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New 'Civilization' random game

 
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New 'Civilization' random game - 1/2/2009 11:13:26 PM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
I just posted a new masterfile that will support 'Civilization' type games (e.g., games that spans several ages of conflict). This is a masterfile, so you can download and use it to make a random game.

Civilization has 5 ages – Food, Gold, Coal, Oil and Information Age. Each age has special units. It takes 50 city / turns to accumulate enough political points to advance to the next age. When a regime advances to the next age through R&D, production and costs increase by a factor of 4. Combat effectiveness of units increases by a factor of 8. Units of a previous age cannot be upgraded. Stacking points decrease with age allowing for larger armies in time. All ships can carry units.

The food age represents warfare up to 1400. Units include the swordsman, archer, horseman, catapult and galley. No units require supply. Swordsman and archers have engineering capability.

The gold age represents warfare up to 1750. Units include the pikeman, crossbowman, knight, bombard and galleon. No units require supply. Pikeman and crossbowman have engineering capability

The coal age represents combat up to 1900. Units include the musket, field piece, dragoon, mortar and ironclad. Units in this age and beyond require supply. Ships in this period and beyond are faster.

Oil age represents combat up to 1980. Units include the rifle, machine gun, tank, artillery, tac air and capital ship. Tanks in this period and beyond are faster than horse units. Rifles, machine guns and tanks have a short artillery range (embedded mortars). Machine guns have flak capability. Capital ships are a combination of battleships and aircraft carriers.

The information age represents modern and near future warfare. Units include mobile infantry (para capable), ZSU, main battle tank, stealth aircraft, missile launchers and stealth ships. Aircraft have longer range.

This is a very simple first try at a new concept. If anyone would like to use this master file on maps (either real or fictional) or flush out the ages beyond 5-6 units, feel free.
Post #: 1
RE: New 'Civilization' random game - 1/3/2009 1:04:44 AM   
explorer2

 

Posts: 465
Joined: 11/30/2007
Status: offline
Tom - you're amazing. Where do you find time to put out all these great mods?
Were you able to include the great Civilization feature of linking certain resources (horses, copper, iron, oil, etc...) to types of production (horses required for cavalry, etc..)?
Again, I'm really impressed.

(in reply to tweber)
Post #: 2
RE: New 'Civilization' random game - 1/3/2009 2:25:54 AM   
SSFSX17

 

Posts: 182
Joined: 10/14/2001
From: California
Status: offline
I would think that supply would be an even stricter constraint in the earlier ages than in the later ones, since armies had to either forage (and thus destroy the countryside) or bring extremely heavy supply wagons. Also, I would think that there would be LANDCAP and NAVYCAP providers in later ages. However, I must say that you continue to produce great scenarios and I am looking forward to the next version of this masterfile.

EDIT: In fact... is it alright with you if I make a custom version of this masterfile?

< Message edited by SSFSX17 -- 1/3/2009 2:28:11 AM >

(in reply to explorer2)
Post #: 3
RE: New 'Civilization' random game - 1/3/2009 3:39:32 AM   
tweber

 

Posts: 1411
Joined: 6/27/2007
Status: offline
Hi SSFSX17,

I set the stack points in the early age high to prevent large armies.  I did not make supply since I did not think that supply lines were that important as foraging and campaign during the harvest season was common. 

In any case, feel free to flush this out. 

Tom

(in reply to SSFSX17)
Post #: 4
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