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Trakoria anniverary edition - help needed

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  • Trakoria anniverary edition - help needed

    So I'm still going on about my scenario from 10 years ago. Here's are the previous threads for those who actually give a damn:




    Here's the deal in any case: I originally decided to make it a 500 year (250 turn) scenario, chronicling the rise of the Clavian Empire. The scenario ends abruptly in 220 aO because that's really when the beginning of the fall began. It wasn't going to be possible to script this entire process of decay with events anyway, or so I reckoned.

    Now, 10 years later, I'm looking over the source material and have begun to wonder if I may have been wrong. So I guess I'm second guessing my previous work. I did read somewhere that MGE allows for a larger Events.txt file (or cache or whatever), so there might be a change this could all be worked out with some additional events. A lot of events.

    The real question is how large can the Events file get with MGE?

    So, the historical events goes like follows. The scenario map can be found here, by the way:


    The Clavians tried to colonize southern Trinsmyra from about 200 aO. This resulted in clashes with the native Trinsmyran peoples, who eventually united to strike back at the Clavians. After a devastating blow in 250 aO the way was open for a counter-invasion of Palamux and Moskoria. One key element of the success of the Trinsmyran forces was allying with their (off-map) Ice Barbarian kin, who gladly joined in for the great opportunities for plunder.

    The capitol of Fontra Cilor was lost, as the Imperial armies were busy guarding the southern island of Saphyna from the Kargomitians (following the First Ransardi War). The invaders packed up their plunder an returned home, thinking they'd teached the Clavians a lesson. What followed was yet another Clavian invasion of Trinsmyra, this time the eastern part of the island, but it really didn't amount to anything so the Clavians eventually pretty much gave up on the whole idea.

    The really big turning point, for the worse, came in 277 aO however. The "madman" Hiatus Neffro was elected as the Tyrant of all of Trinsmyra, resulting pretty much in total war in Trakoria. This warmonger first allied himself with the enemies of the Clavians, conquering pretty much all of Moskoria, just to turn around and ally himself with the Empire in order to attack his own allies. In the end nobody else wanted to take part in these continuous wars, so he pretty much destroyed his own armies and left the political stage never to be heard of again.

    All this left the Clavians pretty much a shadow of their former self. From about 300 aO parts of the Empire started to break loose and the Clavians were soon merely a chapter in the annals of history. (It's at this point in history a possible sequel would be launched, by the way.)

    So, after this history lesson it's time to consider the options of letting the scenario progress beyond 220 aO. The Clavian colonization of Trinsmyra was historically the trigger of all the events that followed, so staying clear of that island altogether would avoid triggering them in the first place. Since the Clavians didn't capture any "cities" prior to the uprising in Trinsmyra, the remaining trigger would be the defeat of a Trinsmyran unit (the Trinsmyrian, to be exact) at the hand of the Clavians. This could, however, happen even on another island, since the AI is happy to land defensive units (as the Trinsmyrian) on any shore it can reach.

    Furthermore, the Clavian navy was pretty much destroyed in a catastrophic set-back. (The Trinsmyrans used their secret weapon, the Wild Fire, to achieve this.) Without this blow to their navy there surely would never have been any sort of invasion of Moskoria. This is harder to script with events, without giving the Trinsmyrans a huge load of Catremass units. So this would have to be considered before any series of events landing an invasion force are to triggered.

    Maybe the first loss of a Trinsmyrian unit would trigger an re-occurring event spawning a Warrior unit (representing the Ice Barbarians) and a Sailship unit somewhere in the north-eastern ocean region of the map. Then the Trinsmyran player (AI by default) would be able to use these as it chooses to counter the Clavian enemy, on whatever island the war is fought.

    The loss of a Clavian naval unit in the hands of a Trinsmyran Catremass (see above) could trigger another event (also repeating), moving all the Trinsmyran units in the north-east to the shores of Moskoria. If the Clavians don't have a navy that can sink all of these vessels history might very well play out as intended.

    In the year 276-278 aO (whatever that translates to in terms of game turns) the Trinsmyrans could spawn a Champion unit representing "The Madman from Milacke" as the Tyrant-warlord Hiatus Neffro was known as. The Trinsmyrans would declare war on all Civs and further events could spawn various military units (Warrior/Sailboat/Catremass) on every turn making an all-out war situation more likely to take place.

    The loss of the Clavian Capitol could be a short-cut to ending the scenario prematurely in any case. Or it could just be a 3 point Victory Objective making it impossible to score a victory without it. Any ideas as how to make these options work properly? Maybe the scenario should come to a close in the year 300 aO in any case - if the Clavians survived the (inevitable?) clashes with the Trinsmyrans and their Ice Barbarian allies, then history would have been changed and that would be a victory all in itself.

    Any comments on the suggested implementation of the historical events into triggers and actions in the Events file?
    Last edited by Baldyr; August 30, 2008, 10:01.

  • #2
    Thinking through this matter further, I wonder if the spawning of Trinsmyran (Warrior) units shouldn't be triggered by any Clavian unit being destroyed by the Trinsmyran Civ. That would mean that the Clavians could colonize/invade the island of Trinsmyra without it having any additional consequences, as long as they don't loose any battles. Once they begin to loose, the Ice Barbarians are being spawned and the loosing streak could prove to be hard to turn around in the long run. (Still, those reinforcements would be spawned at sea, and could be sinked easily with a strong navy.)

    Also, there could be victory objectives on the island of Trinsmyra (if I decide to use those - and if I get them to work) making it necessary for the Clavian player to invade. (Another victory objective would be the island/city of Bzegusta at the southern-most map border. That's actually an easter-egg of sorts, but it would be known by fans of the source material. In the current version of the scenario its capture enables two or three wonders of various usefulness.)

    Thoughts? Ideas? Objections?

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