Bloody Seas
(an Age of Piracy scenario)
           
Battle for control of vast world designed for naval combat! Your struggle begins in 1400 AD (with primitive barques) and ends in 1700 AD (with mighty flagships). Each civilization is locked in an epic war with only a single ally. Crush your rivals by amassing victory points from successful battles or the capture of key trade passages. Play a pirate nation or one of the western powers. [LENGTH: long. PLAYERS: single or multi. SPECIAL: relaxed shallow water rules; no Great Wonders or Golden Ages; barques and galleons carry one extra unit.]
 
   
CIVILIZATIONS

Buccaneers: Seafaring, Navigation, Engineering, Mining; 3 cities
Privateers: Seafaring, Navigation, Engineering, Naval Warfare; 3 cities
Spain: Catholicism, Engineering, Mining, Printing; 4 cities
England: Political Ambition, Protestantism, Seafaring, Navigation; 3 cities
France: Political Ambition, Catholicism, Printing, Fine Arts; 3 cities
Netherlands: Protestantism, Printing, Engineering, Seafaring; 3 cities
Portugal: Seafaring, Catholicism, Navigation, Printing; 3 cities
America: Printing, Engineering, Mining, Seafaring; 3 cities
 

SCENARIO SETTINGS

-accelerated production

-relaxed shallow water rules: Deep draft vessels CAN enter cities without  deepwater ports, but their movement is slowed. Deep draft vessels CAN travel in coastal waters but move extremely slowly.

-Barques, fluyts, and galleons carry one extra unit.

-no plagues

-There are four locked alliances:
 1)  Buccaneers/Privateers
 2)  Portugal/Spain
 3)  America/England
 4)  France/Netherlands
You can only trade with your ally. You cannot make peace, trade, or use diplomacy with your enemies. Everyone except your locked ally is your enemy.

-barbarians: roaming

-cultural conversions are allowed

-length: 300 turns

-Victory conditions: you need 150,000 victory points to win outright. You receive the most victory points by capturing cities, defeating enemy units, and occupying victory locations (strategic and economic chokepoints represented on the map by pylons). You begin amassing victory points for a victory location once you have occupied it for ten consecutive turns. Because you are going for a win based on victory points, population size, territory size, and military strength are not the most important factors. Concentrate on activities that generate victory points.


IMPORTANT CONSIDERATIONS

Half of the deepwater squares are still undiscovered. They are unmarked but functional if you find them.

You can trade maps with your ally once one of you has achieved Navigation.

There is no gold in this scenario.

Some technologies such as Church Politics, Maritime Trade and Hydrodynamics have been eliminated for the purposes of this scenario so don't be alarmed by gaps in the tech tree.

For the sake of game dynamics, some of the city improvements normally available in other AOP scenarios are not available in Bloody Seas. Removal of these items has caused some of the graphics to shift in the city build window. Sometimes the name of the improvement will not seem to match the picture. Don't be alarmed by this, it does not indicate a problem with the scenario.

Most of the water on this map is shallow, so development of a shallow-draft fleet is vital. It is also important to explore and identify the naval chokepoints so you can control them, gaining victory points and limiting the movements of your enemies.

This map contains several large bodies of inland water. Don't be fooled into thinking this is open sea. Cities built near large bodies of freshwater can NOT build harbors or ships. Keep in mind, however, that ships CAN navigate freshwater. If you build a city between the sea and a lake, that city will serve as a gateway for vessels headed from one body of water to the other.

 

 

home

privacy

terms

about us

Copyright ©2005-2006.

CivMods.com                      

All Rights Reserved.