Sponsor: Sirian
Opening Date: Friday, July 30 Duration: Five and a half Weeks Civilization:
Portugal Difficulty: Emperor Map Size: Standard Rules: Standard
Victory: Domination, Conquest or Space Version: Conquests v1.22 Scenario
Concept: We don't want no steeking landlubber slums. Variant
Rules: Time to set sail! *
All cities MUST be founded on a salt water coast (harbors buildable). *
May never possess any inland city. Raze inland captures, rebuff inland flips. *
Our units do not venture far from the sea! No military unit may move inland by
more than FOUR tiles. You must be able to count adjacent tiles from your unit
to a salt water tile in four hops, diagonals allowed. (Inland prohibition does
not apply to scouts, explorers and workers, nor to air power and paratroops). *
Must research optional sea-related techs (navigation, ironclads, amphibious, etc)
at the first opportunity. *
Charis Special Vector Rule: We need spices to flavor our seafood diet! Trade for
Spices luxury as soon as they are available. Price is no object! Do not declare
war upon, nor break any deals with, our spice supplier. Obtain our own source
of spices if we can grab one peacefully, even if we have to go inland to do it.
(Special Exception on inland units, ONE expedition and one city allowed inland,
if necessary, for securing our own spices. What good is having all that fish if
we lack for lemon and pepper to sprinkle on top of it???) Scoring:
None. Strategy:
If the AIs plant a couple of cities away from the coast, perhaps if there is a
small pocket of interior land somewhere, conquest victory would require air power
and paratroops working together. So no matter which victory you try for, the game
will run into the modern age. Commentary:
"This scenario has been on ice since Conquests first came out. I had hoped
to wait for a final patch before launching it, but that did not happen. I hope
you enjoy this variant." - Sirian Closing
Day: Monday, September 6 (labor day in the USA). Reports due on September
6 or 7.
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