Hello from 2022! Would you prefer this story without Photobucket watermarks? If so, you can download it from the Civ3 archive I've made here!
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It's been nearly two years now since I started my first story here, Conquest of the World. Since then I've completed one story, The Space Race. I found that game, and consequently story, to be rather disappointing myself. It simply wasn't as much a challenge as I thought it would be - there was only one small war where the advantage I gave the AI was a factor at all. So I decided that if I were to do another story, I'd make sure the difficulty was kicked up a notch. The next question was, how?
Well, there's lots of ways that's been tried here, and a lot of them work pretty well. But what's so unique about doing a One City Conquest, or applying the Green Thumb Rule, or something of that sort? They've all been done. I considered limiting myself to the Ancient Age, but enough players traditionally finish (or at least have the game wrapped up) by the early Middle Ages anyway that that wouldn't be that unique either in practice, even if the stipulation were unusual. I probably could come up with some variant that incorporated many of the rules, but that's been done, too. And while it's resulted in some pretty amazing tales, it didn't really seem like my cup of tea. Put too many restrictions on yourself, and the game isn't as fun. I didn't want to do that.
But around last August or September, an idea occured to me of a fun, different (at least as far as I know) mod that would not put any undue restrictions on me. The name I came up with for that mod is Wrath of the AI.
Now what's that supposed to mean? AI gets a 90% discount and it's SuperSid difficulty? Nope - that would be guaranteed failure and wouldn't be fun for me, especially as Emperor is the highest level I've ever won on. Rather, in this scenario, each AI will have a very powerful bonus trait. But every AI will have a different bonus trait. They'll all be valuable, so the AI's should more or less balance each other out. But they'll also make it pretty difficult on the human, who has no bonuses. But enough of this! It's time for the details (see below, beneath the Table of Contents)!
Table of Contents
I have changed the format from Conquest of the World, and each link will now open the individual post in a new tab rather than loading the entire page that the post is located on. So far there are no two-post updates - CFC has been rising the picture per post limit, and I don't seem to be hitting it any more. to that!
Information about the mod is mostly in this first post, and in Part One.
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Online Map View
You can view the terrain map of the world, as of 1745 AD, online here, with a modern web browser. Thanks to Puppeteer for creating Civ3 Show and Tell!
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Vital statistics:
Difficulty: Monarch, with an asterisk - the AI bonuses. Monarch is my standard difficulty, and one above what my other stories have been on. The various AI bonuses (outlined below) should add considerably to the difficulty. I'd guess somewhere around Emperor, but I won't find out until I actually play it.
World Size: Huge. Which is redefined to be 200x200.
Climate/Temperature: Wet and Warm
Land Type: Probably Continents
Ocean Coverage: 70%
AI Rivals: 18
My Civilization: More on that below. You didn't expect the regular 31 civilizations, did you?
Civilizations
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That's the crux of the changes - there's a few others here and there, but they're minor. Most will play out as the story goes.
But you'll have to wait a few days for the story itself. At this point I'm still setting up and testing the scenario. It looks like I'll be able to get all the conditions working fine in the scenario, but it takes awhile to set it all up and get rid of crashes to to missing entries in PediaIcons.txt, as well as testing it to make sure honesty isn't always the best policy (i.e., one civilization always wins). My best guess is I'll have the scenario finished sometime in the first part of this week.
The scenario is also now available from this post. This is the same version used in this story; an updated version with some tweaks was started, but has been in stasis for a number of years.
There's your sneak preview! More will be coming, once the scenario's all set up!
---------------
It's been nearly two years now since I started my first story here, Conquest of the World. Since then I've completed one story, The Space Race. I found that game, and consequently story, to be rather disappointing myself. It simply wasn't as much a challenge as I thought it would be - there was only one small war where the advantage I gave the AI was a factor at all. So I decided that if I were to do another story, I'd make sure the difficulty was kicked up a notch. The next question was, how?
Well, there's lots of ways that's been tried here, and a lot of them work pretty well. But what's so unique about doing a One City Conquest, or applying the Green Thumb Rule, or something of that sort? They've all been done. I considered limiting myself to the Ancient Age, but enough players traditionally finish (or at least have the game wrapped up) by the early Middle Ages anyway that that wouldn't be that unique either in practice, even if the stipulation were unusual. I probably could come up with some variant that incorporated many of the rules, but that's been done, too. And while it's resulted in some pretty amazing tales, it didn't really seem like my cup of tea. Put too many restrictions on yourself, and the game isn't as fun. I didn't want to do that.
But around last August or September, an idea occured to me of a fun, different (at least as far as I know) mod that would not put any undue restrictions on me. The name I came up with for that mod is Wrath of the AI.
Now what's that supposed to mean? AI gets a 90% discount and it's SuperSid difficulty? Nope - that would be guaranteed failure and wouldn't be fun for me, especially as Emperor is the highest level I've ever won on. Rather, in this scenario, each AI will have a very powerful bonus trait. But every AI will have a different bonus trait. They'll all be valuable, so the AI's should more or less balance each other out. But they'll also make it pretty difficult on the human, who has no bonuses. But enough of this! It's time for the details (see below, beneath the Table of Contents)!
Table of Contents
I have changed the format from Conquest of the World, and each link will now open the individual post in a new tab rather than loading the entire page that the post is located on. So far there are no two-post updates - CFC has been rising the picture per post limit, and I don't seem to be hitting it any more. to that!
Information about the mod is mostly in this first post, and in Part One.
Spoiler :
Part One: The Roll of the Dice (4000 - 950 BC)
Part Two: Expansion and Preludes to War (950 - 160 BC)
Part Three: Early War (130 - 1 BC)
Part Four: Power Gains (1 - 190 AD)
Part Five: The Appearance of the Talented (190 - 330 AD)
Part Six: Trials and Tribulations at Brucha's Commune (330 - 385 AD)
Part Seven: The Battles of Brucha's Commune (385 - 440 AD)
Part Eight: Switching to the Southern Front (440 - 510 AD)
Part Nine: Stagnation in the South (510 - 540 AD)
Part Ten: If You Thought 27,000 Gold Was A Lot... (540 - 585 AD)
Part Eleven: The Successful Years (590 - 625 AD)
Part Twelve: Ceding Ground in the North, Small Gains in the South (630 - 695 AD)
Part Thirteen: Battling it Out Till Peace (700 - 740 AD)
Statistical Report 1: The Effects of War (740 AD)
Part Fourteen: Pax Intelligenstia (740 - 1135 AD)
Part Fifteen: (Mostly) Phony War (1135 - 1225 AD)
Part Sixteen: The Expedition to Retake Jungle Town (1230 - 1270 AD)
Part Seventeen: The Talented Hordes Arrive (1270 - 1295 AD)
Part Eighteen: A Century of Peace and Rebuilding (1295 - 1400 AD)
Part Nineteen: Seeing Some Fruits of Peace (1400 - 1500 AD)
Part Twenty: The Beginnings of Peace Weariness (1500 - 1570 AD)
Part Twenty-One: The Beginning of the War (1570 - 1625 AD)
Part Twenty-Two: Smooth Sailing in the Commercial War (1627 - 1650 AD)
Part Twenty-Three: The Green Knights (1650 - 1675 AD)
Part Twenty-Four: All Good Things Must Come To An End (1675 - 1700 AD)
Part Twenty-Five: Preparation for War (1700 AD)
Part Twenty-Six: The Invasion (1700-1710 AD)
Part Twenty-Seven: Organizing a Defence (1710 - 1725 AD)
Part Twenty-Eight: Stacks of Doom (1725 - 1730 AD)
Part Twenty-Nine: Sending in the Cavalry (1730 - 1740 AD)
Part Thirty: Protecting The Fens (1740 - 1747 AD)
Part Thiry-One: Part Thirty-One: Peace, what is it good for? Absolutely nothing! (1750 - 1751 AD)
Part Two: Expansion and Preludes to War (950 - 160 BC)
Part Three: Early War (130 - 1 BC)
Part Four: Power Gains (1 - 190 AD)
Part Five: The Appearance of the Talented (190 - 330 AD)
Part Six: Trials and Tribulations at Brucha's Commune (330 - 385 AD)
Part Seven: The Battles of Brucha's Commune (385 - 440 AD)
Part Eight: Switching to the Southern Front (440 - 510 AD)
Part Nine: Stagnation in the South (510 - 540 AD)
Part Ten: If You Thought 27,000 Gold Was A Lot... (540 - 585 AD)
Part Eleven: The Successful Years (590 - 625 AD)
Part Twelve: Ceding Ground in the North, Small Gains in the South (630 - 695 AD)
Part Thirteen: Battling it Out Till Peace (700 - 740 AD)
Statistical Report 1: The Effects of War (740 AD)
Part Fourteen: Pax Intelligenstia (740 - 1135 AD)
Part Fifteen: (Mostly) Phony War (1135 - 1225 AD)
Part Sixteen: The Expedition to Retake Jungle Town (1230 - 1270 AD)
Part Seventeen: The Talented Hordes Arrive (1270 - 1295 AD)
Part Eighteen: A Century of Peace and Rebuilding (1295 - 1400 AD)
Part Nineteen: Seeing Some Fruits of Peace (1400 - 1500 AD)
Part Twenty: The Beginnings of Peace Weariness (1500 - 1570 AD)
Part Twenty-One: The Beginning of the War (1570 - 1625 AD)
Part Twenty-Two: Smooth Sailing in the Commercial War (1627 - 1650 AD)
Part Twenty-Three: The Green Knights (1650 - 1675 AD)
Part Twenty-Four: All Good Things Must Come To An End (1675 - 1700 AD)
Part Twenty-Five: Preparation for War (1700 AD)
Part Twenty-Six: The Invasion (1700-1710 AD)
Part Twenty-Seven: Organizing a Defence (1710 - 1725 AD)
Part Twenty-Eight: Stacks of Doom (1725 - 1730 AD)
Part Twenty-Nine: Sending in the Cavalry (1730 - 1740 AD)
Part Thirty: Protecting The Fens (1740 - 1747 AD)
Part Thiry-One: Part Thirty-One: Peace, what is it good for? Absolutely nothing! (1750 - 1751 AD)
-------------------------------
Online Map View
You can view the terrain map of the world, as of 1745 AD, online here, with a modern web browser. Thanks to Puppeteer for creating Civ3 Show and Tell!
-------------------------------
Vital statistics:
Difficulty: Monarch, with an asterisk - the AI bonuses. Monarch is my standard difficulty, and one above what my other stories have been on. The various AI bonuses (outlined below) should add considerably to the difficulty. I'd guess somewhere around Emperor, but I won't find out until I actually play it.
World Size: Huge. Which is redefined to be 200x200.
Climate/Temperature: Wet and Warm
Land Type: Probably Continents
Ocean Coverage: 70%
AI Rivals: 18
My Civilization: More on that below. You didn't expect the regular 31 civilizations, did you?
Civilizations
Spoiler :
This is where it gets fun. Each civilization gets a bonus, except, of course, mine. I am its bonus. Some get stronger units, some get unique buildings, some get various other bonuses.
The Commercial
The Commercial are just what they sound like. They trade, and generate lots of wealth. They can build forums, a building that gives +50% tax income and is available starting with Currency (they can build Markets as well). They also get Currency for free once they get Mathematics, and may build the Trade Network from the beginning of the game. This wonder pays maintenance for all trade-based improvements, gives an extra commerce in each tile that produces at least one in the city it is built in, and gives 5% interest on the treasury.
The Wealthy
The Wealthy start with a very large amount of gold. This amount is to be determined in testing.
The Industrialists
The Industrialists may build Assembly Lines, a building that increases productivity by 50% and is available with Industrialization (they can build factories and power plants as well). They also get Industrialism for free once they get Steam Power, get double-speed workers, and get bridges from the beginning of the game.
The Scientists
The Scientists may build Academies, a building that increases the science rate by 50% and is available with Literature (they can build libraries as well). They get Literature for free, and since their starting technologies are Alphabet and Writing, they get Literature at the start as well.
The Universalists
The Universalists have every civilization trait check box checked. This makes it a bit hard for them to get a Golden Age, but it really helps the other 520 turns of the game.
The Governors
The Governors are excellent at governing. Their government type, Perfection, gives them the best of both worlds - a trade bonus, enormous unit support, no war weariness, and minimal corruption.
The Sailors
The Sailors are masters of the sea, with better ships in every era. They also receive Magnetism for free once they have Physics.
The Aviators
The Aviators are masters of the sky. They receive Flight for free once they have Mass Production, build better planes than their opponents, and receive a free Bomber every five turns once they have Flight.
The Hippophiliacs
The Hippophiliacs love horses, and are cavalry masters. They start the game with The Wheel, Warrior Code, and Horseback Riding, and build very strong mounted units.
The Militarists
The Militarists believe in the strength of numbers, and as such receive a great many free units. In the Ancient Age they receive Archers; in the Middle Ages they receive Keshiks; in the Industrial Ages they receive Guerillas, and in the Modern Times they will most likely receive TOWs.
The Cultured
The Cultured believe themselves to be at the pinnacle of civilization. They receive a building that gives 5 bonus culture per turn (10 if it's been around 1000 years) in each city. This makes them a serious threat for a cultural victory.
The Content
The Content receive a bonus of 3 citizens per city who are content, and receive double happiness from Colosseums.
The Innovators
The Innovators are a very clever people, and have access to all the unique units that aren't claimed by some other civilization.
The Populous
The Populous can build cheap Settlers that only cost 1 population point, can irrigate without fresh water from the beginning, and do not suffer disease from flood plains. They are, of course, agricultural.
The Diplomats
The Diplomats receive all diplomat abilities, except communication trading, right away. This allows them to potentially have a huge upper hand in alliances.
The Defenders
The Defenders get a strong bonus to all their mainline defensive troops (Spearman, Pikeman, etc.). This makes them pretty tough to root out once they're in somewhere.
The Honest
The Honest are a particularly virtuous people, and receive a free Courthouse and Police Station in every city.
The Urban
The Urban build up great cities, and get Aqueducts and Hospitals for free and from the beginning of the game.
...and finally
The Intelligent
The Intelligent have the great advantage of being led by a human. Unfortuantely for them, they have no other advantages. They are Industrious and Scientific, and favor Enlightened Despotism as their form of government.
The Commercial
The Commercial are just what they sound like. They trade, and generate lots of wealth. They can build forums, a building that gives +50% tax income and is available starting with Currency (they can build Markets as well). They also get Currency for free once they get Mathematics, and may build the Trade Network from the beginning of the game. This wonder pays maintenance for all trade-based improvements, gives an extra commerce in each tile that produces at least one in the city it is built in, and gives 5% interest on the treasury.
The Wealthy
The Wealthy start with a very large amount of gold. This amount is to be determined in testing.
The Industrialists
The Industrialists may build Assembly Lines, a building that increases productivity by 50% and is available with Industrialization (they can build factories and power plants as well). They also get Industrialism for free once they get Steam Power, get double-speed workers, and get bridges from the beginning of the game.
The Scientists
The Scientists may build Academies, a building that increases the science rate by 50% and is available with Literature (they can build libraries as well). They get Literature for free, and since their starting technologies are Alphabet and Writing, they get Literature at the start as well.
The Universalists
The Universalists have every civilization trait check box checked. This makes it a bit hard for them to get a Golden Age, but it really helps the other 520 turns of the game.
The Governors
The Governors are excellent at governing. Their government type, Perfection, gives them the best of both worlds - a trade bonus, enormous unit support, no war weariness, and minimal corruption.
The Sailors
The Sailors are masters of the sea, with better ships in every era. They also receive Magnetism for free once they have Physics.
The Aviators
The Aviators are masters of the sky. They receive Flight for free once they have Mass Production, build better planes than their opponents, and receive a free Bomber every five turns once they have Flight.
The Hippophiliacs
The Hippophiliacs love horses, and are cavalry masters. They start the game with The Wheel, Warrior Code, and Horseback Riding, and build very strong mounted units.
The Militarists
The Militarists believe in the strength of numbers, and as such receive a great many free units. In the Ancient Age they receive Archers; in the Middle Ages they receive Keshiks; in the Industrial Ages they receive Guerillas, and in the Modern Times they will most likely receive TOWs.
The Cultured
The Cultured believe themselves to be at the pinnacle of civilization. They receive a building that gives 5 bonus culture per turn (10 if it's been around 1000 years) in each city. This makes them a serious threat for a cultural victory.
The Content
The Content receive a bonus of 3 citizens per city who are content, and receive double happiness from Colosseums.
The Innovators
The Innovators are a very clever people, and have access to all the unique units that aren't claimed by some other civilization.
The Populous
The Populous can build cheap Settlers that only cost 1 population point, can irrigate without fresh water from the beginning, and do not suffer disease from flood plains. They are, of course, agricultural.
The Diplomats
The Diplomats receive all diplomat abilities, except communication trading, right away. This allows them to potentially have a huge upper hand in alliances.
The Defenders
The Defenders get a strong bonus to all their mainline defensive troops (Spearman, Pikeman, etc.). This makes them pretty tough to root out once they're in somewhere.
The Honest
The Honest are a particularly virtuous people, and receive a free Courthouse and Police Station in every city.
The Urban
The Urban build up great cities, and get Aqueducts and Hospitals for free and from the beginning of the game.
...and finally
The Intelligent
The Intelligent have the great advantage of being led by a human. Unfortuantely for them, they have no other advantages. They are Industrious and Scientific, and favor Enlightened Despotism as their form of government.
----------------------------------
That's the crux of the changes - there's a few others here and there, but they're minor. Most will play out as the story goes.
But you'll have to wait a few days for the story itself. At this point I'm still setting up and testing the scenario. It looks like I'll be able to get all the conditions working fine in the scenario, but it takes awhile to set it all up and get rid of crashes to to missing entries in PediaIcons.txt, as well as testing it to make sure honesty isn't always the best policy (i.e., one civilization always wins). My best guess is I'll have the scenario finished sometime in the first part of this week.
The scenario is also now available from this post. This is the same version used in this story; an updated version with some tweaks was started, but has been in stasis for a number of years.
There's your sneak preview! More will be coming, once the scenario's all set up!
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