Sponsor: T-hawk
Opening Date: Monday, March 1st Duration: Four Weeks Map Generation: Random,
Edited Civilization:
Celts Difficulty: Emperor Map Size: Small Opponents: Five Land:
Continents 30% Climate: Arid, Flat Barbarians: Roaming Rules: Standard
Victory: Any Version: Conquests 1.15 beta Cultural link and Respawn off Scenario
concept: To try out the new and improved Specialists in Conquests. VARIANT
RULE: Any tile that can be irrigated may not be mined or have a forest planted
on it. This would apply to grassland, plains, and desert. Hills, mountains, and
tundra are free to be mined, and tundra can be forested. If you acquire rival
territory that has such mined tiles, your cities cannot use them until you convert
the existing improvements to irrigation. VARIANT
RULE: You may not switch to Republic or Democracy. Scoring:
Ranked by fastest finish in each victory type. Strategy:
Large quantities of food will greatly encourage the use of specialist citizens,
and lack of the Republic/Democracy trade boost will make the specialists relatively
more valuable economically. These rules may also make the new and improved population-rushing
governments more attractive, and the Celts are religious for a late-game government
swap -- or you can stick with good old Monarchy. The
Celts aren't truly a new civ, but did get some significant changes in the expansion.
Managing the specialists will require city micromanagement, but it should be tolerable
on a small map. Finally, remember that you may not plant new forests (except for
tundra), so you may want to conserve native forests for shield production. To
ensure uniformity and a level playing field for comparisons, please ensure that
you do have Conquests version 1.15 installed before playing. Patch 1.15 can be
downloaded here.
Closing
Day: Monday,
March 29, 2004. Reports due March 29 or 30.
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