I just got a spectacularly dumb idea:
Battleship: MGE edition!
Your "ships" move over land squares. Your command ship is an invisible flying unit with the carrier ability and needs to survive or your civ is killed by events.txt. Each turn, players are given a set number of aerial "shots," with a range of one, to paradrop into place and fire. You earn a future tech and money for every enemy ship you destroy. Collect enough money, and you can buy special shots in your solitary town in the corner of the map, like nukes; "spy drones" that can see subs, seeX2 and have a movement of five or so, but have a lousy attack; invisible domain-two "minefields," and so on. Only non-command ships have the fighter ability, so you need them to kill the enemy commander. I guess the commander would have to be forbidden from disbanding by asking the players to respect a house rule.
Alternately, "Capture the flag MGE." Most of your units are ships; dry land represents rough terrain and cities only. Each player has an untakeable city in the middle of nowhere in addition to takeable strongpoints scattered over the map, so the only way to win is to destroy the enemy's land-based "flag" unit, which, as in battleship, sics events.txt on 'em. The flag is a diplomat and can only be carried by a weak "leader" unit, which can be built but is basically incapable of battle; its only hope is to use the flag to bribe enemies who get too close, or to run away. The flag, being the only mobile land unit(there are NO helicopters), is essential for taking enemy cities and thus increasing your production base while lowering the enemy's(and denying his/her flag a hiding spot). All ships, leaders included, are settlers, and food doesn't exist, so you have a very finite supply of basic troops.
Infinitely producible units include movement-zero guards for your cities and magic spell units. Magic spells are your flying units, including non-missile nukes(I know they're destroyed by the shockwave anyway; they're non-missile to prevent the wrong units from being able to carry them), whirlwinds that can move about a dozen spaces per turn and have a range of one, and magic barriers that can sit in narrow passes for seven turns impeding enemy progress. Spells can be carried only by Wizard units.
There are also "arrow" units, which are missiles and are given every turn by events to players in each city they control. These *could* be carried by wizards, of course, but are better given to submarine archers, who move more quickly and, because of their invisibility, are great for ambushes.
Other units include Knights, who can't carry a thing but smash the hell out of any normal enemy, Priests who can attack barriers and other spells, and Scouts who move VERY quickly and have a great range of vision. Research gives you better units and spells to build, and in some cases gives you extra arrows or a little extra money each turn. If you need more cash, immobile, submarine, barbarian "buried treasure" diplomats hide in various places around the map. You need a Scout to see them, of course...
It's probably got potential to be great fun, but I don't have MGE and am probably to lazy to execute it anyway so it's free for the taking. I don't think the AI could handle it.
Battleship: MGE edition!
Your "ships" move over land squares. Your command ship is an invisible flying unit with the carrier ability and needs to survive or your civ is killed by events.txt. Each turn, players are given a set number of aerial "shots," with a range of one, to paradrop into place and fire. You earn a future tech and money for every enemy ship you destroy. Collect enough money, and you can buy special shots in your solitary town in the corner of the map, like nukes; "spy drones" that can see subs, seeX2 and have a movement of five or so, but have a lousy attack; invisible domain-two "minefields," and so on. Only non-command ships have the fighter ability, so you need them to kill the enemy commander. I guess the commander would have to be forbidden from disbanding by asking the players to respect a house rule.
Alternately, "Capture the flag MGE." Most of your units are ships; dry land represents rough terrain and cities only. Each player has an untakeable city in the middle of nowhere in addition to takeable strongpoints scattered over the map, so the only way to win is to destroy the enemy's land-based "flag" unit, which, as in battleship, sics events.txt on 'em. The flag is a diplomat and can only be carried by a weak "leader" unit, which can be built but is basically incapable of battle; its only hope is to use the flag to bribe enemies who get too close, or to run away. The flag, being the only mobile land unit(there are NO helicopters), is essential for taking enemy cities and thus increasing your production base while lowering the enemy's(and denying his/her flag a hiding spot). All ships, leaders included, are settlers, and food doesn't exist, so you have a very finite supply of basic troops.
Infinitely producible units include movement-zero guards for your cities and magic spell units. Magic spells are your flying units, including non-missile nukes(I know they're destroyed by the shockwave anyway; they're non-missile to prevent the wrong units from being able to carry them), whirlwinds that can move about a dozen spaces per turn and have a range of one, and magic barriers that can sit in narrow passes for seven turns impeding enemy progress. Spells can be carried only by Wizard units.
There are also "arrow" units, which are missiles and are given every turn by events to players in each city they control. These *could* be carried by wizards, of course, but are better given to submarine archers, who move more quickly and, because of their invisibility, are great for ambushes.
Other units include Knights, who can't carry a thing but smash the hell out of any normal enemy, Priests who can attack barriers and other spells, and Scouts who move VERY quickly and have a great range of vision. Research gives you better units and spells to build, and in some cases gives you extra arrows or a little extra money each turn. If you need more cash, immobile, submarine, barbarian "buried treasure" diplomats hide in various places around the map. You need a Scout to see them, of course...
It's probably got potential to be great fun, but I don't have MGE and am probably to lazy to execute it anyway so it's free for the taking. I don't think the AI could handle it.
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