By Joe "snoopy369" Matise
July 29, 2006
Welcome to Part One of my "Genghis Khan Walkthrough". In this feature I'm going to be showing you the Genghis Khan scenario, one of the most interesting scenarios available with Civilization IV: Warlords.
The basics to the scenario are fairly simple. You control the Mongolian Hordes in thirteenth century Asia. Your mission is to put the fear of the Mongols into the hearts of the people of Asia. You may do this peacefully, by building up a civilization to rival any other, or (perhaps more fun...) by razing cities, gaining capitulating vassals, and pillaging square after square of Asia and Europe. The victory condition is fairly simple: 3000 points. You earn points for pillaging squares (1pt per pillage), conquering cities, razing cities, and for controlling territory. 3000 doesn't sound too hard... except for the fact that you lose a certain amount of points each turn, and lose if you hit zero. You have to move quickly in this scenario, or you'll find yourself at the cellar of the point standing, with no way out... I'll be playing at Emperor level, which is two levels above where I typically would play a game of 'vanilla' Civ. Difficulty levels in this scenario affect the number of points you lose per turn, and the size of the armies you're going to face (although not as much as it would in the regular game). I suggest trying this scenario out on a somewhat harder difficulty level than you typically play at; for a first game, most people will probably want to play on prince or monarch level.
...Thankfully, there are no "super traits" in CIV, so you'll find all the leaders are somewhat playable.
As always, if you find your own thoughts differ, please feel free to post here - a good discussion about a leader will benefit us all! 
All of the maps can be played in single or multi player, at your discretion. However, some maps are specifically aimed at the multiplayer side of the game.
This script guarantees the key strategic resources are near all civs, knocking out the "risk" to certain civs who require resources for their Unique Units.
This script is aimed at 1v1 or two-teams play. It's a wild thing to play in single player!
These scripts are completely artificial, intended to supply balanced environments for MP action.
...With the arrival of CIV, much of what has been true in the world of C3C is gone forever. Many things have been changed, and it's true that some of these things will not please everyone. Overall, though, the game is vastly improved, and its playability for Multiplayer is much better than it was. An honest review of Civ4 Multiplayer by Friedrich Psitalon
Let's start with the bane of C3C: Connectivity and everything surrounding it.
I fully realize that even as I say this, people are going to raise a very high eyebrow, but I'll say it anyhow - you're going to be amazed. Gamespy NAT negotiation allows people behind routers, firewalls, etc, to play with no trouble at all - no opening or closing of ports, zones, etc. If needed, Direct IP still exists, and WOULD require playing with ports, but the only port you need to open is 2056, or whichever port you specify in your INI file. The days of "X can't connect with Y ever for some weird reason" are over.
How does "gone" strike you? If someone has a different version than you (meaning modded files of any type) you'll see the OOS return - otherwise, never again. The game has even shown the ability to "resynch" itself if a genuine problem arises temporarily (hotjoining players sometimes cause a 1 or 2 second OOS.)
Reloads? Oh yeah.. I remember those. The only time you'll be reloading a multiplayer game now is if everyone decides to take a break. Hotjoining allows a player to jump right back into the action if they drop. In the meantime, every other player in the game votes to decide between ...
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