Okay, here's some comments. This adventure branched off from a significantly different original concept from Qgqqqqq, which was to play a Terra map where the new world land was pre-filled with cottages all over the place. We developed a scoring system that included conquering and holding cottages and towns along with the barbarian stuff. Together with Sullla we then realized that the scenario was trying to do too much, so dropped the cottages aspect and focused on the barbs.
Qgqqqqq made an original map, that frankly had several problems. It was too big (30 tiles across the ocean), with Portugal not so well positioned (roughly akin to South Africa), and the new world was not nearly big enough to approach domination (and making it so would have meant about 60 barb cities in all.) He was traveling and busy so I made a new standard sized map. I copied his roster of AIs; I don't know if they were selected or random.
I made the new continent much bigger to enable domination; the Terra map script seems to roll it at about half the size of the old world. I hand-drew enough land to roughly double its size; everything southeasterly of a line approximately from Libyan through Saxon. This was the first time I ever hand-drew land on that scale, but since nobody noticed anything amiss I guess it was pretty much indistinguishable.
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The old world land started weak and I left it that way, except for the one river site south of the capital (Ceiliazul's Coimbra) to make for a strong shipbuilder. I did add the furs and one other luxury a little ways out. I also deleted some chunks of land on the eastern and southern areas of the old world, again to make the new world sufficient for domination, which is why the AIs came out so cramped.
I didn't realize that barb cities would pop up in the old world too. I thought barb city spawning was restricted by how many already existed. Guess not.
As for scoring, there were 36 barb cities pre-placed, so timmy's report of 35 means that he either miscounted or one got razed somewhere. Also, Ceiliazul is reporting credit for wonders that were cash-rushed, which didn't count as per the original rule. I'll leave it to Qgqqqqq and the players to sort out these scoring details.
(March 1st, 2013, 10:49)Compromise Wrote: Maybe we can add a 'contagious, devastating plague!' dynamic to Civ...or at least to Terra maps.
This has been tried from time to time in Civ games. Civ 3 had random occurrences of disease in cities (-2 population) and Civ 4 has assorted random events. And there are mods that introduce such things, or attempt to recreate other historical backslides like the fall of Rome. Turns out that players hate hate HATE adversarial shit messing with their strategy. (Read the succession game where Sullla plays Rhye's and Fall for some serious rage.) So we have yet to come up with a palatable way to satisfyingly model this sort of stuff in a game.