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.
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.
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