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Adventure Fifty-Four: Hill Valley - CLOSING DAY

[SIZE="6"]Adventure Fifty-Four: Hill Valley[/SIZE]

Sponsor: T-hawk
Opening Date: Monday, August 6, 2012
Duration: Five Weeks
Map Script: Custom Continents, customized
Game Speed: Normal

Difficulty: Monarch
Civilization: Khmer
Leader: Roosevelt
World Size: Standard
Opponents: Six
Victory: Any
Options: No Tech Trading, No Random Events, Unrestricted Leaders

[attach]2650[/attach]

Scenario: We bring you another game where the variant is an unusual map. Every land tile is a hill! The AIs will be dealing with the same condition in their land. Oceans exist as normal.

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Scoring: Scoring is optional. You can play just for the wacky map experience if you like. If you want to compete for scoring, keep track of the following dates and information. Each of the following categories is scored competitively.

10 points - First place
8 points - Second place
6 points - Third place
4 points - Fourth place
3 points - Fifth place
2 points - Sixth place
1 point - Seventh place

- Fastest to research Machinery

- Fastest to research Replaceable Parts

- Fastest to own a size 15 city

- Fastest to build any world wonder other than Stonehenge/Oracle

- Fastest to build any world wonder of at least 550 hammers (such as Sankore, Sistine Chapel, Notre Dame, Taj Mahal)

- Most population by 1 AD (the scoreboard mouseover for population points, not the demographics population)

- Most population by 1500 AD

- Fastest to produce 88 beakers per turn. To qualify for this, you must actually produce 88 or more beakers - any scientists or Research builds must actually run for one turn. What counts is your beaker production shown on-screen, so before multipliers for devaluation and prerequisites. Take a screenshot and then end turn without making any further changes. Deficit research is okay as long as you have the cash to pay the deficit.

Add 20 points for any victory.

If you win the game before achieving a goal, the following rules apply. You score using the date or population of your victory to a maximum of third place, and you don't "push down" other players' results. Example: You win in 1600 AD before researching Replaceable Parts. The fastest three players reached RP in 1550 AD, 1650 AD, and 1750 AD. You score 6 points for a "phantom" third-or-better place, while the 1650 AD player scores 8 points for second place and the 1750 AD player scores for third place. The intent is to avoid late game milking (you get a good score rather than having to play a won game to Rep Parts) but also to avoid a very fast finish disrupting the scoring for other players.

Closing Date: Monday, September 10, 2012. Reports due by the end of Tuesday September 11, your local time, for official scoring.
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Is this the first unrestricted leader adventure?
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A note: I intend to approve Ruff's dotmapper mod for this adventure, after I look through the details of it probably tomorrow night. In the meantime, don't start playing just yet if you intend to use the dotmapper mod.

Noble, we've done Unrestricted Leaders a couple times before. Focal Point was one: http://realmsbeyond.net/civ/c4tourney/epic23.html
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Was I the only one who saw the title and expected a Back to the Future reference?
Suffer Game Sicko
Dodo Tier Player
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There is indeed a Back to the Future reference, although it's not a primary theme. Read real closely. wink
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88 beakers. wink
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Oooh. I think I'm just going to play this for fun (and wait for the dotmapper), but the start is very interesting. I wonder if India is in the game...
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.

1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.

2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.

3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.

4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
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Gaspar needs to play and build some windmills.
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This map looks like it has the potential to become the ultimate wet dream for Don Quixote.

I'll give it a shot and hopefully complete it. Getting a new violently powerful gaming laptop for my daily commute has been both a blessing and a curse. Opening up the possibility to play every single awesome game released the last 6-8 years has put a bit of a dampener on my Civ4 playing time smile

I hope that neither the Zulu nor the Mongols are present in this game...
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I'm more worried about the Celts than the Mongols.
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