Sponsor: T-hawk
Opening Date: Monday, June 2 Duration: Three Weeks Map Generation: Edited Civ:
Arabia World Size: Small Map: Continents, 20% land Climate: Arid,
Warm Barbarians: Roaming Difficulty: Monarch Victory: Space Opponents:
Ottomans, Egypt, Rome, England, France Scenario
Concept: Five-City Challenge, building all five cities as well as you can.
All of the Five Pillars of your Arabian civilization are equally important. None
must fall behind the others. The main scoring factor is the cultural value of
the LOWEST of your five cities. Variant
Rules: Your civilization may never possess more than five cities at the end
of a turn. You may temporarily acquire a sixth city (via conquest, flip, propaganda,
cession, etc), as long as you get down to five before ending your turn. You may
not temporarily acquire a seventh city (and thus cannot build the Forbidden Palace.) Scoring:
The main scoring factor is the cultural value of your fifth-highest cultured city
in 1802 AD, or at game end if that comes earlier. (You must have all five cities
to receive these points.) Historically,
1802 AD was the end of the ancient Arabian lines of government, when the Wahhabi
sect conquered Mecca, throwing the region into disarray until later reunification
under the Saudis. The cultural achievements of your Arabia will be judged at this
date. (But instead of being conquered, your Arabia will hopefully go on to space.) If
your game ends before 1802 AD, use the cultural status as of the end date, plus
a baseline value of 20/turn for each turn before 1802. Most wins probably won't
occur so soon, given 20% land, a dry climate, and the variant restrictions, but
this is here to compensate for anyone that does win early. The other victory types
are disabled to allow maximum time for culture building before the day of reckoning. Bonus
score: 500 points: Victory 100 points: Each of the five slots in the
F11 Top Five Cities list occupied by one of your cities at game's end 200
points: Extra bonus for possessing all five Top Cities 100 points: Each of
the four Ages in which you commit no dastardly acts 100 points: Extra bonus
for playing the entire game Honorably. Note that acquiring a sixth city and then
abandoning it would be dastardly. Giving it away to another civilization would
not be dishonorable. Strategy:
For a Five-City Challenge, careful management of your limited economy and resources
is key. You'll have only one core, with no Forbidden Palace. Even on Monarch difficulty,
you'll have to trade well to keep up and acquire the technologies and resources
for the spaceship launch. Remember that colonies are unrestricted and can be a
powerful tool to acquire extra trading leverage. You'll want to carefully select
your city locations, of course, and build a strong ancient culture base in each.
How to pursue the scoring options is up to you. Good
luck!
Closing
Day: Monday, June 23. Reports due on June 23 or 24.
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