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ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
10-09-2005 21:46 | www
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SCENARIO: Nationalism: Loyalty and Bloodshed Support Apolyton, buy GURPS/ Alpha Centauri


-----------------------------------------------------
The Industrial Revolution has begun! All the nations of the region are trying to build up an industrial base to fuel the changing economy and world situation. Nationalism has struck the peoples of the entire region. National pride and nationalist ideals are sweeping the countries and has started a war in the west between the Stoudalans and the Tesshians. Mainland civilizations are now in a resource race and the new military build up has begun! Most of the new governments in the area are expirencing economic problems, and the transition from agricultural based and industrial based economies is underway. The entire region is ripe for a international war that will wash the ocean in the blood of the brave nationalists fighting for their country...
-----------------------------------------------------

I made this scenario because I wanted to have one where all the civs start out in the Industrial Age and have their nations more or less carved out already. Two of the players are at a locked war against one another. They are relatively small and both located on islands. NONE of the civs have any units to protect their empire, but they all are gifted one army at the beginning of the game. This will be of interest when the trade-off of defense against the troubled economy arises.

I am sure that this is no difficult matter for most of the Apolyton Civers, but I just like to share my work and see if its playable to anyone beside me. Personally, I think its a really neat setup. I will post the full list of modified options after I post the scenario itself. Hope you all like it!

Last edited by ElConejo on 12-09-2005 at 21:03

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
10-09-2005 22:04 | www
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Each nation has varying strengths and has weaknesses as far as location. Try a few to see what you like the best. Also I named each of the civilizations so that they would be different from the RW counterparts. I also gave each nation in this scenario a third trait.


The nations are as follows:
NAME//////CIV////////Starting Government/////Traits (caps are new trait)/////Color (see map)

Ionites (Ottomans) ---Fascist---Ind/Sci/MIL---Gray
Metratans (Greece) ---Communist---Com/Sci/IND---Dark Green
Stoudalan (Babylon)---Monarchy---Sci/Rel/SEA---Red
Tessh (England) ---Monarchy---Sea/Com/SCI---Blue
Minitha (Vikings)---Republic--- Sea/Mil/AGR---Dark Brown
Tistanol (Persia)--- Monarchy---Sci/Ind/AGR---Light Brown
Trikor (Celts)---Fascist--- Rel/Agr/MIL---Light Green
Czepian (Mongols)---Communism---Mil/Exp/IND---Yellow

Attachment: nlb.jpg
This has been downloaded 222 time(s).

Last edited by ElConejo on 17-09-2005 at 00:30

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
10-09-2005 22:09 | www
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Specific Rules of Nationalism: Loyalty and Bloodshed

Map: No X or Y wrapping.

Experience Health points: In order to make Conscripts more potent, 3 HP and +1 HP on all the upper experience levels; Regular=4HP; Veteran=5HP; Elite=6HP.

Retain culture upon capture

Conquest and Diplomatic victory only

Accelerated Production enabled

Time measured in Year=1 turn for entire game

Map Trading has been pushed back to Map Making technology.

Coastal terrain earns 3 Commerce instead of 2.

Government Balance: Fascism loses “Resettle” tag and gains SPHQ

Starting date is 1000 AD

Heroic Epic added Improved Army Value tag

Fascism changed to paid labor and city=8 (+1) and metro=12(+2)

Cure for cancer now reduces WW

Internet gives research lab to every city

Each nation starts with 10 workers

Each nation starts with 1,000 gold in its treasury

[[[Stoudalan and Tessh are Locked War against each other]]]

Last edited by ElConejo on 24-11-2005 at 18:00

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
10-09-2005 22:12 | www
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#4 | report |
Download the scenario! Suffering from ads?


HISTORY
The Age of Nationalism: Ocean of Blood Ver. 1.1
The Age of Nationalism: Ocean of Blood Ver. 1.2 = map changes
Nationalism: Loyalty and Bloodshed Ver. 1.4 = name change and Unique Units added
Nationalism: Loyalty and Bloodshed Ver. 1.5 = Every nation now has a unique unit. The map has been changed to reflect more balance between nations (see new map above). The first version to have the NLB folder due to new units.
Nationalism: Loyalty and Bloodshed Ver. 1.6 = New units!
Nationalism: Loyalty and Bloodshed Ver. 1.7 = Fixed a few things with the new units, see below for details.
Nationalism: Loyalty and Bloodshed Ver. 1.9 = Linked Resources and did some balancing.

Hope you enjoy it! I would love any comments as long as they are constructive !

---------------------------------------------------------

Version 1.2
Adds some unit changes:
The Panzer has been changed to be a Heavy Tank
The normal tank has been changed to be a Light Tank
All nations can build both types of tank.

Specs:
Light Tank---Movement=3---Attack=16---Defense=8---Cost=100
Heavy Tank---Movement=2---Attack=18---Defense=9---Cost=175

The cruise missile and tactical nuke is now immobile and has an Op.Range of 20 and can airlift

ICBM can airlift

Bomber has op. range of 9

Stealth has op. range of 15

Modern Armor---Cost=200

Mech Infantry---Cost 150

---------------------------------------------------------------------------

Version 1.4
Name changed to Nationalism: Loyalty and Bloodshed
Unique Units have been added, the map changed a bit to give some more reflection of power struggle...

The unique units were further updated in the next version.
----------------------------------------------------------------------------------

Version 1.5
1.5 has some major changes:
Map has been revamped a bit to create more balanced play
Unique Units for ALL Nations have now been added!

I have changed the picture in the above post to reflect the new map, the changes to the map have (like most other changes to the map settings) been in the name of balance.

Here are the Unique Units:

Ion: The Ionite Nationalist
Cavalry Unit with +2 Attack

Metrata: The Metratan Defender Carrier
Carrier unit with +2 aircraft transport capacity

Stoudalan: The Stoudalan Invader
Cavalry unit with +2 Attack

Tessh: The Tessian War-Frigate
Frigate with +2 attack and +2 bombard

Minitha: The Minithan Loyalist
Riflemen unit with +1 Defense

Tistanol: The Tistanol Desert Hawk
Jet Fighter with +1 Movement and +3 Bombard strength

Czepia: The Czepian Vanguard
Infantry with +1 Defense

Trikor: The Trikorian Liberator
Infantry with +1 Offense


*PLEASE NOTE* Now with the new units added to the scenario, the scenerio comes with a folder called NLB (Nationalist: Loyalty and Bloodshed), which has the nessassary changes made to make the units run smoothly. If there are any problems PM me or post on this thread. Enjoy!
----------------------------------------------------------------------------------

Version 1.6
Major unit changes

Field Spy - invisible no attack no defend unit with radar and detect invisible - Excellent for spying on friend or foe. Hidden nationality.

Saboteur - invisible 10 bombard no defend no detect invisible.

TOW Infantry - now requires alluminum to build

Lowbowmen - upgrades to musketmen

Guerilla - removed from upgrade chain. Given stealth attack, ignore move on Jungle and mountain. 8-4-2 Bombard (3)

Modern Guerilla - upgrade of Guerilla, given invisible trait as well as other guerilla traits. 13-10-2 Bombard (3)

----------------------------------------------------------------------------------

Version 1.7
Minor unit changes

I messed up something in Version 1.6, Modern Guerillas came into the scene with Replaceable Parts when normal Guerillas should only be available.

Another thing I did was made Modern Guerillas able to upgrade to TOW Infantry. This is to ensure that powerful nations (with Alluminum) dont use Guerillas and that once a nation has aquired said resource they can upgrade their units.

Also brought the attack level of the Modern Guerilla down a bit, as I felt it was a tad overpowered. Guerilla units are meant to give some strength to the nations that dont have Rubber or Alluminum or Oil. These units are supposed to fight and hold their ground against other units.

----------------------------------------------------------------------------------

Version 1.9

Gave rubber to Czepia

Linked all luxuries and strategic resources

Hopefully 2.0 will yeild a MP version.

----------------------------------------------------------------------------------

Attachment: nationalism v1.9.zip
This has been downloaded 12 time(s).

Last edited by ElConejo on 11-12-2005 at 17:20

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
12-09-2005 02:03 | www
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I've played this scenario through so far, and I have to say (at least for me) it actually has been quite a challenge! Its the first time in a while that I have been at the edge of my seat for a Civ game.. its not as easy as it seems... I have lost some wars and quite a few wonders that I was sure I would have won... I urge anyone to try it out and give me some constructive feedback! Its alot of fun once you get into the nation your playing!

P.S. I think that what rocks it is that the rival nations are actually quite competitive!

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
12-09-2005 04:33 | www
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#6 | report |
UPDATE: Version 1.4 Help yourself to an AD-FREE life


UPDATE!

Version 1.4

Unique Units have been added now. Post above has specifics.

Last edited by ElConejo on 12-09-2005 at 18:10

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
12-09-2005 04:35 | www
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#7 | report |
Name change? Lose 30 kilos (of popups)


I am working on renaming the scenario just simply:

Nationalism: Loyalty and Bloodshed

Last edited by ElConejo on 12-09-2005 at 21:04

Metra
Chieftain
Feb 2005
time: 05:55
13-09-2005 13:32 | www
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Got spare money?


Is the metratan UU still in these?

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
13-09-2005 15:26 | www
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#9 | report |
Support Apolyton, buy Galactic Civilizations: Deluxe Edition


Not at the moment, I am looking into ways of implementing it without losing the standard unit I'll get it in there! (hopefully along with a UU of Czepiania and Trikoria too)

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
15-09-2005 15:41 | www
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#10 | report |
UPDATE: Version 1.5 Full PM-box? Change here!


Well as it states in the above post, I succeeded in creating a Unique Unit for each nation. I will be playing a trial of it, so if anyone has any problems or questions PM me or post here!

Ming
Civilization II MultiplayerCivilization III MultiplayerPolyCast TeamCivilization IV: MultiplayerApolytoners Hall of Fame
Co-Owner/ Administrator (Chief Minion)
Mingapulco - CST
Jan 1970
time: 05:55
16-09-2005 00:14 | www
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Get a bigger avatar today!


Thread name changed per directions from ElConejo...

From - Ocean of Blood: Age of Nationalism
To - Nationalism: Loyalty and Bloodshed

Enjoy!

vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
Oviedo, Fl
Nov 2001
time: 03:55
16-09-2005 01:47
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I always admire people that under take these projects. I have not played any of the scenarios that came with the game or any of the mods posted, but I do enjoy reading about them.

I just stick to the standard stuff. One thing I was wondering is why the AP? I fell that is a vehicle that makes civ less enjoyable. Settlers and workers just fly out of cities even in the AA. Now with IA cites it will be even faster.

Anyway good luck.

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
16-09-2005 02:13 | www
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quote:
Originally posted by vmxa1

I just stick to the standard stuff. One thing I was wondering is why the AP? I fell that is a vehicle that makes civ less enjoyable. Settlers and workers just fly out of cities even in the AA. Now with IA cites it will be even faster.

Anyway good luck.


Well, I like AP personally, but you bring up an interesting point, maybe I will make one without it and test it out, see how I like it. But if your feeling open to discussion I wouldnt mind hearing some reasons why it makes it better. Does the fewer amount of units (because settlers arent being made in this scenario and each nation comes with 10 workers) like military units help the feel of the campaigns? IOW Is it nicer to take cities and wage war with or without AP and why?

*Like I said, I am completely open to suggestions and constructive comments *

vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
Oviedo, Fl
Nov 2001
time: 03:55
16-09-2005 15:46
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Inflate your Upload Space


It may not matter in this one as you do not make settlers and workers. In the few AP games I played (others posted them), I just found it annoying that you were making settlers so fast that you had a hard time keeping track of where they were headed.

I am not sure if the faster builds for units and structures will be an issue or not. So for your scenario, it probably does not make a big difference.

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
16-09-2005 17:36 | www
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Inflate your Upload Space


quote:
Originally posted by vmxa1
It may not matter in this one as you do not make settlers and workers. In the few AP games I played (others posted them), I just found it annoying that you were making settlers so fast that you had a hard time keeping track of where they were headed.

I am not sure if the faster builds for units and structures will be an issue or not. So for your scenario, it probably does not make a big difference.


Well in my tests of the game, I am aware of the fact that there are plenty of Stacks of Death both offensive (attacking my cities) and defensive (protecting their cities), and they are quite interesting to have to send massive amounts of units into to take or defend a city. If I turn off AP do you think this will change?

vmxa1
PtWDG Gathering StormC4DG Gathering Storm
Deity
Oviedo, Fl
Nov 2001
time: 03:55
16-09-2005 18:15
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Help yourself to an AD-FREE life


I doubt it. They will just not replace them as fast. I play mostly Sid games and you see stacks of over hunderd all the time. It is not uncommon to see three stack next to my beachhead of around 400+ total.

Core cities may have 60 or more defenders. The reason is they can build structures so cheaply that they have nothing to build but troops, so they do it.

Then they get to the point that they cannot support any more units and have to disband workers and then troops. That is until you start killing units.

If you have them start in the IA with cities up and running, they will have nothing to build by troops. Since it is AP they will build them at twice as fast as normal. Guess what, that is how fast they build them on Sid. They past 40% so it is actally less than half cost.

So I would expect it to be very similar to playing Sid in that regard.

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
16-09-2005 18:35 | www
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Yea that makes a lot of sense. However, in my scenario only three cities out of all the cities in the nation are totally built up. All the other cities have to start construction of buildings or else the economy will continue to fall. That is another thing I find so interesting in this scenario: the fact that you have no economy and no military. The first builds of your nation under your control will depend on what you want to fix first. So I guess the AI builds up quite a few units first and then starts the buildings and then is back to building (so many) units.

Thanks for your input VMXA!

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
24-09-2005 18:01 | www
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#18 | report |
UPDATE: Version 1.6 Increase the size of your Attachments


New units added:
Field Spy
Saboteur
Guerilla
Modern Guerilla

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
02-10-2005 00:17 | www
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#19 | report |
Re: UPDATE: Version 1.6 Got spare money?


I made some mistakes that I fixed in Ver. 1.7!!!

Please I see that there are some of you downloading it, I would love to hear any comments or ideas from you all! hope you enjoy Nationalism!

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
08-11-2005 06:16 | www
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Support Apolyton buy from Amazon


So... its been downloaded 16 times apparently! Awesome! Does anyone at all have any comments/questions/requests/hate mail?

jatf
Chieftain
Mar 2005
time: 11:55
21-11-2005 07:23 | www
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Tired of ads?


Played this over the weekend. Quite good fun.

One minor quibble - The pedialicons.txt file is missing the ANIM thingy for mobile SAM so the game just crashes.

Got totally insane for a while. Dogpile on the tistanols. I reckon they'll be starting on me next. Still I've got all the oil so what can they do.

JATF

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
21-11-2005 20:19 | www
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quote:
Originally posted by jatf
Played this over the weekend. Quite good fun.

One minor quibble - The pedialicons.txt file is missing the ANIM thingy for mobile SAM so the game just crashes.

Got totally insane for a while. Dogpile on the tistanols. I reckon they'll be starting on me next. Still I've got all the oil so what can they do.

JATF


I am glad you enjoyed the scenario!

As far as the SAM I never got that far (either me or them would be dead ) But I will attempt to ratifiy that if you are interested in another edition (and please give any other suggestions as they are welcome for the next version)

And yes, the dogpile effect, I loved it because it really does happen and it happens fast. I think this scenario is always fun to come back to because it brings some different views and objectives to you... who were you by the way? I would love to hear any comments on the nations themselves. I have yet to play as Tistanol yet, although now that I think of it I believe I will try it when I get the next version out.

Thanks for the post, I would love to hear more!

jatf
Chieftain
Mar 2005
time: 11:55
22-11-2005 10:37 | www
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Lose 30 kilos (of popups)


It was easy enough to fix. I just copied the entry from the C3C file into the scenario file and that solved that. Playing as the ionites. Only tistanol and metrata are dead so far. Just getting a few more M. Armour armies ready to go for some "scouting" expeditions.

Tistanol always seems to get jumped - core is lovely for growth though (3 size 21 cities and they are still growing!). Stoudalone & Tessh seem to get so far then stagnate - probably the locked war doing that. Czepia gets ideas but the Minithia/Trikor guys seem to do all right. Trikor has a lovely Iron works location. Pity it is right next door to a volcanoe and cant grow too well.

Metrata just gets killed. I need the coal more than they do. Plus the metarta core makes a nice tax base eventually.

JATF

ElConejo
NationStatesCivilization III PBEMApolyton University
Prince
The Socialist Republic of Ekathora
Jan 2004
time: 05:55
22-11-2005 22:51 | www
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#24 | report |
Put an end to popups!


quote:
Originally posted by jatf
It was easy enough to fix. I just copied the entry from the C3C file into the scenario file and that solved that. Playing as the ionites. Only tistanol and metrata are dead so far. Just getting a few more M. Armour armies ready to go for some "scouting" expeditions.

Tistanol always seems to get jumped - core is lovely for growth though (3 size 21 cities and they are still growing!). Stoudalone & Tessh seem to get so far then stagnate - probably the locked war doing that. Czepia gets ideas but the Minithia/Trikor guys seem to do all right. Trikor has a lovely Iron works location. Pity it is right next door to a volcanoe and cant grow too well.

Metrata just gets killed. I need the coal more than they do. Plus the metarta core makes a nice tax base eventually.

JATF


Are these things you wish you could see changed? or do you believe it adds character and balance to the game? Do you think that oil should be given out to any other nations? (as of now Tessh Stoudalan have their own, and Tistanol and Ion have the rest) I had it this way to make oil something you either kill for or trade for... but I would love to hear your thoughts on the matter! Like I said, any other tips to balance the game are very much welcomed!

P.S. What do you think about putting 1 Riflemen in each city at the beginning? Would that ruin the trade-off balancer?

Last edited by ElConejo on 22-11-2005 at 23:08

jatf
Chieftain
Mar 2005
time: 11:55
23-11-2005 11:53 | www
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Going to be a long post this one.

I looked again at my last game & I seem to recall that Tessh-Ionite was Mpp for Ivory. Stoudalone attacked Tessh units triggering MPP. Fine I had finished with the coal from them anyway and was buiding for Metrata assualt. Stoud then allies with Tistanol who sneaks attack trigerring Mpp cascade. Cue dogpile & mad dash for Tstanol Rubber source. Oil was a nice little bonus.

The cause would appear to be the locked war between Teshh & Stoud. The locked war is needed as I could have signed Mpp with all the players if I had wanted to using tech as the sweetners and won by Diplo.

With the locked war however and the AI earlywillingness to sign MPP left right & centre war becomes when not if on the mainland. Adds a nice dilemma. When do you stop peace builds & start building for war.

I like the distribution of the resources as they stand. However it might be good if Stoud got an lux in abundance. Everybody trades with Tessh & gangs up on Stoud becuase Tessh has Ivory. Stoud only has 1 extra coal and with Czepia only requiring horses there is no edge to them.

The Trikor land is very hilly and the AI copes well. Good growth & good shields. I just think that putting a city next door to a volcanoe when it is the only possible Iron works site is just plain evil. Fun though when it is the AI.

One suggestion though would be to change the field spy. The spy unit from the middle age conquest would be ideal. Also allowing the unit to sleep would be nice.

I'm curious as to the point of the sabotoeur unit. The AI uses them but to do what. They just get flattened by almost anything.

I wouldn't put rifleman in the cities to start with. The feeling of panic as you draft the hell out of your bigger cities to guard your frontier is quite fun later on. The AI does draft to protect its frontier.

I would move the workers out of the capital. It is too easy to buy the workers from the AI in tech and cripple the AI early on.

No nukes? Nearly had a heart attack when Trikor built Manhatten and I was waiting for the nukes to come my way.

Last suggestion. Bigger map size with X wrapping? AI dies too quickly and once you take the core that is it. With a bigger map they might put up more of a death struggle. Metrata can simply massively garrsion the canal island and leave the others lightly held as nobody can attack from the eastern seaboard. The same goes for the Ionites. As long as they either Kill Metrata or have MPP with them nothing can touch their core u