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Years of Rice and Salt - Based on the novel by Kim Stanley Robinson

eric_A

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Joined
Oct 17, 2003
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3,227
Location
Ajax, Ontario
It is the year 1410 and the Great Plague which devastated Europe has
finally died out. Only one in a hundred survived the Black Death, leaving
the Christian Kingdoms devoid of population. Only Iceland escaped
unscathed.
In Asia, Temur the Lame has been dead for five years and his vast empire
has split into 3 parts; the Ottomans in Asia Minor, the Delhi Sultanate on
the great plain of the Ganges and the Mongols in Central Asia.
China and Arabia are the two superpowers of this world, but far away in
the new lands across the oceans a group calling itself the Hodenosaunee
Confederation has developed a radical new form of government in which
all men are equal!

This is a beta version and is more or less complete for the 1st two ages up to
about 1800 AD.


The Civs can be divided into 4 groups. Most civs have 1 or more unique
units, some can trigger a golden age.

1. The remains of Temur's Empire:

The Ottomans: The smallest part of the remains and the land is a bit
hilly. But it is in the best position to exploit the empty lands of Europe.
Their unique unit is the Jannisary, the world's first professional army.

The Delhi Sultanate (i.e. Muhguls): Good, fertile land and
friendly people to the south. The same cannot be said of
your neighbors to the north, east and west but the Himalayas make
a very nice defensive barrier. Their unique unit is a mounted Afgan warrior.

The Mongols: Not as technologically advanced as your neighbors
but well placed to dominate the steppes. Your military is battle
hardened and mobile. Strike early and strike hard to try and knock
back your neighbors (especially China) before they get too powerful.
Unique unit: Keshik.

2. The Superpowers (no golden age for superpowers):

China: The most populous civ and rules the seas with the treasure
fleets. Technically advanced, the weak points are a. the government
and b. China is in a locked war with those pesky Japanese
Unique unit: Treasure Fleet.

The Mamluk Sultanate (Arabs): Technically advanced and ahead in terms of culture.
Your main enemy is geography. Apart from the fertile river lands, you
are surrounded by deserts which limits settlement to narrow coastal
strips. But you do have a foothold in The New World. Unique
units is the Mamluk and the Arab Scout.

3. The New World:

The Hodenosaunee: You have two advantages, a superior system of
government and a wide-open continent (until you run into the Aztecs).
If you can get on good terms with the Icelanders, they can teach you how
to navigate the great ocean. Unique units: javelin thrower.

The Aztec: Great builders with bad government. Unique unit: jaguar warrior

The Inca: Same as Aztecs, but wealthier. Unique unit: Chaqui Scout

4. The Others:

Japan: Sitting next to an 800 pound guerrilla (China) is never pleasant.
The Kinyama (Gold Mountain) colony gives you an opportunity to make first contact
with the new world civs. Unique units, Samurai and Atakebune.

Ethiopia: As above, but the guerrilla is Arabia. Terrain is also a problem,
too many mountains and deserts. Unique unit Numidian Mercenary

Travancore (A.K.A. India): Expansion is limited by the presence of the Sultanate to the north.
The pirates across the bay can make sea travel hazardous.
Advantages: Governments, the Kerela is the 2nd best of the early game governments (after
the Hodenosaunee league). The Travancore League allows you to switch a democratic gov. sooner
than most other civs. Unique unit is the War Elephant.

Zimbabwe: Not as technically advanced as the leading civs but no enemies nearby
and plenty of good land and resources to exploit. Unique uint: Impi.

Austronesians: Weak militarily and spread all across islands from Sumatra to Timor with only the capital Malacca on the mainland. Advantages: in the best position to colonize Australia. Unique units: pirate galley, a hidden nationality unit and gives you the ability to trigger
your golden age without being at war with another civ.

Iceland: These guys don't have a snowball's chance in h*ll of winning but
it is great fun to load up the longboats a go a-viking. Unique units: Norseman
and the longboat. The Norseman is the only early-game unit capable of amphibious
attack.

Also: Mali, Polynesia, The Barbary States and the Safavids.

Barbarians: Yes, great raging hordes of them everywhere except in the empty
lands of Europe.

To install:
1. Download the YRS_beta1.zip file from:
http://www.atomicgamer.com/files/89451/yrs_beta1

2. Extract the YRS folder and copy to conquests/scenarios/

3. Download the zipped scenario file below, extract the biq file and copy it to conquests/scenarios/
 

Attachments

Tech tree for the final era needs to be fully worked out.

Some civs such as the Safavids and Mughuls need further development
with respect to wonders and unique units.

I still need a better unit for the Grim Reaper.


Screen Shot, the heartland of the Hodenosaunee at the end
of the game, five megacities with 20+ pop.:
 

Attachments

  • Hod.jpg
    Hod.jpg
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Posted a new .biq file, somehow I messed up the last posting
and it did not appear.

This new file has a lot of the wonders and improvements renamed.
For example; marketplace becomes bazaar, Leonardo's workshop becomes
Kahlid's Laboratory, etc.

Also tech costs and improvement costs have been tweaked and fixed a lot
of mistakes in the map.
 
This looks really cool.
Is it based on a NES???
 
Will you be needing Asian buildings? ;)

Yes buildings and wonder splashes. I haven't even begun to look yet
to see what is out there. Still reading through the book a second time and renaming
wonders, the Hoover Dam is now the Three Gorges Dam and the Manhattan Project
is now Lisibi's Acccelerator. If you have any ideas, post them here.
 
I have about fifty buildings in my graphics library (and there will be more along the way). Take a look at the link in my sig to peruse. And if there's anything you need in particular, make a request and I'll add it to my to-do list. :)
 
These wonders are already built at the start of the scenario. They
are all tourist attractions and some are government specific;
if you change to a different form of government you lose the effects.


The Pyramids - Cairo - Owner:Arabs, Effects: Expired
The Kaaba - Mecca - Owner:Arabs, Effects:+1 Happiness all cities, +1 trade
The Avenue of the Dead - Teotihuacan, Owner:Aztecs, Effects:+1 Happiness all cities, Research bonus, builds workers
The Pagoda of Tianfei - Nanjing, Owner:China, Effects:+1ship movement
The Intihuatana - Machu Picchu, Owner:Incas, Effects:+1 Happiness all cities, Tax bonus, gain aquaduct in every city.
The Dalada - Lanka, Owner: Travancore, Effects:+1 Happiness all cities, Gain courthouse in all cities
The Great Wall - Beijing, Owner: China, Effects: :+1 Happiness all cities, Gain Granary in all cities
Our Lady Mary of Zion - Aksum, Owner:Ethiopia, Effects:+1 Happiness all cities, reduces war weariness, Gain Bazaar in every city
The Shrine of Ise - Kyoto, Owner Japan, Effects:+1 Happiness all cities, builds Samurai every 3 turns
The Long House - Floating bridge, Owner:Hodenosaunee, Effects:+1 Happiness all cities, Gain library in all cities
The Hagia Sophia - Konstantinyye - Owner:Ottomans, Effects:+1 Happiness all cities, +1 trade
Polynesian Navigation - Oahu - Owner:Austronesia, Effects, increase ship movement, Gain Harbor in every city, builds outrigger canoes.
Great Zimbabwe - Zimbabwe City - Owner:Zimbabwe, Effects:+1 Happiness all cities, Walls in all cites.
The Travels of Ibn Battuta - Algiers - Owner:Barbary States, Effects:+1 Happiness all cities, +1 trade
The Silk Road - Tashkent - Owner:Mongols, Effects:+1 happyness, Pays maintenance for trade installations
Sun Tzu's Art of War - Tashkent - Owner:Mongols, Effects:+1 happyness, Pays maintenance for trade installations
Ulugh Beg's Obersevatory - Tashkent - Owner:Mongols, Effects:+1 happiness, Pays maintenance for trade installations
Katima's Madrasah - Nsara - Owner:Barbary States, Effects:+2 happy, +50% research output
Norse Sagas - Reykjavik - Owner:Iceland, Effects:+1 happyness, Pays maintenance for trade installations
 
Version 0.27
Scouts - increased movement to 3, ignore cost of forests now have
a chance of outrunning the barbarians!

Barbarians - Basic unit is the beserk (also unique unit for iceland)
The besrek is a nasty unit, movement of 2, with blitz and amphibous
attack capability. Advanced barb is the Keshik.

Explorers - Now require navagation to build.

Lots of work done on setup, resources, VP locations,
place names, balance of power, etc.

India renamed - Travancore

Zulu renamed - Empire of Zimbabwe
 
Looks Nice, I liked the book and look :goodjob: foword to the Mod.
But why do's Arabia control so :confused: much Territory, it is very Historicaly unrealistic.
 
Looks Nice, I liked the book and look :goodjob: foword to the Mod.
But why do's Arabia control so :confused: much Territory, it is very Historicaly unrealistic.

If you have suggestions I would like to hear them.

However keep this in mind:
Looking ahead to when the scenario is more complete there will
be a multi-player version. In civ 3 multiplayer is limited to 8 civs.
This means fewer and larger civs are prefered. I will have to combine
more civs in the MP game say (Travancore and Japan for example).
 
Guerillas - Guerillas are invisible and have hidden nationality.
They cannot be built, they are auto-produced. Once you get
the espionage tech, you can build the a small wonder called
the Guerilla Training Camp which builds one every 3 turns.

Ship movement - In this scenario coastal tiles
cost 2 movement points for some types of ships while sea
and ocean tiles always cost 1.

Types of Ships:
The following ships are "shallow draft" vessels and ignore
the extra movement cost of coastal tiles:
Galley - Unique to Old-world civs., can transport 2 units of any type, can sink in sea & ocean.
War Canoe - Unique to New-world civs., can transport 1 foot- type unit, can sink in sea & ocean.
Dhow - Small cargo ship can transport 2 units of any type, can sink in ocean.
Viking Ship - Unique to Iceland, can transport 1 foot-type unit, fully seaworthy.
Outrigger Canoe - Unique to Austronesia, auto-produced by Polynesian Navigation
wonder in Oahu, fully seaworthy. Can transport 1 foot type unit.
Pirate Ship - Unique to Austronesia, can sink in ocean. Can transport 1 foot type unit.
Monitor - powerful Iron-clad coastal defense vessel, lethal sea bombard. Can sink in ocean.

"Deep draft" types - these ship use 2 movement points per coastal tile:
Chinese Treasure Junk - Unique to China, can transport 4 units of any type, fully sea-worthy
Carrack - Medium size cargo vessel, can transport 3 units of any type, fully sea-worthy
The other ships in the scenario, transports, destroyers, battleship, etc are all "deep draft".
 
In this version (0.31) I have reworked the difficulty levels.
I was finding it impossible for a human player to beat the
AI, even with a large civ like Arabia and playing on Emperor
level where I do most of my testing.

This is the exact opposite of the problem I have in my WW2
scenarios.
 
If you have suggestions I would like to hear them.

You could probably split the Arabs into three or four smaller Civ's.
These in my opinion could be Mamluk Egypt, Barbary States, and Andalucia.
 

You could probably split the Arabs into three or four smaller Civ's.
These in my opinion could be Mamluk Egypt, Barbary States, and Andalucia.

Some of those civs would be tiny. What attributes would you give them
to make them viable contenders? It is no good adding more civs if they
just become another Iceland, i.e. a civ with no chance of ever wining.
 
I would not say that they would be tiny!!

Mamluk Egypt
: Ruled not only Egypt, but Syria, Palestine, Western Arabia, and Northern Sudan.

The Barbary States: Included Morocco, Algiers, Tunis, and Tripolitania (Western part of Lybia).

Andalucia: Covered most of Spain and Portugal.
 
I would not say that they would be tiny!!

Mamluk Egypt
: Ruled not only Egypt, but Syria, Palestine, Western Arabia, and Northern Sudan.

The Barbary States: Included Morocco, Algiers, Tunis, and Tripolitania (Western part of Lybia).

Andalucia: Covered most of Spain and Portugal.

Not small geographically but in terms of population, Barbary would be small and
Andalucia would be tiny.
 
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