Sponsor:
Sirian Opening Date: Thursday, July 18 Duration: Two Weeks Map Generation:
Random Difficulty:
CUSTOM (Between Emperor and Deity) Civilization: Egypt World Size: Ultra
Tiny (50x50) Opponents: Greece Terrain: Archipelago 70% water Climate:
Standard Barbarians: Roaming Rules: CUSTOM (See Below) Victory: Domination,
Space, Cultural, Histogram Variant
Rules: This is going to be like a boxing match, Good vs Evil. You may not
land any units on the Enemy continent at any time. (Bombardments from sea or air
are allowed). The enemy, of course, will not be observing these boundaries. Also,
you may not trade techs with the AI (nor accept tech as part of any surrender
terms or any other deals). You MAY trade resources and map information, and you
may sell or give away techs to the AI if you desire. Since the AI trades to its
favor anyway, and you do not have multiple AI's to trade one with another, it
wouldn't pay to conduct any tech trades with the AI. All it would do is speed
the overall total progress up the tech tree, giving away advantage to the AI in
trade for speed in reaching "fastest finish" goals, and this is not
what is intended. So... no tech acquisitions from the AI, period. Whether or not
to trade resources is another question. In any case, you are going to have to
do your own research pretty much the whole way through, and in this regard it's
going to feel a lot like Epic Six. Finally,
you may not acquire or settle any cities on the enemy home continent. Not through
peace deals and not through culture flips. All other lands, however, are fair
game.
CUSTOM RULES: * The enemy has costs at 70% of yours (halfway between
Emperor's 80 and Deity's 60). * The enemy starts with three workers (like
Deity) but still only one settler (like Emperor). * The enemy starts with
an extra defender (hoplite) above the standard Emperor bonus. * The enemy
starts with additional "free unit" support bonuses, to match the surplus
units. * Optimal city count has been set to 20. (This means you must have
10 cities to get FP). * Because of lower corruption, research rate has been
set to equivalent of Small maps. * No other rules or settings have been changed.
All other difficulty rules are that of Emperor.
CUSTOM
MAP: Using
the altered ruleset above, I had the editor generate custom maps of size 50x50.
I tried first with Continents settings but the maps always came out with both
sides on the same landmass, which doesn't allow for the "no invasion of the
enemy continent" rule. I gave up on the continents settings and went to Archipelago,
and I still had to run through about half a dozen randomly created maps before
it produced a suitable one. Nothing has been changed or altered regarding the
map randomly generated by the editor: it is as the game made it. Since
I want to play in this one, I scanned the maps as little as possible, looking
for the start locations and seeing if they were on different land masses, and
of roughly equal size. I tried to "tune out" all other observations,
but nevertheless I did notice a few details, and I will reveal them all up front
so that all players will have the same info that I have. *
Both civs have their own continent, roughly equal size, each representing about
30% of the total landmass. (This should allow for domination without touching
the enemy home soil). * The two start points are as far apart as they can
be. * There are dyes northeast of the player start. * There is a tiny
jungle island just southwest of the player start with a coal resource. * There
is a horse resource just northwest of the player start. * There are wines
on the western part of the player's continent. That
was all the information I noticed in my very brief scan looking for start points
and land mass sizes. (There's no minimap in the editor, so I had to scan manually).
When you have explored the range of the starting continent, the enemy continent
is of the same size and the two main continents are not adjacent.
Scenario Goals: Diplomatic is out, obviously, so it's disabled. Conquest
is also impossible under the rule of no invasions of the enemy continent. Domination
may well be the easiest victory condition of those available. All you should need
to achieve it is control of all (or nearly all) of the neutral islands. Space
could be another matter, as it could take a long time to research your way to
the modern age under these conditions. Cultural is an unknown. If you concentrate
on the early wonders at the expense of expansion rate, you may be able to pull
a one city 20k victory. 100k seems more than unlikely, in that the AI with its
bonus rate is sure to have more than half your culture even if you can get to
100k. The histogram win, thus, represents the "tactical challenge" here.
How can you stop the enemy from launching, for certain, without the ability to
attack his homeland?
Domination,
Space, and Cultural victories will be ranked in separate categories by fastest
finish. Histogram wins will be ranked by fastest to possession of All Tech or
by ranking of the amount of tech known. As
an ultra tiny map with only two civs and little land to manage, this epic earns
the distinction of special exception to the three-week-minimum duration rule.
You have two weeks to play and report. Closing
Day: Monday, August 5. Reports due on August 5 or 6. Download
Epic Seven! Read
Epic Seven Results
|