Very Busy these days - but I have been reading over all comments posted :) and most of the things brought up have already been addressed.

I will give everyone an update in a week or so - sorry to keep you all waiting! :p
i will be here waiting for you£¡£¡:)
hurry£¡
 
Hello. Hmm, TET, just posting here for telling you that I emailed you with a question last week, but I resended the email today. Perhaps you 'bulked' it uncounscioussly, I know it happens :D:D:D

Well, I'm posting the doubt here...

I have a question. In the TETurkhan M&M version without cities, civs are located in their real places. But I want to play with the civs randomly located, well separated... In the ptw editor I redistributed them randomly, the result is: the starting locations in colors disappear and then appear all blue ones, piled up in China and in West Europe mainly. I erased all starting points, but when I start a new game, civs still apear in those places.
Is there a way to play your map with civs randomly located in the map, well separated?

Thanks!
 
i notice the wonders were already built.
Can i ask for a list of wonders with the city they were built in?
it make it easier to plan which city and civ i should attack :D
 
Once Test of Time Version 2.0 along with some other scenarios I am working on (can’t give details yet) are completed – I will officially retire from making scenarios/mods for Civ. Its far too time consuming and with recent developments in my life its getting harder and harder to put aside time.

It is my hope however that someone, or a few of you will come forward and pick the mod up – continue work on it etc…

Thanks for your patience.
 
I don't blame you, TET. You've done so much work for free, and I can't even imagine how much time and energy this consumes for you. But you have done a very very good job, and I'm sure I can speak for everyone here when I say we appreciate every single second you've put into this game. Thank you so much for all that you've done, and I wish you good luck in your next endeavor.

Matt
 
Hey Tet. I have recently downloaded the el-mencey map and i find one problem. when playing it with no civs just as originally downloaded. It is really slow. most turns on your map right now take about 2 minutes with everyone there. On el-menceys when i have 1 city and know no other civs it takes me that same amount of time. I feel that this might cause the opposite of what you hoped to achieve (shorter turn times) by using this map:king:
 
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