Tournament
(an Age of Emperors scenario)
           
Emperors clash on a map that gives each player roughly the same amount of land and resources. The winner will be determined by skill, not by geographical luck. Be prepared to play at your best as you enter the AOE tournament world! [LENGTH: medium-long. PLAYERS: single or multi. SPECIAL: no shallow water rules.]
 
   
CIVILIZATIONS

Rome: Bronze Working, Alphabet, Warrior Code, Pottery, 25 gold, 2 Settlers, more techs possible w/ goody huts.
Carthage: Masonry, Alphabet, Pottery, Warrior Code, Ceremonial Burial, 400 gold, 1 Curragh, 3 Settlers.
Macedon: Bronze Working, Alphabet, Pottery, Warrior Code, Ceremonial Burial, 400 gold, 1 Curragh, 4 Settlers.
Persia: Masonry, Alphabet, Pottery, Warrior Code, Ceremonial Burial, 400 gold, 4 Settlers, more techs possible w/ goody huts.
 

SCENARIO SETTINGS

-All civs start with roughly the same land area and resources.  However the scenario is designed to give Macedon and Persia an early peak, with Carthage peaking mid-game and Rome late game.

-no shallow water rules: all ships can travel through any water without movement penalty.

-no plagues

-barbarians: roaming

-cultural conversions are allowed

-length: 500 turns (1,000 years: 550 bc - 450 ad)

-Victory conditions: you need 200,000 victory points to win outright. You can also win by destroying all your opponents or by controlling 34% of the terrain and 61% of the population.  You receive the most victory points by capturing cities. If you are going for a win based on victory points, population and territory size are not the most important factors. Concentrate on military activities that generate victory points.


IMPORTANT CONSIDERATIONS

This scenario will have many units and is not recommended for slower computers.  Turn off unit animations to increase speed.

Macedonians are militaristic in addition to their normal strengths

Hoplites have +1 HP and cost 40 gold instead of 50

This scenario is more naval-oriented.  Ships are half-price and cost no population to build.  In general, ships are more powerful (all have +1 transport and a slight defensive edge). Curraghs are available with no tech prerequisites to all civs. Triremes transport 4 units, Quinqueremes transport 5. Carthage can build Elite Triremes. All ships have +6 range. Triremes and Quinqueremes can bombard (lethal sea, non-lethal land).

All ground units, except settlers, citizens, and armies cost 50% more. But armies cost less population to build (2 population for Carthaginian Armies, 3 for all others).

Jungle squares have 1 shield instead of 0; desert has 1 food instead of 0; neither jungle nor floodplains cause illness.

Settlers and Citizens (Roman Settlers) cost only 1 population point instead of two. Workers, Settlers and Citizens cost less shields to build.

Harbors create Raiders (the only amphibious attack unit) every 75 turns.  Raiders can not be built.

The Temple of Artemis wonder gives temples in every city, not just cities on the same continent.

All civs are expansionists; all the major civs are seafaring.

The rich central islands contain goody huts, so jump on those early. When playing against the AI, early, aggressive colonization of these island (even before populating your own continent) really pays off.

Don't ignore diplomacy.  It is a very important part of this scenario and vital to your success when playing at higher levels.

 

 

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