Swingue
26-08-2003, 15:24
The idea of this scenario is to create a game which plays before the Ancient age and ends at the end of the Ancient age. A game which represents the struggle of mankind to form civilization. The step from nomads to farming, from pagan religion to monotheism.
To create such a scenario with the Civ3 editor takes a lot of work. The following adjustments have to be made:
Techtree:
We need to create a complete new techtree, comprising 4 ages (e.g. wood age, stone age, bronze age, iron age) with techs. Creating techs we can 'borrow' from games like Age of Empires and Rise of Nations.
Units:
The units must represent the time they are created. Also here AoE and RoN can be helpfull though making up units ourselves is also cool. Personally I am thinking of several kinds of workers who do different tasks, more units using bows, spears, or stone throwing, ending with chariots, phalanxes, etc.
Resources:
Since the civilizations are hunter/gatherers we need more resource tiles (eg berries, swines, peacocks, strawberries, apples, grapes, salmon, etc.). Also the strategic resources should change
Cities:
In this era, cities do not really exist, there are some villages, maybe towns and they must be very hard to start (eg. Make settlers expensive and drain more population). If possible we should include the option that cities can move if resources are finished.
Government:
Of course most government types will not be available, so we need to comprise some new ones, (eg. anarchy, despotism, enlightened despotism, religious cult, clan, monarchy).
Map:
The map most probably consist of less than 60% water since sailing most likely only discovered late.
Wonders:
The wonders have to change to match the era, some of the wonders exist (eg. Hanging Gardens, Piramides, etc.) Some new can be added (maybe with use from civ2/ctp eg Stone Henge, Crop Circles, Hunnebed, Chitzen Itza, etc.)
City improvements:
The city improvements also have to be changed to fit the era. Basic new improvements could be (water well, houses, stone houses, barn, mill, druid tree -> altar -> temple, etc.)
Barbarians:
Barbs will play a bigger role, especially as wild animals eg, making the creation of a civilisation much more difficult.
Movement:
It might be an interesting thought to restrict movement on certain landtiles (eg. High mountains) for most of the units.
To create such a scenario with the Civ3 editor takes a lot of work. The following adjustments have to be made:
Techtree:
We need to create a complete new techtree, comprising 4 ages (e.g. wood age, stone age, bronze age, iron age) with techs. Creating techs we can 'borrow' from games like Age of Empires and Rise of Nations.
Units:
The units must represent the time they are created. Also here AoE and RoN can be helpfull though making up units ourselves is also cool. Personally I am thinking of several kinds of workers who do different tasks, more units using bows, spears, or stone throwing, ending with chariots, phalanxes, etc.
Resources:
Since the civilizations are hunter/gatherers we need more resource tiles (eg berries, swines, peacocks, strawberries, apples, grapes, salmon, etc.). Also the strategic resources should change
Cities:
In this era, cities do not really exist, there are some villages, maybe towns and they must be very hard to start (eg. Make settlers expensive and drain more population). If possible we should include the option that cities can move if resources are finished.
Government:
Of course most government types will not be available, so we need to comprise some new ones, (eg. anarchy, despotism, enlightened despotism, religious cult, clan, monarchy).
Map:
The map most probably consist of less than 60% water since sailing most likely only discovered late.
Wonders:
The wonders have to change to match the era, some of the wonders exist (eg. Hanging Gardens, Piramides, etc.) Some new can be added (maybe with use from civ2/ctp eg Stone Henge, Crop Circles, Hunnebed, Chitzen Itza, etc.)
City improvements:
The city improvements also have to be changed to fit the era. Basic new improvements could be (water well, houses, stone houses, barn, mill, druid tree -> altar -> temple, etc.)
Barbarians:
Barbs will play a bigger role, especially as wild animals eg, making the creation of a civilisation much more difficult.
Movement:
It might be an interesting thought to restrict movement on certain landtiles (eg. High mountains) for most of the units.