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Going Medieval--Reviews of Medieval Scenarios

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  • #46
    3.) Graphix

    The first graphic we usually consider are the unit graphics. Thanks to Bernd Brosing, Gareth Burch, and a few others, there is a wealth of medieval unit graphics available for use. These graphics are beautiful and rigorously historical in colors, weapons, and details. Additionally, the medieval period seems to encourage novel departures in the details. Alexius, Tamerlane, Justinian, the 1100 series, and Inomine are full of these little touches, but DAROAE and Mamelukes are the best examples; completely unique unit files. There are also more individualized, "personality" units in medieval scenarios. There are more Kings, Sultans, Crusaders, Caliphs, Emperors, Khans, Shahs, and Atabegs in these scenarios than in any other period, adding a dimension seldom utilized in other eras' games. Although the unit graphics add visual delight to a scenario, the right terrain mix can add significantly to the overall joy of playing. Alexius, Inomine, and Stephan Hartel's scenarios use the terrain graphics to create a medieval "look" to the game. City and People grapics in these scenarios require, and use, a much vaster array of choices than in other periods. The challenge, for all these graphics, is usually one of SPACE; not nearly enough slots. There are so many interesting choices. There are usually several varieties of barbarians that should be included in any medieval game, and this adds variety to the unit mix itself. Of all the historical leaders, who are the most important personalities of the period? This era can also use city graphics to depict development and demographic growth. There are medieval graphics for almost any conceivable purpose, almost all of outstanding quality.

    4.) Technology

    The medieval period is especially tricky to depict with a civ2 tech tree. The design philosophies range from don't-bother-with-it, to close-to-vanilla rates of acquisition. The relevant factor is the time scale; were there any significant technological advances during the time of the scenario? If so, did they affect military strength? Economy? Happiness? For whom? While extensive, complex tech trees are to be found in these games, they are clearly not essential. Inomine has a meticulous tree, lengthy and historical, but Tamerlane needs no tech research whatever. Generally, the historical acquisition of technology sputtered, but did not actually loose much ground during the so-called "Dark Ages." The early medieval period is/was considered dark more because contemporary written documents are relatively sparse, not because technologies were lost. If the time scale for a medieval scenario is short, a century or less, there is certainly precendent for eliminating technology as a game element, as there were regions that remained technologically static for centuries. If the period depicted in the scenario is longer than a century or so, then a more active approach to technology might be advisable. Don't forget that the vanilla game uses the Monotheism/Theology tricks during this very period. Using these technologies and the governments to depict religious/happiness/social change is particularly appicable to this era. In combination with happiness wonders and their expiration, these techs, applied artfully with events or acquired normally, can effectively mimic social change, ESPECIALLY the ups and downs of medieval religious activity.

    5.) Units

    More than any other period, the medieval can best utilize wide ranges in unit capabilities to depict an extravagant historical mix of armies, leaders, fortresses, villages, and even mock-cities. The units found in these scenarios utilize a very broad range of stats, but also have an equally broad range of special capabilities. Additionally, the paucity of air units makes practical the idea of using an air unit (or two) as mock-terrain blocking units that can channel the otherwise directionless AI into specific areas. The crucial mix of unit capabilities is also a design challenge; balancing the various foot, horse, siege, and leader units requires insight, knowledge, and, above all, playtesting. Part of the joy of any scenario is a wide range of unit types available, and this period has the widest range of all.

    6.) Diplomacy

    Diplomacy, as are most of the other aspects of medieval scenario design, widely variable. Some, like DAROAE, forbid it completely, many others open it up and allow free diplomatic play. The dependent factor here is historical. There were some states that simply made war, and whatever diplomacy occurred was perfunctory. There were also situations where real diplomatic exchanges took place and did influence events. There were also states that simply did not make war upon each other during some periods. The use of event tricks to forbid diplomatic communication is the simple device for shaping how diplomacy takes place in these scenarios, and its only drawback is that it can use considerable event space in the process.

    7.) Event tricks

    Because of the often complex political, religious, social, and economic situations that characterized the period, events are often used to add units to both human and AI civs, create barbarians, obsolete wonders, provide techs, add or subtract funds, and especially to create text messages. In virtually all of these scenarios, the authors used extensive text messages to explain the scenarios' characteristics, to shape play, and to create atmosphere. Researching these games requires a real commitment of time and effort, and most of these creators are quietly eager to express what they've learned in the process of creation, making the whole experience of playing that much more rewarding. Some of the most imaginative tricks are used in these scenarios. Mamelukes has the recruit-to-soldier trick, Hammer has the sword-in-the-stone trick, and Justinian uses event tricks to create entire states!

    8.) Maps

    Without doubt, the most variable and interesting maps are exclusively medieval. There are some truly amazing maps among these scenarios. The large scale maps used in Shaibani, Fire and Roses, Alexius, Tamerlane, DAROAE, and Mamelukes are pleasures to see, and are, each one, substantial efforts to achieve as much geographical accuracy as possible. It should come as no surprise that some of the very best of these maps are the works of Jorrit, whom most of you know as MERCATOR. If the scenario is broader in its focus than the discrete history of a specified region, then the smaller scale maps are used and generally depict the Mediterranean world and its adjuncts, the arabias, Persia, and the western steppe. Justinian, Inomine, and Mamelukes use this approach. Interestingly enough, the 1100 series of scenarios has an example of each type, regional and continental.
    Lost in America.
    "a freaking mastermind." --Stefu
    "or a very good liar." --Stefu
    "Jesus" avatars created by Mercator and Laszlo.

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    • #47
      9.) Medieval Times

      The international politics of modernity is certainly complex in its own way, but the real challenge for the designers of medieval scenarios is to model the striking political complexity of the era. The first problem to address is the narrowing of polities down to the requisite number of civs available, and the key question is always, "How many states can be mimiced by barbarians and how many MUST be player civs?" Because of the extreme multipolarity of medieval European politics, this question is always difficult. But it is only the first question that a medieval designer encounters. Some periods were characterized by extreme fluidity and change. The Volkerwanderung is an example, and Justinian captures the essence of this perfectly. If you want to design a fluid, action-packed game, this scenario is the one to examine. Some other periods were relatively politically stable, and the action shifts to campaigns with limited means and goals, not the obliteration/annexation of entire states and regions. DARAOE models this well, as the player will, by necessity, engage in limited campaigns for limited goals. Tamerlane is a combination of both types, as the action shifts from front to front over a vast map that stretches from Constantinople to Delhi, and some civs do disappear in the campaigning.
      In virtually every medieval dynastic line, there was civil war. DAROAE is, in its entirety, modeling a post-Latin Empire Byzantine civil war. Shaibani uses an event trick to create civil war with its primary civ. Tamerlane begins as a civil war within the Chagatai Khanate. The (unreviewed) Mongols scenario uses the event-created Usurper barbarian unit to mimic civil war in the Mongol empire.
      While warfare was central to medieval politics, the most overlooked aspect of the era is demographic growth and decline, and a medieval game should always be informed by this. The classical world never amounted to more than about 45 million persons, and this was at its hygenic height. Subtract communal bathing, add a rigorous christian antipathy for such things, and an environmental collapse due to several centuries of intense deforestation, and top it off with repeated plague pandemics, and the population will bump along at about 23 million or so, as it did prior to the classical period. Demographically, this is where things stood in the 6th and 7th centuries, and this is precisely the period when the Oecumene was hard pressed by military pressures from its periphery and areas outside. This is when the Huns, Avars, Bulgars, Pechenegs, Cumans, and Magyars appeared. This is when the Arabic Islamic empire was created. However, from this point forward, the medieval Mediterranean experienced remarkable growth. At its height, during the 13th and 14th centuries, the population reached 80 million. So substantial demographic growth is not only advisable in the game, but almost essential in a medieval scenario. What should be kept in mind is that the AI uses the population characteristics of the vanilla game to mimic MODERN characteristics. Because of this, great care should be exercised in using democracy or republic governments, and allowing the construction of supermarkets, (whatever the scenario may label them). These elements can create explosive growth, and medieval growth took a little longer. Scale affects this formulation; how much population growth did a given state/region experience in the historical timeframe of the scenario?
      In substituting a medieval world in place of the modern world that the AI is made for, the designer sometimes makes a broad change in overall scale. Because of this, a complete rethinking of tech acquisition, improvement and wonder build costs, and unit build costs is advisable. Alexius is a good example of this, as it makes tech aquisition possible, but monumentally difficult, with an unparalelled 500/10 ratio, and improvements that are phenomenally more expensive than their vanilla counterparts. As a curious counterpoint to these measures, the unit costs for a wide range of garrison-type ground units is very slight. As a further balancing factor, the money situation in Alexius, though difficult at times, is augmented by spectacular event-delivered rewards for seizing specified cities. These are all responses to the great change in scale in Alexius.
      Several designers use pollution and the responsive improvements to model plague. While this is an imaginative technique, it fails to accurately portray the actual population collapse that occurred. The pollution cleanup is perfunctory, and simply doesn't carry the impact that contemporary writers conveyed. There is the thought that if the pollution were vastly increased, that the result MIGHT just effectively mimic the kind of demograpic downslide that everyone agrees did happen. The problem with this is that, if the pollution levels were increased sufficiently to have real game impact, then global warming will start altering terrains, and this might not be desirable from the design viewpoint. The use of nuclear weapons as epidemics in individual cities is another alternative method to more immediately effect demographic change, with the additionally favorable aspect that the cleanup will NOT be perfunctory. Unhappily, this idea is mooted by the same global warming result; undesired terrain alteration. The Black Death and its game impact has yet to be addressed successfully.
      In the end, what is evident about medieval scenarios is their variety. This is a long period in world history, and there was abundant trade, social, religious, economic, and military interaction taking place. A broad range of peoples and states existed within a dynamic political environment characterized by the actuality of, and accomodation to, almost constant warfare. Because of this dynamism, the creation of a medieval scenario is slightly more challenging, and more rewarding, than those for other eras. The medieval period is the long afternoon of civilized humanity. Its history is a long, interwoven tapestry. It tells a story with shadows and the scripts of monks. Reweaving this fabric with a civ2 scenario is both a task and a delight.

      This meta-review certainly shouldn't be an end to this. I invite other thoughts on the subject, other reviews, other opinions.
      Last edited by Exile; January 2, 2008, 20:35.
      Lost in America.
      "a freaking mastermind." --Stefu
      "or a very good liar." --Stefu
      "Jesus" avatars created by Mercator and Laszlo.

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      • #48
        WRT the plague/black death, could batch files be used somehow? Shifting food consumption rates/terrain productivity/food box size could accomplish something, methinks. Unfortunately, it would hit everybody at once, equally and permanently. Maybe not.

        How about an event-generated barbarian plague unit that's NOT a nuke? An air unit with a range of one--in my experience, the civ AI will let fighter-types fly around forever without crashing, no?--moderately high attack value, role zero, and high health and movement? Being an air unit, it can't be attacked or take cities, and ignores terrain except that as a barbarian it won't cross water. It would theoretically run around the map killing at random (also lowering population in unwalled cities), then move to the next city when one city's defenders were exhausted. It would stop when its health was expended and not before. The plague could be fought by building "Hospitals" or some such (SAMs and/or SDIs renamed), so that the plague's health is depleted more rapidly. It'll target mostly soldiers, not civilians, but the bulk of what you're looking for--an insane, random, nigh-unstoppable wave of death--is there. Oh, and I guess it should have the sub flag to make its movement harder for human players to predict.
        1011 1100
        Pyrebound--a free online serial fantasy novel

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        • #49
          It seems every attempt to model the Black Death that uses units is going to do just what you described Elok, it will go after UNITS.

          The Batch file idea sounds much "realistic" if more cumbersome. The 100 years wars continued unabated while the bubonic plague carried off thousands. What is really happening is a sudden, epidemiological change in the environment that, within a few decades, lowered the overall Mediterranean/European population by about 20 million and kept it there over some time. So changing the game conditions/rules/environment using a batch file seems like the way. The conditions of food gathering, in general, would have to be altered radically so that population would FALL. Terrain values would have to be changed. In effect, the batch file would be creating famine, but the desired simulation would be that city populations would be falling due to the disease, with the result that fewer workers would be available for cropping and harvesting.

          I'm not sure how to do that. Sounds like a great idea, though.
          Lost in America.
          "a freaking mastermind." --Stefu
          "or a very good liar." --Stefu
          "Jesus" avatars created by Mercator and Laszlo.

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          • #50
            Having such a unit having with sub flag, would unable it to attack land units. Neat idea anyway to have a flying plague unit.

            I'm sure this must have been done before, but my own scenario will have Pollution beeing Disease and Global Warming representing the Plague. Swamp terrain will be turned into an Abondoned Field terrain, starving cities if global warming occurs. Pollution generating techs will be given to civ's by random events. Sanitory improvements may curb growing disease.
            Find my civ2 scenarios here

            Ave Europa, nostra vera Patria!

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            • #51
              Funny, I was thinking the latter idea was better because of its sporadic, unpredictable nature. The plague didn't strike everywhere all at once, after all, but spread from place to place, with unpredictable effects that sound more interesting to me than just flattening everyone equally. That would create a general pain in the arse rather than give the player new difficulties or opportunities.

              The loss of realism strikes me as acceptable for gameplay purposes; it's not like it actually took two or three years for a horseman to travel from Tours to Grenada (as can happen in a game of Cross and Crescent), after all. It's not too big a loss of realism, even--an attack of the plague would pretty effectively wipe out a city's garrisons. My idea just fails to simulate the civilian losses, and I don't see how those could be done without using nukes.
              1011 1100
              Pyrebound--a free online serial fantasy novel

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              • #52
                Originally posted by Eivind IV
                Having such a unit having with sub flag, would unable it to attack land units. Neat idea anyway to have a flying plague unit.

                I'm sure this must have been done before, but my own scenario will have Pollution beeing Disease and Global Warming representing the Plague. Swamp terrain will be turned into an Abondoned Field terrain, starving cities if global warming occurs. Pollution generating techs will be given to civ's by random events. Sanitory improvements may curb growing disease.
                Your version sounds pretty good. I thought I read in Advanced Scenario Design, way back when, that computer players (including barbarians, presumptively) ignored submarine flag attack restrictions in non-sea units. Maybe that was only for land units, though? Anyway, I never tested it myself (I learned long ago that I'm too lazy to make a good scenario designer), this is all hearsay. If it's not invisible I guess you just have the rumor of the plague spreading from X direction.
                1011 1100
                Pyrebound--a free online serial fantasy novel

                Comment


                • #53
                  Originally posted by Exile
                  The use of nuclear weapons as epidemics in individual cities is another alternative method to more immediately effect demographic change, with the additionally favorable aspect that the cleanup will NOT be perfunctory. Unhappily, this idea is mooted by the same global warming result; undesired terrain alteration. The Black Death and its game impact has yet to be addressed successfully.
                  It should be possible to use nukes to simulate the effects of plagues.

                  By some very simple hexediting it is possible to eliminate global warming from a game despite pollution from either industry and population in cities or a nuclear attack.

                  If the skull icon for pollution is made invisible, affected terrain squares renamed to something like 'fallow land' and the nuclear explosion pictogram changed to something appropriate for a plague, there should be nothing that gives away the fact that a nuke has exploded.

                  Also, in the event of a plague, civs could be given the unresearchable expiry tech for Engineers. Subsequently, the tech could be taken away so that Engineers could be built to make the fallow land productive once more.
                  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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                  • #54
                    Settlers can clean up pollution...
                    Sea Kings TOT

                    Sors salutis/ et virtutis/ michi nunc contraria,/ est affectus/ et defectus/ semper in angaria./
                    Hac in hora/ sine mora/ corde pulsem tangite;/ quod per sortem/ sternit fortem,/ mecum omnes plangite!

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                    • #55
                      Well in that case . . . . .

                      Agricola, if you can hexedit the global warming out, the nukes thing would work fine, though to do it correctly, would use a LOT of event space.

                      You'd have to test it to make sure that AI barbarians and AI civs use the nuke the same way--that they WILL hit the cities you place the nukes next to.

                      If one wanted historical accuracy in this, you'd simply need a series of timed events for most of the major cities. There are maps out there that describe the progression in terms of years & places, post 1340s. Additionally, there were several sucessive waves of the epidemic following the first. A LOT of event space to do it right.

                      Might work with a batch file though. Most of the game w/normal events, then, the era of the plague--batch file switch--and a whole event file of plague events.

                      That sounds about right.

                      But I can't quite think of a way to randomize it. Can a batchfile start point, in terms of game turns, be randomized? (@THEN . . . RANDOMTURN . . . denominator=whatever . . . TEXT . . . "run the batchfile" etc.)
                      Last edited by Exile; January 5, 2008, 17:37.
                      Lost in America.
                      "a freaking mastermind." --Stefu
                      "or a very good liar." --Stefu
                      "Jesus" avatars created by Mercator and Laszlo.

                      Comment


                      • #56
                        Exile, just want to say i've been sinking a lot of hours into your Age or Crusades scenario, and i love it. tons of fun.

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                        • #57
                          You're welcome

                          that's what it's there for.

                          Enjoy.
                          Lost in America.
                          "a freaking mastermind." --Stefu
                          "or a very good liar." --Stefu
                          "Jesus" avatars created by Mercator and Laszlo.

                          Comment


                          • #58
                            Originally posted by Heresson
                            Huh? Really? That's never happened for me. Is it true for MGE, or also for FW? I can avoid using trigerattacker here, because I can write Barbarian there by hand, but trigerattacker trigerdefender commands are to useful not to use them. It'd take a couple more event space to fill the void created by eliminating them.
                            As far as I know It's been this way since the command was first introduced unfortunatly. It's easy not to catch it as the human player will in most situations be the first to trigger a triggerattacker command and thus it will work for that player.

                            As others have said it's perfectly possible to create barbarian units with events though.
                            No Fighting here, this is the war room!

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                            • #59
                              DAROE

                              I'm impressed. It has been a long time since I last looked at Apolyton or Civ2/Scenarios. Actually I don't even know if anyone here still knows I am Mathias Köster, creater of DAROE. It has been basicly 8 years since I made it. I was still living in the Netherlands (The Hague). Now i am about graduate at UNI in less than a year and there are people still liking my scn!!!! I never thought it would gain such popularity.

                              It's a shame I don't have any Civ2 left on my computer. A recent crash destroyed everything I ever had about scn. I don't even have my own 3 scenarios (Kraeikian Empire, DAROE and the Vikings one) anymore.

                              Anyways. I am impressed. I checked out SL and I think I should leave a more uptodate mail addy.
                              The Lost Geologist Blog
                              http://lostgeologist.blogspot.com

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                              • #60
                                Hi Mathias, it's good to hear from you. As you can see, we're still going strong around here. There's lots of new blood, and the future looks bright.

                                I hope you can find a way to reinstall Civ2, still the best scenario platform by far. And all your old scenarios are still available to download somewhere around here.

                                If you can get your hands on Test of Time, I think you'll be impressed with the sophistication of some of the scenarios these days. Cheers!
                                Tecumseh's Village, Home of Fine Civilization Scenarios

                                www.tecumseh.150m.com

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