In the past week two weeks, I've playewd a bit with the AoD Conquest and decided to make it better. I changed the map a bit and went on thinking, until the changes were everytime more different from the original. I'd like to hear your opinion about my ideas:
1) New Civs: Tupi, Araucans, Plains Indians, Pueblos, Songhay
2) New Units: Advanced Indian Units (muskets, horses), Indian Flavor units, African Flavor units
3) New Resources: Cacao, Slaves, Bisons, Turkey etc.
4) Changed concepts: Gold and Silver Mines often get depleted, there's few "Large Deposits" that guarantee stable large profit. While all other goods now produce treasure less frequently, those improvements give one treasury every 2 turns
5) Reworked Techtrees (not too much changed)
6)Larger Timescale (1490-1740)
7) New concept: Indian Musket units. Native Americans need the "Weapons" resource in order to build musket units. Only Europeans do possess the resource (and they possess several).
8) The Songhay have Arab Slave Markets who pump out Treasures every 5 turns
9) No more Colonists; instead newspapers and wonders House of Trades and Emigration Campaign which produce free Settlers (Newspaper every 25 turns, the wonders every ten)
10) New strategy for Native Civs: After discovering "Syncretism", aim for the wonder"Papal Recognition". Papal Recognition will boost the technological advancement considerably until reaching counter-reformation.
Other post-conquest wonders for the natives are "European Mercenaries, a wonder with high maintainance, but which keeps building Pikemen (in my scenario a better unit than in standard game, like Swiss Pikemen)
Now, I'm sure that these ideas need a lot of testing and actually I don't really play too much CivIII, I mod more than I play...
Would anyone of you be interested in playtesting and balancing the scenario?
Do you have more ideas? Especially more "post-conquest" indian wonders/improvements?
Thx, Wernazuma
1) New Civs: Tupi, Araucans, Plains Indians, Pueblos, Songhay
2) New Units: Advanced Indian Units (muskets, horses), Indian Flavor units, African Flavor units
3) New Resources: Cacao, Slaves, Bisons, Turkey etc.
4) Changed concepts: Gold and Silver Mines often get depleted, there's few "Large Deposits" that guarantee stable large profit. While all other goods now produce treasure less frequently, those improvements give one treasury every 2 turns
5) Reworked Techtrees (not too much changed)
6)Larger Timescale (1490-1740)
7) New concept: Indian Musket units. Native Americans need the "Weapons" resource in order to build musket units. Only Europeans do possess the resource (and they possess several).
8) The Songhay have Arab Slave Markets who pump out Treasures every 5 turns
9) No more Colonists; instead newspapers and wonders House of Trades and Emigration Campaign which produce free Settlers (Newspaper every 25 turns, the wonders every ten)
10) New strategy for Native Civs: After discovering "Syncretism", aim for the wonder"Papal Recognition". Papal Recognition will boost the technological advancement considerably until reaching counter-reformation.
Other post-conquest wonders for the natives are "European Mercenaries, a wonder with high maintainance, but which keeps building Pikemen (in my scenario a better unit than in standard game, like Swiss Pikemen)
Now, I'm sure that these ideas need a lot of testing and actually I don't really play too much CivIII, I mod more than I play...
Would anyone of you be interested in playtesting and balancing the scenario?
Do you have more ideas? Especially more "post-conquest" indian wonders/improvements?
Thx, Wernazuma
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