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How could we adjust and improve dutcheese scenario for CD's mod ?

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  • How could we adjust and improve dutcheese scenario for CD's mod ?

    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
    Apolyton QuickStart for CTP PBEM

  • #2
    I agree with Klair about two Musketeers being to many but if cities are to auto-grow to size 5 you need them to stop riots. How about changing them to Pikemen?

    Comment


    • #3
      Is it just me or do you get a city size problem right away with Dutcheese's Quickstart. One of the first things you have to do is build a aquaduct. Is this what all the gold is for?

      Why do you think there are too many musketeer's with Dutcheese's Mod?

      Another Question

      Does increasing the number of military units you have in your city gradually increase city happiness/civil order?
      [This message has been edited by DON (edited December 01, 1999).]

      Comment


      • #4
        Here some comments:
        - 2 musketeers are too much at the begining. Keep 1 only
        - Each city need a Granary
        - 15000 Gold is not enought, try with 20000
        - 25 movements is too much for the settlers, try 20
        - 35 movements is too much for the transport, try 30

        What do you think to auto-grow to size 2 all cities created before turn 10 ?

        Hope this help

        Comment


        • #5
          Musketeers are very strong defensive units.
          Don, with wich units could you attack a citie when there are 2 musketeers in it ?
          I think 2 pikemens will be a good replacement.

          PBEM are diplomatic games, too much diplomatic ?

          I had also riot problem, that's why, I think, we need at least a granary and a lot of gold to build what we want, aqueduc is a good solution I think, but there are others solutions.
          [This message has been edited by Klair (edited December 02, 1999).]

          Comment


          • #6
            Just an observation

            I noticed in the one time I played the scenario that neither Monarchy/Theocracy are available for government choices and you cannot research them because you are too far up the tech tree. The only government available for research is Republic - or you will have a long wait for Democracy/Communism/Facism.
            Yes, let's be optimistic until we have reason to be otherwise...No, let's be pessimistic until we are forced to do otherwise...Maybe, let's be balanced until we are convinced to do otherwise. -- DrSpike, Skanky Burns, Shogun Gunner
            ...aisdhieort...dticcok...

            Comment


            • #7
              Hi,

              I'm working on the first version. It's an add-on (scenario) for Apolyton Pack 1.0.
              Start with:
              PW: 20000
              Gold: 20000
              10 Settlers (20 movement, 0 firepower, 1 HP)
              1 Horse Archer: 1 (25 movement, 0 firepower, 1 HP, removed at turn 3)
              1 Transport: (30 movement, 0 firepower, 1 HP, removed at turn 2)

              The first 10 cities created by each player auto grow to size 5 (with creation of 2 Pikemen) if built before turn 4.

              Advances (11):
              AGRICULTURE, TOOLMAKING, MINING, DOMESTICATION, BRONZE_WORKING, STONE_WORKING, JURISPRUDENCE, SHIP_BUILDING, WRITING, GEOMETRY, MONARCHY.

              After readed CD's readme and hexagonian post, I add Monarchy and I remove Astronomy. (with CD's mod theocracy is after Astronomy in the research tree)

              I'm thinking about others advances I will add. All ideas are welcome
              Apolyton QuickStart for CTP PBEM

              Comment


              • #8
                New:
                Now, the horse archer isn't remove, I replace it by a normal one.
                The transport is also replace, but by a drakar.

                I had a problem with the granary, because I don't know how I can a add a building in a city. If you know that, email me at slamp@chez.com
                Apolyton QuickStart for CTP PBEM

                Comment


                • #9
                  Hi,

                  I noticed problems, or sort of problems with CD's mod. Because of new rules in it, It's now more difficult to have 10 cities with Government anarchy. I add 2 others advance (theocray and republic) so each player can choose between Monarchy, Theocracy and Republic.
                  An other problem is that some times cities with 5 pops have not enought food. So my idea is:
                  - The first 10 cities created by each player auto grow to size 3 (with creation of 2 pikemens) if built before turn 3
                  - The first 10 cities created by each player will increase by 2 pops at turn 5.
                  so now we have time to add some farms, etc...

                  Slamp
                  Apolyton QuickStart for CTP PBEM

                  Comment


                  • #10
                    First comments received about this mod:

                    - huge map, deity, 7 opponents (terrific AI)
                    - 50 turns played:
                    republic, production bad, production of gold null, science bad
                    rank: 6th
                    It's very difficult to play with this accelerate start, maybe we need more gold or less settlers.
                    AI created cities very close to each over.
                    Seems to be a problem of terrific AIs

                    Thanks to Brouno for its comments.
                    I will try some others options.
                    Apolyton QuickStart for CTP PBEM

                    Comment


                    • #11
                      The second version will be release on thursday december 14. I need some guys to test it. If you're interest, post your e-mail here or send me an email to slamp@chez.com

                      I forgot to say that first version is available at http://slaamp.virtualave.net/ctp/quickstart.zip
                      [This message has been edited by slamp (edited December 12, 1999).]
                      Apolyton QuickStart for CTP PBEM

                      Comment

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