Since we're not going to do an official AU course, I thought it might still be fun to do a comparative game, and get the ball rolling on discussions for AU mod stuff.
Here's a little scenario that I set up for myself:
Civ: Incans
Map: 3 billion years old, standard everything else
Difficulty: Any from Regent to Sid
Modifications: 1. Chasqui Scout 0/0/1 ATAR, 20 Shields, 2. Scout upgrades to Chasqui Scout
I've included a screenshot of the starting location below.
The idea behind the "new" Chasqui is simply to improve it by making it a "super Scout", rather than a "really bad Jaguar Warrior". For those of you puzzling over 'ATAR', it simply means that this version of the Chasqui treats all terrain as Roads. Thus, although it only has one movement point, it can actually travel three tiles every turn (it's basically half an Explorer). The reason to make Scouts upgrade to Chasqui Scouts is to ensure that the Incans start with this new UU right from the start, providing them with some truly awesome exploration capabilities.
The goals of this "test" are twofold:
1. Test out this new and improved Chasqui Scout. Is it too powerful to have at turn 1? Is the 20-Shield cost too high? What kinds of crazy things can you do in the Ancient era with an Explorer-type unit?
This will provide valuable feedback for use in AU mod discussions.
2. Test out the power of the Agricultural trait. The map is one I would refer to as "Good" for Agr. civs. Try to play out the game long enough to determine whether or not Agricultural is really overpowering on such maps (of course, you can play through to completion if you want!). Remember that Agr. still get major benefits in the mid-game once they change governments.
For those of you of a mind to try this out: have fun (that is, try not to think of the gpt and Corruption bugs!).
Dominae
Here's a little scenario that I set up for myself:
Civ: Incans
Map: 3 billion years old, standard everything else
Difficulty: Any from Regent to Sid
Modifications: 1. Chasqui Scout 0/0/1 ATAR, 20 Shields, 2. Scout upgrades to Chasqui Scout
I've included a screenshot of the starting location below.
The idea behind the "new" Chasqui is simply to improve it by making it a "super Scout", rather than a "really bad Jaguar Warrior". For those of you puzzling over 'ATAR', it simply means that this version of the Chasqui treats all terrain as Roads. Thus, although it only has one movement point, it can actually travel three tiles every turn (it's basically half an Explorer). The reason to make Scouts upgrade to Chasqui Scouts is to ensure that the Incans start with this new UU right from the start, providing them with some truly awesome exploration capabilities.
The goals of this "test" are twofold:
1. Test out this new and improved Chasqui Scout. Is it too powerful to have at turn 1? Is the 20-Shield cost too high? What kinds of crazy things can you do in the Ancient era with an Explorer-type unit?
This will provide valuable feedback for use in AU mod discussions.
2. Test out the power of the Agricultural trait. The map is one I would refer to as "Good" for Agr. civs. Try to play out the game long enough to determine whether or not Agricultural is really overpowering on such maps (of course, you can play through to completion if you want!). Remember that Agr. still get major benefits in the mid-game once they change governments.
For those of you of a mind to try this out: have fun (that is, try not to think of the gpt and Corruption bugs!).
Dominae
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