I'm currently trying to set up an epic "Bye bye PtW" game for the time after AU 210, and I think I should try something new, at least for me. I want to be it a game on a very big map, including all 24 civs. Here's what I'm up to do:
Map settings
------------
- huge 200x200, 24 civs, raging barbarians
- continents, normal humidity, temperate
- world age 3 bill years, given the map size this makes beautiful, very rough terrain
- Tech rate increased 25% for map size and another 25% to slow down tech race, makes +62.5%
- Minimal research time 5 turns, maximal research time 50 turns
Terrain changes (very important!)
---------------------------------
- No cities on jungle, forest, desert (yes on floodplains), tundra and mountains
- No roads on mountains. Stock mountains given +1 commerce.
- All mountain resources except gold moved to hills.
- Ocean impassable for wheeled units.
Unit changes, mostly from the AU mod, some highlights
-----------------------------------------------------
- Knight level units (except Keshiks), Cavalry level units and all modern units wheeled
- Keshik has movement cost removed at mountains and hills, War Elephant at forest and jungle
- Paratroopers 8.8.2, +1hp, cost 12
- Marines 10.6.1, +1hp, cost 12
- Land Bombard units and Leaders can be airlifted
- Cruise Missiles can be loaded
- Air unit and missile range increased 30-50%
- Stealth aircraft can't be carrier based
- Stealth fighter has lethal sea bombardement, Stealth Bomber even land and sea
- Ship movement except Galleys and Ironclads increased by 1-2 points
- Destroyers detect subs and can carry 1 tactical missile, nuke subs can carry 2
- Galleys and Ironclads are wheeled. No suicide galleys, period.
Still undecided
---------------
- Should I eliminate railroads from the game and increase the road movement to 4 or 5? That gives better military tactics, hands down. The production and food bonuses RR gives need to be replaced by moderately increasing some basic stats instead.
What do I expect from the game?
-------------------------------
- I don't aim for killer AIs. Not all 23 AIs can be killers. Some will be huge, some pitiful small due to terrain constraints. C'est la vie.
- No roads on mountains makes up for some interesting tactical moves and city placement at strategical important points. Mountain chains are gigantic, given the map settings
- No cities on desert and tundra keeps the AI to waste settlers on crap cities. Want that oil or the luxury? Build a colony, protect it and guard the road.
- No cities on forest means: Don't cheat and plant forest on tundra, then settle.
- I don't want to conquer the map. That would be an insane slugfest. I'm even thinking to switch off all victory conditions and just to power-play till 2050, or till I get sick of the game.
So what do you guys think of these conditions. I would especially appreciate the opinion of our economy buffs and AI experts, what concerns the city building constraints, the road issue on mountains, and maybe the open railroad question.
Map settings
------------
- huge 200x200, 24 civs, raging barbarians
- continents, normal humidity, temperate
- world age 3 bill years, given the map size this makes beautiful, very rough terrain
- Tech rate increased 25% for map size and another 25% to slow down tech race, makes +62.5%
- Minimal research time 5 turns, maximal research time 50 turns
Terrain changes (very important!)
---------------------------------
- No cities on jungle, forest, desert (yes on floodplains), tundra and mountains
- No roads on mountains. Stock mountains given +1 commerce.
- All mountain resources except gold moved to hills.
- Ocean impassable for wheeled units.
Unit changes, mostly from the AU mod, some highlights
-----------------------------------------------------
- Knight level units (except Keshiks), Cavalry level units and all modern units wheeled
- Keshik has movement cost removed at mountains and hills, War Elephant at forest and jungle
- Paratroopers 8.8.2, +1hp, cost 12
- Marines 10.6.1, +1hp, cost 12
- Land Bombard units and Leaders can be airlifted
- Cruise Missiles can be loaded
- Air unit and missile range increased 30-50%
- Stealth aircraft can't be carrier based
- Stealth fighter has lethal sea bombardement, Stealth Bomber even land and sea
- Ship movement except Galleys and Ironclads increased by 1-2 points
- Destroyers detect subs and can carry 1 tactical missile, nuke subs can carry 2
- Galleys and Ironclads are wheeled. No suicide galleys, period.
Still undecided
---------------
- Should I eliminate railroads from the game and increase the road movement to 4 or 5? That gives better military tactics, hands down. The production and food bonuses RR gives need to be replaced by moderately increasing some basic stats instead.
What do I expect from the game?
-------------------------------
- I don't aim for killer AIs. Not all 23 AIs can be killers. Some will be huge, some pitiful small due to terrain constraints. C'est la vie.
- No roads on mountains makes up for some interesting tactical moves and city placement at strategical important points. Mountain chains are gigantic, given the map settings
- No cities on desert and tundra keeps the AI to waste settlers on crap cities. Want that oil or the luxury? Build a colony, protect it and guard the road.
- No cities on forest means: Don't cheat and plant forest on tundra, then settle.
- I don't want to conquer the map. That would be an insane slugfest. I'm even thinking to switch off all victory conditions and just to power-play till 2050, or till I get sick of the game.
So what do you guys think of these conditions. I would especially appreciate the opinion of our economy buffs and AI experts, what concerns the city building constraints, the road issue on mountains, and maybe the open railroad question.
Comment