RedwallFortress
Necromancer Emperor
Well, maybe you could combine them?
Well, maybe you could combine them?
I'm starting to rework the tech tree for this scenario. If you have
any suggestions for techs post them here. I would like to
have different development paths for the Islamic powers
vs. Far East vs. the New World. I was reading some where that
this is possible. If anyone has any insight on how this would work
I'd be grateful.
Make three (or more, if needed) techs, which have their era set to "none". This means that techs in any era can require these three techs, but any tech which requires one of these era=none techs can only be researched if the era=none tech(s) have been given to the researching civ at the beginning of the game.
One thing which could be useful for you to know, as well, is that if a tech is required to go on to the next era, it is only required by those who need to research the tech, so if you had the tech "Islamic Learning", which was required and needed the era=none tech "Islam", then non-Islamic civs would not need to research this tech
A final point I'll make is that you have to make sure each era=none tech matches up on the tech tree with another era=none tech available to a different faction, as you can only have one set of arrows per era.
Any suggestions for:
1. leader name
2. capital city
3. unique unit
4. wonders
5. Civ characteristics (agricultural, commercial, etc..)
(1. Leader Name) Depends on whether you are using Historical People.
(2. Capital City) Could be Algiers, Tunis, Córdoba, or Granada.
(3. UU) Moroccan Musketeer, Barbary Corsairs, Etc...
(4. Wonders) Mezquita de Córdoba.
(5. Civ Characteristics) Commercial, Seafaring.
It might be worth looking at Plotinus' mod The Desert & The Mountain.Historical names of key people from the 1400s are needed (N. Africans
only).
It might be worth looking at Plotinus' mod The Desert & The Mountain.