Sponsor: Sirian
Opening Date: Monday, November 18 Duration: Four Weeks Map Generation:
Random, edited slightly Difficulty:
Emperor Civilization: Egypt World Size: Standard Opponents: Seven
Terrain: Continents, 70% water Climate: Wet Barbarians: Roaming Rules:
MODIFIED (see below). Cultural Start and AI Respawn disabled. Victory: Any
but Diplomatic (which is disabled). Version: 1.29f 
Scenario
Concept: When ideas for epics were being floated around, KingBob suggested
we try a game with food consumption set to one per citizen. I thought that was
a good idea, but that there would need to be rules modifications to keep it interesting,
otherwise there would be a food glut and the game might grow boring. Getting
the rules right for the One Food Mod proved more difficult than I first anticipated.
I put a great deal of care into it, then playtested and learned that I'd overlooked
a few things, resulting in a broken system that rendered forests into an ubertile,
among other things. (It would not have been a good thing to have folks planting
forests on every single tile!) So I had to rework the rules again, and rebalance
several terrain types again. With just a few options, you might think there would
be limited ways to do this, but there are apparently a lot more ways to do it
wrong than to get it right enough to be fun to play. 
Terrain Modifications:
Flood
Plain: 1 food, 0 shield Grassland: 1 food, 0 shield (bonus gives +1 shield).
Plains: 0 food, 1 shield Hills: 0 food, 1 shield Forest: 0 food, 2 shield
Jungle: 0 food, 1 shield Coast: 0 food Sea: 0 food Resource
Modifications: Game:
+1 food Cattle: +1 food, +1 shield Sheep: +1 food, +1 commerce Oasis:
+1 food, +2 commerce Worker
Task Changes: Flood
Plains: Irrigation increased to +2 food Desert: Cannot be irrigated Hills:
Irrigation +1 food (Mining still +2 shield) Mountains: Mining reduced to +1
shield If
I didn't list it, I didn't change it. Everything else remains standard. Note that
harbors still add +1 food to coastal and sea tiles. Rails add +1 food or shield
to any tile with irrigation or mining, as applicable. Also note that your city
center tile will have one food regardless of the terrain on which you settle. The
editor generated a map for this game. I took the first one it churned out, but
I did handpick which start location the player would get, then edited a few tiles
here and there to improve balance for several of the start positions -- no Epic
14 Dud Starts(TM) this time. As a result of my map work, my own results will not
compare fairly, and will count only as a shadow game. I do intend to play, though.
This one is going to be... different. :) 
Strategy: Food is going to be more scarce overall. High food areas will
be more prized. Many city sites will not be even minimally functional until workers
have improved some of the tiles. The workers will be crucial, so I made sure to
choose an industrious civ. If the mod gets high marks, perhaps we'll try it again
some time with another scenario.
Scoring:
None. This is the last Epic of the year, just have a good time. Special
thanks to KingBob for suggesting this scenario. Closing
Day: Monday, December 16. Reports due on Dec 16 or 17.
Download Epic Twenty
Read
Epic Twenty Results 
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