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Thread: Aeterna Civitas III

  1. #31
    civ2units
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    Quote Originally Posted by McMonkey View Post
    I think I will have to give @CIVILIZE2 a miss, I don't fancy starting from scratch
    That´s the reason why I also don´t use it. I´m working with the good old MGE method, restricting techs by setting the first tech nil / no when using a civ specific tech tree or no / no when making units available later in game via events.

  2. #32
    Salaambo
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    Is this intended for Multi-player and single player?

    If I were you, I would swap the "Germanics" for the Parthians. The Germanics were really just barbarians in the ancient world, so you do not need to represent them as a playable civ.

    The Parthians on the other hand were major players during the Rise of Rome. In fact the two winners of the last few centuries BC were clearly the Romans and the Parthians.

    It was the Parthians, not the Romans that conquered most of the Seleucid Empire. Having the Parthians as a playable civ will put pressure on the Seleucids from the east which is not only historically accurate, but also should make the game more even and exciting in multiplayer mode.

  3. #33
    Turno71
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    Surely Mithridates' conquest of Babilonia worried a lot Seleucid rulers, but this happened a lot later in the scen. Parthians will have to start as a little, seminomadic civ in Turkmenistan steppes, using a mix of greek and indigenous units at first. The fabled Parthian army reformation also happened later. To make sure they are not going to be whipped out early in the game from the mighty Seleucids is not going to be easy...
    "The wise win before they fight, while the ignorant fight to win" - Zhuge Liang "Use the ordinary forces to engage battle, the extraordinary to win" - Sun Tzu

  4. #34
    McMonkey
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    This is a single player ToT scenario. I agree with you about the Parthians in a multiplayer game and I may make that change in any future multiplayer updates. One downside may be that the human controlled nations just expand into the Germanic territory against the barbarian AI which would be an even worse situation. Also, if the Germanics aren't a real nation then surely neither are the Celts!?

    As there is no more spare slots left to use in the single player version I think the Seleucids and Parthians will need to be combined. Later in the game the Seleucids will get a lot more Parthian units, but unfortunately the nations name will remain the same!

    I don't want to cut the Germanics as they will be a major obstacle to the Romans expansion. Also it was the only part of Europe the Romans never conquered, in fact they came a cropper there in 7ad. Whats more the Roman Empire was eventually overrun by tribes from the east!

  5. #35
    McMonkey
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    Just to follow up on this point:

    I am trying to find ways to coax the players into historically realistic situations whilst still allowing them freedom to make up their own strategy. I want to avoid straight forward time based events that will grind against what is actually happening in the game.

    One idea I have had is to use the trade reducing techs (Flight etc...) from the beginning and have them removed if certain criteria are met, thus making trade more effective. For example the Romans begin with the Flight tech and if they can take all the cities of Sicily, Corsica, Sardinia (IE the spoils of the first Punic War) from Carthage then an event (making use of flags) removes the Flight tech from the Romans thus increasing their trade by 1/3. I would do the same kind of thing with the Greeks of Magna Graecia and for the Peloponnese.

    This would allow the Roman to expand northwards first if they wish, but encourage them to fight the historical enemies first to secure their trade revenues. Later in the game I will probably give the Flight type techs back via events to compensate for a growing Roman Empire. I will also be placing wonders in enticing locations to help encourage the players to follow a historically realistic part. Does this idea sound feasible?
    I have started working out where to place wonders and events to direct the flow of the game somewhat. Here is the plan so far. There are still several more wonders to add:
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  6. #36
    McMonkey
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    I have encountered a mysterious bug. I have just noticed that the Velite unit is no longer buildable by Rome. I have checked the rules and everything looks ok:

    @UNITS
    Velite, Roc, 0, 2.,0, 6a,2d, 2h,4f, 4,0, 0, nil, 000001000000110

    @UNITS_ADVANCED
    10000000, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000 , 10000000 ;Velite

    Column A (10000000) is set the same as the other Roman units. I thought it might be because the unit was in the Partisan slot so I swapped it and saw no change. The Legion Standard unit is in the Musketeer slot but it has very low Att/Def stats. Could it be to do with adding Leonardo's Workshop to Rome? I don't understand why it is just the Velite missing and not the other Roman units. Any ideas?

    EDIT: I think I have solved this. I changed the Velite's role to Air Superiority and it is back on the production menu. I would still be interested why it wasn't showing up when its role was attack so I can avoid this in future.

    Aside from this, I have added the wonders (see screenshot). I'm hoping this will entice players to fight the Greeks of Magna Graecia and the Carthaginians first. Any thoughts on the wonders/minus tech events placement?
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  7. #37
    McMonkey
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    I have finished placing / renaming / Icon finding the wonders. The map below shows the spread. I am trying my hardest to make the game as tough for the player as possible so that gaining these wonders and new techs will be a necessity rather than a luxury bonus.

    The increases in trade through the capture of Magna Graecia, Sicily and Greece will be stripped back away later on in the game to keep the Roman's finances in check. Capturing the Punic War Academy will give the Romans the tech that obsoletes the wonder, thus denying it to the remaining Carthaginian cities. I could delay the arrival of this obsoleting tech for a few years to allow the Roman victors to pass on their skills to new recruits.

    The capture of Byzantium will allow the construction of Grain Markets (Supermarkets) and then the capture of all the Hellenic Black Sea cities will give the Refrigeration tech to allow double Irrigation. I am considering making the post Marian reform Legions into settler (IE food eating) units to slow down the growth of Roman cities later in the game and hopefully balance things a little. This will take some work to get right!

    One problem I am having is that the Leonardo's Workshop wonder is not updating the existing units when they get the obsoleting tech. Production options in cities update OK but I was hoping the existing Roman army would be updated too. I have never used Leo's Workshop in a scenario before so I am probably missing something really simple. Could someone explain briefly how to get this to work. Is it about the replacing units stats?

    I have also gone through the tech tree with a fine tooth comb and fixed many minor (and a few major) bugs and anomalies. I have also renamed a few techs to make the tree more logical. In general I have revised it to suit a single player game instead of a multiplayer one. Getting it spot on will certainly require some play testing.

    Just wanted to post some of my progress, as much for my own benefit as for you guys
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  8. #38
    techumseh
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    Navigable rivers may not be necessary in an ancient scenario, but if you do include them, surely the Nile is on the list?
    Tecumseh's Village, Home of Fine Civilization Scenarios

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  9. #39
    McMonkey
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    Good point, I hadn't really acknowledged that myself. The rivers in this scenario will act more as barriers than water highways. The Nile is there for trade and as a transport link to the coast so I probably won't change in at this point.

    Quick question. Will this event work (IE Will text appear when Carthage captured and Tech arrive ten turns later or will I need two separate events?):

    @IF
    CITYTAKEN
    CITY=Carthage
    ATTACKER=Romans
    DEFENDER=Anybody
    @THEN
    JUSTONCE
    TEXT
    The military power of Carthage is broken. Take advantage of your troops experience to train some new recruits to veteran standard. Be quick, this oportunity won't last long!
    ENDTEXT
    Delay
    Delay=10 *(=10 turns?)
    GIVETECHNOLOGY
    TECHNOLOGY=93 *(Obsoletes Sun Tzu's)
    RECEIVER=Romans
    @ENDIF

    Also, what is the turn 200 effect? I think it relates to trade or science but I'm not sure exactly what it does.

  10. #40
    McMonkey
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    I have been busy making events and revising the unit stats again to favor the attacker, both AI and human. Holding onto cities seems like a challenge, especially when the events kick in!

    I was wondering if someone would like to do an early playtest just to give me some feedback and someone to bounce ideas off. I'm not looking for a thorough playtest all the way through, just a fairly quick and loose game. This will help reassure me that I'm not heading off down a blind alley and it will give me someone to consult who has seen the game in its new form.

  11. #41
    AGRICOLA
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    Quote Originally Posted by McMonkey View Post
    Quick question. Will this event work (IE Will text appear when Carthage captured and Tech arrive ten turns later or will I need two separate events?):

    @IF
    CITYTAKEN
    CITY=Carthage
    ATTACKER=Romans
    DEFENDER=Anybody
    @THEN
    JUSTONCE
    TEXT
    The military power of Carthage is broken. Take advantage of your troops experience to train some new recruits to veteran standard. Be quick, this oportunity won't last long!
    ENDTEXT
    Delay
    Delay=10 *(=10 turns?)
    GIVETECHNOLOGY
    TECHNOLOGY=93 *(Obsoletes Sun Tzu's)
    RECEIVER=Romans
    @ENDIF

    Also, what is the turn 200 effect? I think it relates to trade or science but I'm not sure exactly what it does.


    I can't answer either of your questions but do have one of my own about the wording of the popup. I read it to mean that the Romans have had Sun Tzu for some time. Correct? Or did you just give the wonder to them?


    Perhaps you can e-mail me the latest version, I believe you have my address. BTW, who do you want to play, St Agri or Agri the Awful? Believe it or not, in JOHN SOBIESKI the saintly one has maintained his spotless reputation while doing about as well as the despicable one did in an earlier test.
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    Money is not the root of all evil, it is the root of great empires.

  12. #42
    McMonkey
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    Thanks a lot Agricola. I will try and finish off the events (that I have planned so far) for this weekend and e-mail you the files.

    For now I would prefer St.Agri. Save the scenario crushing Agri the Awful for the proper Alpha test

    As I said, I'm not looking for a thorough play through, I just wanted someone else to see what I was up to so I could bounce some ideas off them and so any obvious bugs (the type so obvious the designer often misses them!) can be highlighted.

    With the Sun Tzu wonder I was planning for it to be in use for several turns (say 10 years) so the Romans can profit from its effects for a while. After this period the wonder will become obsolete. Taking the wonder will also deny it to the remainder of the Carthaginian cities. The capture of Carthage should be a priority for Rome as it will end the Carthaginian threat and will also make Rome a force at sea (Lighthouse).

  13. #43
    barthi
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    If I can help you say it with other naval units, we as to A Soaring Spirit!

    Barthi
    Now see me in the civforum Barthi - German Forum

  14. #44
    McMonkey
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    Thanks for the offer Barthi but I am happy enough with BeBro's old ships. They seem to fit in well with the other units and they all look different enough to be easily identifiable. They also look pretty authentic for the period. That said I would consider using any new units that fit the above criteria if you decide to make them anyway

  15. #45
    alchemist_7387
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    Hello, McMonkey! I've modified your Aeterna Civitas II for a "2.1 version". Please take a look! I'm sad to know that Aeterna Civitas III won't be for Civ2 MGE... In my opinion, it's better than ToT > Thanks!
    Last edited by alchemist_7387; October 10, 2009 at 13:33. Reason: I made a mistake in this message

  16. #46
    alchemist_7387
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    Aeterna Civitas III for MGE? Why not?

    [QUOTE=alchemist_7387;5689353]Hello, McMonkey! I've modified your Aeterna Civitas II for a "2.1 version". Please take a look! Only the things I've modified are in the .rar file, ok? I'm sad to know that Aeterna Civitas III won't be for Civ2 MGE... In my opinion, it's better than ToT > Thanks!
    Attached Files Attached Files

  17. #47
    McMonkey
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    Hi alchemist

    Thanks for taking the time to mod this scenario. Both versions of Aeterna Civitas (I and II) were designed specifically for multiplayer (PBEM) games and were never intended for serious single player use. I am a huge fan of MGE but ToT has some major advantages for designers and players for single player games. The most important advantage of ToT is its much larger and more flexible events. Without the much larger events file I don't think I could improve the game enough to make it a real challenge for players.

    I intended to do some work on ACIII today so I will take a look at your mod and see what I can plunder

  18. #48
    alchemist_7387
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    Aeterna Civitas III for MGE and A Soaring Spirit

    Hi, Mc Monkey!

    I agree with u about ToT... It's much more flexible and has a lot of potential to create interesting scenarios. What I don't like in ToT is the game style, do u understand? Well... maybe 'cause I'm used to play Civ2 for several years before ToT

    If u agree, I'm trying to build an "Aeterna Civitas III" for MGE, probably including Parthians instead of Germans... I didn't decided it yet. Is "A Soaring Spirit" your scenario? When the official version will be released? I'm moddin' it too, 'cause I've found some little problems...

    1) Which are those "resource" terrains? They are ugly and don't seem to represent exactly a special type of real terrain.

    2) The game now starts at 750 BC, what give to the player(s) a lot of time until the first persian invasion. I guess the greek civs should have only 50 or 60 years of time before the first persian invasion... I've played with the Spartans and conquered all Greece and Macedonia even before the persians could think about an attack...

    3) Shouldn't the "lydians" be "persians' instead? This means they'll be strong right in the beginning of the game, eliminating the use of the "eastern fortress"...

    Well... this is it for now! I hope we can work together on both Aeterna Civitas III and A Soaring Spirit (if u like, of course... 'cause I know nothing about drawing units and such things... consider me just a tester and an advisor, ok?). Thanks a lot, Mc Monkey!

  19. #49
    McMonkey
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    Quote Originally Posted by alchemist_7387 View Post
    What I don't like in ToT is the game style, do u understand? Well... maybe 'cause I'm used to play Civ2 for several years before ToT
    I understand what you mean. There are a few things about MGE that I still prefer to ToT, mostly little details like how the units slide much slower in ToT and the general feel and sound of it. This is more than balanced out by ToT's many improvements. I have never found these things to be a big problem when playing other peoples scenarios. I'm usually too absorbed in the action to notice!

    Quote Originally Posted by alchemist_7387 View Post
    If u agree, I'm trying to build an "Aeterna Civitas III" for MGE, probably including Parthians instead of Germans... I didn't decided it yet. Is "A Soaring Spirit" your scenario? When the official version will be released? I'm moddin' it too, 'cause I've found some little problems...
    Feel free to make any changes to ACII as you like but please give it a completely new name to avoid confusion (like Paul Mutica did with Wars of the Mediterranean which was a mod of Berndt Brossing's Imperium Romanum). Nichael has already made a mod called AC Freeplay and you have made a 2.1 mod.

    Putting the Parthians in instead of the Germans is an interesting idea, I will be interested to see how that goes. If there were 8 Civ slots available I would have included Parthia (as well as a few other nations), especially if I could have extended the map eastwards a bit more!

    A Soaring Spirit was designed specifically for multiplayer games with six human players and is being tested now at Civ Webring. I think the map is too big for the AI to colonize effectively in single player games. I do plan to attempt a ToT version where I can assist the AI with events, but it will be a while before I get round to doing this. Again, feel free to make any changes you wish, just release it under a new name and mention me in the credits

    Quote Originally Posted by alchemist_7387 View Post
    1) Which are those "resource" terrains? They are ugly and don't seem to represent exactly a special type of real terrain.
    I quite like the special resource squares but I can see that they don't look like all the other ones on the map. I used them to define which cities were great trade, production or population centers. Once the playtest of 'A Soaring Spirit' is finished and I am making alterations I will find some more aesthetically pleasing graphics.

    Quote Originally Posted by alchemist_7387 View Post
    2) The game now starts at 750 BC, what give to the player(s) a lot of time until the first persian invasion. I guess the greek civs should have only 50 or 60 years of time before the first persian invasion... I've played with the Spartans and conquered all Greece and Macedonia even before the persians could think about an attack...
    In a single player version you could speed things up by making each turn 2 or more years!?

    Quote Originally Posted by alchemist_7387 View Post
    3) Shouldn't the "lydians" be "persians' instead? This means they'll be strong right in the beginning of the game, eliminating the use of the "eastern fortress"...
    I was trying to be historically accurate. The Persians dd not come into Asia Minor until later in the game so to have them represented from the start is anachronistic. However to still be calling the nation that becomes the Persian Empire 'the Lydians' is also wrong, so I'm damned either way

    Quote Originally Posted by alchemist_7387 View Post
    Well... this is it for now! I hope we can work together on both Aeterna Civitas III and A Soaring Spirit (if u like, of course... 'cause I know nothing about drawing units and such things... consider me just a tester and an advisor, ok?). Thanks a lot, Mc Monkey!
    I will be interested in what changes you make and how they work out. Let me know what help you need and I will see what I can do

  20. #50
    McMonkey
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    AGRICOLA

    Sorry for the delay in getting the test version to you. I have done very little work done on this project over the past week, partly due to computer troubles, but mostly due to other distractions and bouts of severe lethargy

    I will redouble my efforts and get the events finished this week. I'm hoping to make a bit progress on this project over the next two weeks as I have a bit of annual leave to waste I hope the offer of help still stands.

  21. #51
    AGRICOLA
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    Take your time, I'll be available when you're ready.
    Excerpts from the Manual of the Civilization Fanatic :

    Money can buy happiness, just raise the luxury rate to 50%.
    Money is not the root of all evil, it is the root of great empires.

  22. #52
    McMonkey
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    AGRI

    Just e-mailed you the files in two zipped folders. Hope they reach you OK. I managed to slog my way through the main events (bar the Civil Wars and Rebellions) and I still have 40168 bytes remaining heap space which is excellent! (what is the total space for ToT again?).

    Still got a lot of work to do to perfect the scenario, but whats there should be playable. Its not a rough copy by any means, just untried. I think the foundations are solid so now it should be a case of building, adding events, testing and tweaking.

    Cheers!

    Some screenies to show progress:

    Nile Delta


    Rhine


    Iberia
    Attached Images Attached Images
    • File Type: png A.png (311.6 KB, 667 views)
    • File Type: png B.png (265.3 KB, 604 views)
    • File Type: png C.png (220.6 KB, 668 views)

  23. #53
    McMonkey
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    And a few more:

    Tigris and Euphrates


    Roma


    Macedonia
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    • File Type: png D.png (229.4 KB, 673 views)
    • File Type: png E.png (175.2 KB, 675 views)
    • File Type: png F.png (246.1 KB, 658 views)

  24. #54
    AGRICOLA
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    Received and downloaded the zips. Added ';' to @DEBUG. Everything looks fine after my usual minor fixes to improve the clarity of some graphics.

    A small note of caution is in order. We are just more than two weeks from bugging out for Florida so I can't promise to devote the usual time to testing. The miserable task of closing down a house to survive 6 months in a deep freeze (expect at least a couple nights of -40) and packing up take a up lot of time. Will do my best.
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  25. #55
    McMonkey
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    Thanks AGRI. I will appreciate whatever you can manage. As I said, this is not the proper Alpha test yet. I just wanted someone else to see what I was up to and give me come constructive criticism before I charge off down any dead end roads. It will also be useful to have someone who has seen the scenario to bounce ideas off.

    One thing I don't think I mentioned is that you will need to run it with Civ2Unlimited. I don't know if you are familiar with this utility yet but it is essential as it allows up to 32,000 units. All you need to do is put it into the ToT folder where the civ2.exe is and double click Civ2Unlimited.exe to launch the game. In the global options check: Max Units, Max Gold, Max Population. This won't overwrite any of your files.

    My next task is to make events for the Civil Wars and Rebellions. I have decided to trigger them at historically accurate dates so that most of them occur after the Republic era. Although the dates will be set the spawning locations will be random so each game will be different. Each Rebellion will have a number of separate events spawning a large number of Rebel Legions (perhaps 10+ in each location). This way the player may have to cut short his campaign on a distant border to rush home and deal with the rebels.

    The Rebel Legion unit itself will now be a conventional land unit with a very good attack value (+ Ignore Walls) and good defense. This way they should be able to take one or two cities near their spawning location and also hold out against improvised relief armies. At the moment I will make them Barbarians, but ideally I would have used an AI nation (if only there were more slots). I will have to test how effective these rebellions will be, but with the unit count it should be easy enough to tweak!

    The Rebel Legion:

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  26. #56
    AGRICOLA
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    [QUOTE=McMonkey;5687140]I have been busy making events and revising the unit stats again to favor the attacker, both AI and human. Holding onto cities seems like a challenge, especially when the events kick in!
    [QUOTE]

    IMHO, you have gone much too far to favor attackers. There is no Roman unit in a city that can withstand an attack by any of the many (even cavalry???) AI units that can ignore city walls. Even a lowly archer has a ~25% chance of killing the best Roman unit, a General, behind city walls and on terrain with a 100% D bonus. A Celtic Warband has ~70% chance of killing the General. These AI units are at least ~68% and ~92% against any other Roman city defenders on +100% D terrain. In a nutshell, there is no way that Roman troops in a city or in the open can hope to withstand AI attacks. Their only hope is to strike the first blow.

    I've managed to survive until turn 30 only by sacrificing units to set up 'killing zones' outside Roman-held cities.

    I'll e-mail you a full report in a couple of days.


    Percentages courtesy of kobi's Battle Odds spreadsheet.
    Excerpts from the Manual of the Civilization Fanatic :

    Money can buy happiness, just raise the luxury rate to 50%.
    Money is not the root of all evil, it is the root of great empires.

  27. #57
    McMonkey
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    Great. Better to begin too hard than too easy. Tweaking the stats down a little should be easy enough. I wanted the early part of the game (IE Pyrrhic Invasion and Punic Wars) to be a real struggle for survival. Feel free to alter the stats as you see fit. Look forward to seeing your report

  28. #58
    Rand al'Thor
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    Wow, just wow. I wish you all the best for making AC into a single player scenario. This is something i've been waiting for since i regrettably don't know any PBEM players and don't have much time for Multiplayer Onlinegaming in general, too. But i played your scenario nonethless. Well wasn't much of a challenge for the only human player but there are so much wonderful details given into it, i think it's the best roman scenario to date. I hold my fingers crossed for your success!

  29. #59
    McMonkey
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    Thanks for the encouragement Rand. I have been extremely lazy / distracted over the past week or so, but I received AGRICOLA's playtest report and now have a good idea what needs fixing and will now get back on the case. If you enjoyed the details from the multiplayer version I am hoping you will really enjoy the single player game when completed.

    Reading Agri's report made me think about the Roman Republican army and how I can represent the progression from Hastati (Recruit) to Principe (Veteran) to Triarii (Old Guard). Just making all three buildable will probably result in only one or two types being built. I am toying with the idea of borrowing Heresson's training camp idea from Komnenai (using the Legion standard) so that when a Hastati unit (only one of three buildable from the start) kills or is killed by the Standard they become a non vet Principe. If this Principe then gains veteran status they can then be upgraded to Triarii. This will involve some tweaking of the unit stats and some careful consideration regarding the events to make it workable, but it is worth looking into I think.

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    AGRICOLA
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    Quote Originally Posted by McMonkey View Post
    One thing I don't think I mentioned is that you will need to run it with Civ2Unlimited. I don't know if you are familiar with this utility yet but it is essential as it allows up to 32,000 units. All you need to do is put it into the ToT folder where the civ2.exe is and double click Civ2Unlimited.exe to launch the game. In the global options check: Max Units, Max Gold, Max Population. This won't overwrite any of your files.


    I failed to locate this utility in either SL or CFC downloads. Where can one find it?

    It has worked perfectly so far. A small curiosity is that one cannot cheat money to exceed 30k.
    Excerpts from the Manual of the Civilization Fanatic :

    Money can buy happiness, just raise the luxury rate to 50%.
    Money is not the root of all evil, it is the root of great empires.

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