Finally, The King has come back to Apolyton!
I have been the voice of a new generation of Civing for a long time. And I am proud to announce that I have done it again!!!!!
The following rules.txt and other changes have drastically changed the game.......
1) half priced city improvements
2) all units are 10 resources cheaper
3) no trade routes
4) no wonders
5) all special resources have 1 extra shield,food and trade
6) new tech- Sea Mapping- pre recs of navigation and philos. Allows sea units one extra move.
7) new tech- Piracy- pre recs of navigation and chivelry. Allows Pirate Ships. Pirate ships- AF-3 Df-1 M-4 hp-1 fp-1 carrys-1. If that unit is a diplomat, it is a pirate leader and he can bribe any unit on a coastline or any ships while he is aboard the Pirate ship only, and only one unit a turn. otherwise its a no bribing game. Pirate ships also have the advantage of subs in that they are invisible to all but destroyers +. To find them, you must actually run into them.
8) new tech- Ship Yard-pre recs of navigation and engineering. Allows construction of Port facilitys.
9) diplomats cost 60 and spies cost 100.
The game is played best on a premade board, which I have a bunch now in my archives.
10) in an advanced start, all huts are reset (via cheat) at 3000 bc or 2000 bc otherwise. (allows 2nd round of hut hunting.)
Played at 2 x 2.
And for thoose nuts out there that want to get right down to business , starting with 10 tries, 10 horses and 10 settlers all on ships.
Play tested, simple changes to rules.txt and a blast...
I have been the voice of a new generation of Civing for a long time. And I am proud to announce that I have done it again!!!!!
The following rules.txt and other changes have drastically changed the game.......
1) half priced city improvements
2) all units are 10 resources cheaper
3) no trade routes
4) no wonders
5) all special resources have 1 extra shield,food and trade
6) new tech- Sea Mapping- pre recs of navigation and philos. Allows sea units one extra move.
7) new tech- Piracy- pre recs of navigation and chivelry. Allows Pirate Ships. Pirate ships- AF-3 Df-1 M-4 hp-1 fp-1 carrys-1. If that unit is a diplomat, it is a pirate leader and he can bribe any unit on a coastline or any ships while he is aboard the Pirate ship only, and only one unit a turn. otherwise its a no bribing game. Pirate ships also have the advantage of subs in that they are invisible to all but destroyers +. To find them, you must actually run into them.
8) new tech- Ship Yard-pre recs of navigation and engineering. Allows construction of Port facilitys.
9) diplomats cost 60 and spies cost 100.
The game is played best on a premade board, which I have a bunch now in my archives.
10) in an advanced start, all huts are reset (via cheat) at 3000 bc or 2000 bc otherwise. (allows 2nd round of hut hunting.)
Played at 2 x 2.
And for thoose nuts out there that want to get right down to business , starting with 10 tries, 10 horses and 10 settlers all on ships.
Play tested, simple changes to rules.txt and a blast...
Comment