Well, here is the idea. We play the world after WWII. Cold War means, no big conflicts have started so far, but the arms race (and what an arms race ) is going on nonetheless. Anyone interested?
This game is waiting for a replacement player to take over the NATO. Tracker thread is here.
I have found one scenario, that utilizes very few changes to original game rules. Starts in 1961. It has no new units, techs, etc., only some governments removed. Meaning, you can play it on a reasonable machine, and no additional downloads are necessary. Still, it needs to be modded, because it was made for SP, with 10 civs. You can find the original scenario at CFC:
My mod for this game:
Players:
To help the AI (if there are any), and to keep the research slower, we will use Emperor difficulty. Also, no trading, and no Alliances with the AI, only ROPs allowed. The only exception is if they come to you, and you accept an offer without changing it.
The Hidden Nationality units are there to allow some skirmishes between players without going headlong into a fight. Bear in mind, that Africa, and South America are without cities to make the loading times lower. Therefore, some fights for resources and luxuries might happen. Hint: most countries have no Ivory. Hint2: Some people have Carriers in the seas.
Obviously, there will be two major powers in the game - the Warsaw Pact, and the NATO. Two other big guys are the SEATO, and China. Those four are prohibited from building Settlers, bacause that would make the other four players all but irrelevant. As the game progresses, the small guys can grow, and become much more important. As far as I can tell, the military balance does not allow any single nation an easy victory.
Civ is turn-based, so the number of nukes in the hands of some bigger nations (Warsaw Pact, NATO) is dangerous to the game balance. Therefore, if either the NATO, or the Warsaw Pact launch a strike, I expect every other player to immediately declare war on them.
Any comments on the setup are welcome!
Attached is a map of the first turn of the scenario, with the currently planned modifications.
This game is waiting for a replacement player to take over the NATO. Tracker thread is here.
I have found one scenario, that utilizes very few changes to original game rules. Starts in 1961. It has no new units, techs, etc., only some governments removed. Meaning, you can play it on a reasonable machine, and no additional downloads are necessary. Still, it needs to be modded, because it was made for SP, with 10 civs. You can find the original scenario at CFC:
My mod for this game:
Players:
- NATO - waiting for a player
- Warsaw Pact - Modo
- China - Beta Xi Jiang
- SEATO - Shogun Gunner
- India - Mickeyj
- Persia / Pakistan - AI
- Arab League - AI
- Scandinavia - AI
- Split Spain and Korea/Vietnam between other nations, to take the civ count down to 8. Turned finland / Sweden into Scandinavia, giving them the Norwegian cities. There is no way to make this historically acurate, so I will not try to.
- Minor nations get the ability to build Settlers.
- Guerilla unit changed to 10/8/1, Hidden Nationality, no upgrade.
- Normal Submarines (NOT Nuclear) get Hidden Nationality.
- Removed all locked alliances.
- Modern Armor defense decreased to 14, so that it makes any sense to build Mech Infantry.
- Infantry attack increased to 8, so you can attack weaker targets with it.
- Battleship bombard increased to 12, Aegis Cruiser bombard increased to 8, so they become useful for bombarding cities.
- Domination
- Conquest
- Space Race
To help the AI (if there are any), and to keep the research slower, we will use Emperor difficulty. Also, no trading, and no Alliances with the AI, only ROPs allowed. The only exception is if they come to you, and you accept an offer without changing it.
The Hidden Nationality units are there to allow some skirmishes between players without going headlong into a fight. Bear in mind, that Africa, and South America are without cities to make the loading times lower. Therefore, some fights for resources and luxuries might happen. Hint: most countries have no Ivory. Hint2: Some people have Carriers in the seas.
Obviously, there will be two major powers in the game - the Warsaw Pact, and the NATO. Two other big guys are the SEATO, and China. Those four are prohibited from building Settlers, bacause that would make the other four players all but irrelevant. As the game progresses, the small guys can grow, and become much more important. As far as I can tell, the military balance does not allow any single nation an easy victory.
Civ is turn-based, so the number of nukes in the hands of some bigger nations (Warsaw Pact, NATO) is dangerous to the game balance. Therefore, if either the NATO, or the Warsaw Pact launch a strike, I expect every other player to immediately declare war on them.
Any comments on the setup are welcome!
Attached is a map of the first turn of the scenario, with the currently planned modifications.
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