***CIV 5 MOD/Senario ***
GOD created a PERFECT WORLD ... heaven, earth, day & night ... sky, land , seas, sun, moon, stars ... vegetation & creatures ... man kind in his own image ...and it was PERFECT, so at the 7th day he made a rest...but he should not!! That is when (Sid Meiers) CIVILIZATION happened and a new species developed - THE COMPLAINERS: "The World is too big/ small, too slow, no balance, too much/little resources, too many/ little Civs, not enough CS, wrong city, wrong tile ..."! So many of those "Complainers" worked hard to "improve earth", and last of those many, AugusTIN looked at his CREATION ... and he knew for sure that this is NOT a PERFECT WORLD, but it is a FUN one - have FUN playing :)
1. CONTAINS 2 „SCENARIOS“:
- PERFECT WORLD Classic – created for 12 player MP at GMR
- PERFECT WORLD SP – if you dont have the luck to play MP
3. GOAL
- To create a:
o FAST (small area and extra stuff from 1st turn on)
o „REALISTIC EARTH“ good for Roleplaying and „identification“
o BALANCED (in start position, resources, „tile quality“),
o FUN (crowded, diplomacy, „surprise elements“, gifts),
o STRATEGIC (different nations have different goals depending from location)
GAME without any gamechanging components, keeping the 100% civ5 „feeling“
4. GAME CONCEPTS – SUMMARY (below full version)
- MAP: From Greatest Earth Map in the History of Civilization and the credits go to djvandyke (http://forums.civfanatics.com/showthread.php?t=485015 everything what was not important for a Europe centered game was cut away and shrunk to STANDARD SIZE –but 15 civs and 15 CS!!!
- RESOURCES placement balanced between „real location“ and minor „aid“ for more balanced gameplay
- QUANTITIES of startegic resources are REDUCED – more ingame „startegy“ needed
- CIVILIZATIONS have similar good start positions / room to spread/ tile quality
- CITY STATES play a more crucial role, not only to SIM allies, but conquer, defend, liberate
- FUN KILLERS elimination (details below)
- PRE BUILD CAPITALS, with at least 1WONDER, some extra buildings, units, cities – no one has advantage in number, but stil not all equal but forced to go different „way of playing“
- TECHNOLOGIES – all Civilizations have at least 1 „Classical“ tech but very different ones – no one has advantage in number, but still not all equal but forced to go different „way of playing“
- EARLY CAPTURING others CAPITAL is made hard – Capitals have walls, build on hills and sparse strategic resources prevent big „stocks“ of „same“ units
- EXTRA (UNIQUE) UNITS from start on for defence, exploring and „spicing up the game“
- RELIGION (hard) manipulated for Rome (Catholic), Arabia (Islam) …. And most probabbly England from 4 religions in Total – so „religious war“ could be a consequence