The "so near, yet so far.." scenario (quick game)

farting bob

ThEy MaDe Me Do iT.
Joined
Oct 21, 2002
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3,169
Location
UK (sussex)
So near, yet so far.. v1.0

Ive designed a quick little game for you to have a go at. Ive had a go myself and its quite fun indeed. :goodjob:

iseeyou4kd.jpg


The Aim: Achieve conquest victory

The rule changes:



  • You cannot build settlers. You start with 1 settler who cannot move from his start tile.
  • Depotism has the unit support 10.15.20 now (to compensate for only having 1 city). all other governments however are as usual.
  • The Marsh is impassable by all units except the pigeon
  • the pigeon - An air unit available from the beginning. It can be used purely to fly around and start diplomatic relations with the enemy, since in my first test i was not known by the other civ until i was 4 tiles away from there city. This way we both know each other before going to war and can play the game normally. A non-combat unit.
  • All resources (other than fish and whales) are available on grassland.
  • There is 1 of eevry strategic resource on each side, but they are not in the same places.
Tips:
  • Colonies are your friend, since you wont be ablke to build cities and you might wont a few resources unless you plan to win with archers and warriors.
  • Unless you can make loads of money, it may be advisable to stay in despot for the military support.
  • Pigeon!
  • You cant build any ships ever, so picking a seafaring civ is a bit of a waste.
Note: This is my first scenario, so may have some bugs. constructive critisism is welcome!:)
 

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have u play tested? does the AI know to make colonies? looks good, love these kinda of games, great job!!!!!
 
the AI in a normal game makes tons of colonies once they have hit the city limit why not here?
 
i made my own version of the mod, changed it quite a bit and i'm playing it right now.
 
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