Luddi VII
Sheep farmer
The Rise & Fall of The Mughals
By Rambuchan and Luddi VII
Background
Delhi was then in the control of the Lodi Sultans, a dynasty of Afghan Muslim rulers who did a great deal to enrich the architectural heritage of the city that was to become Indias capital. Despite internal dissensions the Lodis managed to field an army of 100,000 men and 1,000 elephants against (The Mughal) Baburs paltry force of 12,000. The armies met on April 20, 1526, at the historic battlefield of Panipat a few miles north of Delhi. Despite the odds, Babur routed the Lodi Sultan (with his superior cavalry manoeuvres and cannon shots), and took possession of Delhi.
The Look
The whole scenario has been given a feel which envokes all the cultural influences to India in the time period of our scenario. This has been done by including paintings (rather than graphic icons) for the tech tree, wonders and pedia entries. So you will typically work your way through first a Hindu artistic painting style into a Mughal / Persian style and eventually into 18th century European oil paintings, with some Chinese and Nepali influences along the way. The Wonder Splashes of course contain the best paintings, but you have to build em to see em!
The Civs:
All playable, with King units, all with at least one UU each, and arranged into 4 culture groups:
6 Indian Civs ~ Golkonda, Vijayanagara, Rajput, Bijapur, Ahmadnagar, Bengal.
2 Persian Civs ~ Mughals & Persians. The most powerful at the start.
4 European trading companies ~ East India Co. (English), V.O.C.(Dutch version of EIC), Vasco's Traders (Portuguese) and Compagnie des Indes (French). Starting with early bases and some powerful late game action. Their kings are also amphibious.
3 backward local civs ~ Nepal, Burma and Ceylon. Representing the influence of the Far East.
And 1 wildcard civ (as local) ~ The Malacca Pirates! Arr! With Ghost Ships and amphibious UUs
Units: Ranging from War Camels to Mahout Elepants, and from Invisible Holymen to Viceroy Cavalry, there is plenty of military action. There is particular attention paid to late middle age Firearms technologies and the tech trees military branch works heavily on the development of Gunpowder, leading to some serious artillery options.
There is also great emphasis on the units abilities through the varied terrain of Lou Longs map. UUs are ideally suited to their kingdoms terrain. For example, the Vijayanagara (southern Hindu) UU the Bramin and all Elephants move more swiftly through jungle terrain and Nepals Gurkha UU moves well over mountains. This aspect is not to be underestimated.
Wonders: Many are simply renamed eg. the Pyramids is now called 'Lingum Worship' (Lingum = Phallus or Penis). Shakespeare's is now called 'Burton's Kama Sutra' - of course it makes people very happy and rises the population above 12 . And there are many new ones including 'Kerala Martial Arts' which auto-produces Kalaripayattu Fighters, a significant aid to the Indians. There are also wonders to represent the eventual European domination of India.
One can win the game via a Spacerace / Trade Mastery Victory, which sees two Wonders being built Trade Mastery (req. 2 luxs) allowing you to build the only SS part > The Jewel In The Crown (another 2 luxs req).
Improvements: You will find many auto-producing improvements, plus the recognisable ones renamed. Amongst the auto-producing improvements are
Fakirs Lodge: Requires Opium in the city radius in order to build. Once youve hooked up the narcotic supply, the mystics will come flocking and a Fakir (invisible holyman) will be auto-produced every 8 turns along with a boost of culture.
Mahout Stables: The ONLY WAY to get the best of the three Elephant units in the game. Requires Elephants resource. The intense Elephant and Mahout (Handler) training will auto-produce a Mahout every 8 turns and boosts production.
The Europeans have a heavy line of powerful auto-producing improvements but they must be used wisely.
Resources: Elephants, Camels, Saltpeter, Iron, Horses etc.
Luxuries: Opium, Cotton (allows the building of a Cotton Factory in the late game), Incense, Silks, Gems, Dyes, Spices.
Victory Conditions:
VPs
8 City Elimination
Dom / Conq
Space Race / Trade Mastery (as described in Wonders paragraph)
Cultural
Credits:
Scenario Creators: Rambuchan and Luddi VII
Map Creator: LouLong
Unit Graphics: Dom Pedro II, CivArmy, CamJH, BeBro, Aaglo, Kinboat, embryodead, TMT, LBPB, JimmyH, BAP, TVA22
Resource Graphics: Ukas
Special thanks to El Justo, for general support.
Thanks a lot to all of you!
Enjoy!
See below for DL's and installation instructions.
By Rambuchan and Luddi VII
Background
Delhi was then in the control of the Lodi Sultans, a dynasty of Afghan Muslim rulers who did a great deal to enrich the architectural heritage of the city that was to become Indias capital. Despite internal dissensions the Lodis managed to field an army of 100,000 men and 1,000 elephants against (The Mughal) Baburs paltry force of 12,000. The armies met on April 20, 1526, at the historic battlefield of Panipat a few miles north of Delhi. Despite the odds, Babur routed the Lodi Sultan (with his superior cavalry manoeuvres and cannon shots), and took possession of Delhi.
The Look
The whole scenario has been given a feel which envokes all the cultural influences to India in the time period of our scenario. This has been done by including paintings (rather than graphic icons) for the tech tree, wonders and pedia entries. So you will typically work your way through first a Hindu artistic painting style into a Mughal / Persian style and eventually into 18th century European oil paintings, with some Chinese and Nepali influences along the way. The Wonder Splashes of course contain the best paintings, but you have to build em to see em!
The Civs:
All playable, with King units, all with at least one UU each, and arranged into 4 culture groups:
6 Indian Civs ~ Golkonda, Vijayanagara, Rajput, Bijapur, Ahmadnagar, Bengal.
2 Persian Civs ~ Mughals & Persians. The most powerful at the start.
4 European trading companies ~ East India Co. (English), V.O.C.(Dutch version of EIC), Vasco's Traders (Portuguese) and Compagnie des Indes (French). Starting with early bases and some powerful late game action. Their kings are also amphibious.
3 backward local civs ~ Nepal, Burma and Ceylon. Representing the influence of the Far East.
And 1 wildcard civ (as local) ~ The Malacca Pirates! Arr! With Ghost Ships and amphibious UUs
Units: Ranging from War Camels to Mahout Elepants, and from Invisible Holymen to Viceroy Cavalry, there is plenty of military action. There is particular attention paid to late middle age Firearms technologies and the tech trees military branch works heavily on the development of Gunpowder, leading to some serious artillery options.
There is also great emphasis on the units abilities through the varied terrain of Lou Longs map. UUs are ideally suited to their kingdoms terrain. For example, the Vijayanagara (southern Hindu) UU the Bramin and all Elephants move more swiftly through jungle terrain and Nepals Gurkha UU moves well over mountains. This aspect is not to be underestimated.
Wonders: Many are simply renamed eg. the Pyramids is now called 'Lingum Worship' (Lingum = Phallus or Penis). Shakespeare's is now called 'Burton's Kama Sutra' - of course it makes people very happy and rises the population above 12 . And there are many new ones including 'Kerala Martial Arts' which auto-produces Kalaripayattu Fighters, a significant aid to the Indians. There are also wonders to represent the eventual European domination of India.
One can win the game via a Spacerace / Trade Mastery Victory, which sees two Wonders being built Trade Mastery (req. 2 luxs) allowing you to build the only SS part > The Jewel In The Crown (another 2 luxs req).
Improvements: You will find many auto-producing improvements, plus the recognisable ones renamed. Amongst the auto-producing improvements are
Fakirs Lodge: Requires Opium in the city radius in order to build. Once youve hooked up the narcotic supply, the mystics will come flocking and a Fakir (invisible holyman) will be auto-produced every 8 turns along with a boost of culture.
Mahout Stables: The ONLY WAY to get the best of the three Elephant units in the game. Requires Elephants resource. The intense Elephant and Mahout (Handler) training will auto-produce a Mahout every 8 turns and boosts production.
The Europeans have a heavy line of powerful auto-producing improvements but they must be used wisely.
Resources: Elephants, Camels, Saltpeter, Iron, Horses etc.
Luxuries: Opium, Cotton (allows the building of a Cotton Factory in the late game), Incense, Silks, Gems, Dyes, Spices.
Victory Conditions:
VPs
8 City Elimination
Dom / Conq
Space Race / Trade Mastery (as described in Wonders paragraph)
Cultural
Credits:
Scenario Creators: Rambuchan and Luddi VII
Map Creator: LouLong
Unit Graphics: Dom Pedro II, CivArmy, CamJH, BeBro, Aaglo, Kinboat, embryodead, TMT, LBPB, JimmyH, BAP, TVA22
Resource Graphics: Ukas
Special thanks to El Justo, for general support.
Thanks a lot to all of you!
Enjoy!
See below for DL's and installation instructions.