Tani Coyote
Son of Huehuecoyotl
- Joined
- May 28, 2007
- Messages
- 15,191
The Physician/Healthy Man of Europe - A Turkish AAR
With the conclusion of Perfidious Albion, I now embark on another quest: the Healthy Man of Europe. I will preside over the Ottomans from the Stone Age to the Information Age.
All the while, the Sultanate must follow a few house rules:
Alas, the Ottomans' journey will soon begin...
Table of Contents:
Chapter I - All Monuments Begin With A Single Block
Chapter II - The Crowned Republic
Chapter III - The Jihad Against Persia
Chapter IV - The Day the Nile Ran Red
Chapter V - Mad Greek Cafe
Chapter VI - All Roads Lead to Ankara
Chapter VII - Down the Nile Redux
Chapter VIII - Cleanup on Aisle Africa
Chapter IX - The Great War Part I
With the conclusion of Perfidious Albion, I now embark on another quest: the Healthy Man of Europe. I will preside over the Ottomans from the Stone Age to the Information Age.
All the while, the Sultanate must follow a few house rules:
Spoiler :
1. As a relief, I am not limited in where I can expand a la Perfidious Albion. I will, however, focus on regions historically under Ottoman power.
2. Upon the discovery of Islam, whenever that is, I cannot trade with Europeans anymore or renew deals. After that point, they are infidels and must be defeated. A beeline must be made for Islam once in the Middle Ages.
3. 50 years after the discovery of Islam, Persia will be shunned as well, having become a Shi'ite stronghold, incompatible with a Sunni caliphate.
4. Upon mastering about half the Medieval tech tree, it becomes legal to make alliances with ONE, and only one, Christian power. This is meant to represent the Franco-Ottoman Alliance.
5. Once the Enlightenment hits, all religious restrictions are removed as secularisation is in vogue and religious rhetoric is just that, rhetoric.
---
Changed game concepts:
The base is Rhye's of course.
1. Many resources now possess special improvements that can be built in cities that have that resource within their radii. Every 10 turns, a raw materials unit is produced that can be shipped back home for 25 gold and 10 victory points. These buildings generally have a base cost of 8-9 shields that is multipled by the cost factor.
2. Every civ has 2 victory point locations, the capital and a port city. The exception is the American states, who have none. Panama and Suez are each independent VP locations, and thus a point of dispute. China has three locations.
3. Once one has ~12 of some improvements(such as oil wells, diamond mines, etc.) they can build a "National x monopoly" or "Major x exporter" small wonder, which pays off 5% interest to the treasury, makes people in that city happier, and overall gives production benefits. These buildings can only be built in cities with the needed improvement, and they have a base cost of 5, justified by the fact you've forked over a lot of of time and money developing the infrastructure needed to build them.
4. Religious buildings have been changed to make 3 happy in their city and 1 happy in all other cities.
5. Several improvements, mainly those related to commerce or education, give a small production bonus.
6. Workers are cheaper.
7. Historical cities are in place all over the world.
Starting cities by civilization, from most to least:
Russia - 19
China - 16
Mongols - 16
India - 12
Arabia - 10
Persia - 9
Scandinavia - 9
America - 8
Inca - 8
Britain - 7
Spain - 7
France - 6
Austria - 6
Carthage - 6
Japan - 6
Iroquois - 6
Portugal - 5
Egypt - 5
Greeks - 5
Ethiopia - 5
Aztecs - 5
Germany - 4
Ottomans - 4
Byzantines - 4
Rome - 4
Korea - 3
Maya - 3
Netherlands - 2
Babylon - 2
Israel - 2
Zululand - 2
Out of 201 cities, I will begin with only 4. Joyous.
8. The Seven Wonders, and the Temple Mount, are in their historical positions. This means the Greeks and Egyptians have great power early on, while the Babylonians are a more tempting target with the Gardens.
9. The Silk and Amber roads exist, facilitating trade.
10. Three barbarian empires, the Khazaks, Khmers, and Mali, will be a headache for anyone wishing to settle those regions. The Khazaks will also harass trade routes, having several bases near or on the Silk Road.
11. Military alliances are not available until Feudalism. Similarly, the American nations cannot build settlers until feudalism; they must conquer eachother or twiddle their thumbs idly as the rest of the world nears their shores.
12. Europeans and the Turks, being the Western nations, have three powers rather than just two. China and America also have three powers. Babylon, Israel, Zululand, and the Dutch each get one additional power to compensate for their small size.
13. All Europeans, Turks, and Chinese start with two galleys to give a slight boost to the historical powers.
14. For further VP competition, historical cities outside the starting places have VP locations. Singapore, Cape Town, and Timbuktu have strategic VP locations to alleviate the stresses of collecting VPs.
2. Upon the discovery of Islam, whenever that is, I cannot trade with Europeans anymore or renew deals. After that point, they are infidels and must be defeated. A beeline must be made for Islam once in the Middle Ages.
3. 50 years after the discovery of Islam, Persia will be shunned as well, having become a Shi'ite stronghold, incompatible with a Sunni caliphate.
4. Upon mastering about half the Medieval tech tree, it becomes legal to make alliances with ONE, and only one, Christian power. This is meant to represent the Franco-Ottoman Alliance.
5. Once the Enlightenment hits, all religious restrictions are removed as secularisation is in vogue and religious rhetoric is just that, rhetoric.
---
Changed game concepts:
The base is Rhye's of course.
1. Many resources now possess special improvements that can be built in cities that have that resource within their radii. Every 10 turns, a raw materials unit is produced that can be shipped back home for 25 gold and 10 victory points. These buildings generally have a base cost of 8-9 shields that is multipled by the cost factor.
2. Every civ has 2 victory point locations, the capital and a port city. The exception is the American states, who have none. Panama and Suez are each independent VP locations, and thus a point of dispute. China has three locations.
3. Once one has ~12 of some improvements(such as oil wells, diamond mines, etc.) they can build a "National x monopoly" or "Major x exporter" small wonder, which pays off 5% interest to the treasury, makes people in that city happier, and overall gives production benefits. These buildings can only be built in cities with the needed improvement, and they have a base cost of 5, justified by the fact you've forked over a lot of of time and money developing the infrastructure needed to build them.
4. Religious buildings have been changed to make 3 happy in their city and 1 happy in all other cities.
5. Several improvements, mainly those related to commerce or education, give a small production bonus.
6. Workers are cheaper.
7. Historical cities are in place all over the world.
Starting cities by civilization, from most to least:
Russia - 19
China - 16
Mongols - 16
India - 12
Arabia - 10
Persia - 9
Scandinavia - 9
America - 8
Inca - 8
Britain - 7
Spain - 7
France - 6
Austria - 6
Carthage - 6
Japan - 6
Iroquois - 6
Portugal - 5
Egypt - 5
Greeks - 5
Ethiopia - 5
Aztecs - 5
Germany - 4
Ottomans - 4
Byzantines - 4
Rome - 4
Korea - 3
Maya - 3
Netherlands - 2
Babylon - 2
Israel - 2
Zululand - 2
Out of 201 cities, I will begin with only 4. Joyous.
8. The Seven Wonders, and the Temple Mount, are in their historical positions. This means the Greeks and Egyptians have great power early on, while the Babylonians are a more tempting target with the Gardens.
9. The Silk and Amber roads exist, facilitating trade.
10. Three barbarian empires, the Khazaks, Khmers, and Mali, will be a headache for anyone wishing to settle those regions. The Khazaks will also harass trade routes, having several bases near or on the Silk Road.
11. Military alliances are not available until Feudalism. Similarly, the American nations cannot build settlers until feudalism; they must conquer eachother or twiddle their thumbs idly as the rest of the world nears their shores.
12. Europeans and the Turks, being the Western nations, have three powers rather than just two. China and America also have three powers. Babylon, Israel, Zululand, and the Dutch each get one additional power to compensate for their small size.
13. All Europeans, Turks, and Chinese start with two galleys to give a slight boost to the historical powers.
14. For further VP competition, historical cities outside the starting places have VP locations. Singapore, Cape Town, and Timbuktu have strategic VP locations to alleviate the stresses of collecting VPs.
Alas, the Ottomans' journey will soon begin...
Table of Contents:
Chapter I - All Monuments Begin With A Single Block
Chapter II - The Crowned Republic
Chapter III - The Jihad Against Persia
Chapter IV - The Day the Nile Ran Red
Chapter V - Mad Greek Cafe
Chapter VI - All Roads Lead to Ankara
Chapter VII - Down the Nile Redux
Chapter VIII - Cleanup on Aisle Africa
Chapter IX - The Great War Part I