Hi,
I'm creating an accelerate start for CD's mod using dutcheese scenario.
I'm very interesting on any comments about dutcheese scenario to improve it and adjust it to CD's mod.
So my questions are:
- What do you think I must change to improve it ?
- What's good / bad (enought / too much: PW, gold, etc...) ?
Bellow, some details about dutcheese scenario
Quick Start for PBEM Games
Start with:
PW: 20000
Gold: 15000
Settlers: 10 (25 movement, 0 firepower, 1 HP)
Knight: 1 (25 movement, 0 firepower, 1 HP, removed at turn 3)
Transport: 1 (35 movement, 0 firepower, 1 HP, removed at turn 4)
The first 10 cities created by each player auto grow to size 5 (with creation of 2 Musketeers) if built before turn 4.
25 Advances :
- Agriculture
- Toolmaking
- Mining
- Domestication
- Bronze working
- Stone working
- Jurisprudence
- Ship building
- Writing
- Geometry
- Iron working
- Religion
- Philosophy
- Trade
- Bureaucracy
- Astronomy
- Banking
- Stirrup
- Engineering
- Alchemy
- Classical education
- Hull making
- Medecine
- Gunpowder
- Ocean faring
Sea Colonies are available with Steel and Superconductor discoveries.
Alien Lab available after Wormhole and Alien Biology discoveries.
Alien Biology available after Alien Archeology discovery
I'm creating an accelerate start for CD's mod using dutcheese scenario.
I'm very interesting on any comments about dutcheese scenario to improve it and adjust it to CD's mod.
So my questions are:
- What do you think I must change to improve it ?
- What's good / bad (enought / too much: PW, gold, etc...) ?
Bellow, some details about dutcheese scenario
Quick Start for PBEM Games
Start with:
PW: 20000
Gold: 15000
Settlers: 10 (25 movement, 0 firepower, 1 HP)
Knight: 1 (25 movement, 0 firepower, 1 HP, removed at turn 3)
Transport: 1 (35 movement, 0 firepower, 1 HP, removed at turn 4)
The first 10 cities created by each player auto grow to size 5 (with creation of 2 Musketeers) if built before turn 4.
25 Advances :
- Agriculture
- Toolmaking
- Mining
- Domestication
- Bronze working
- Stone working
- Jurisprudence
- Ship building
- Writing
- Geometry
- Iron working
- Religion
- Philosophy
- Trade
- Bureaucracy
- Astronomy
- Banking
- Stirrup
- Engineering
- Alchemy
- Classical education
- Hull making
- Medecine
- Gunpowder
- Ocean faring
Sea Colonies are available with Steel and Superconductor discoveries.
Alien Lab available after Wormhole and Alien Biology discoveries.
Alien Biology available after Alien Archeology discovery
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