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Wild Frontier (an Age of Piracy scenario) |
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The New World is yours for the taking! Conquer this dangerous new land and fill your coffers with gold. Your bold quest begins in 1650 AD and ends in 1750 AD. Best your rivals by amassing victory points from successful battles or the "acquisition" of gold. Play a pirate clan or one of the European powers. [LENGTH: medium-long. PLAYERS: single or multi. SPECIAL: strict shallow water rules; no Great Wonders or Golden Ages.] |
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| CIVILIZATIONS Buccaneers:
Imperialism; 3 cities SCENARIO SETTINGS -all civs start with all of the Discovery Era technologies -accelerated production -no plagues -no cultural conversions -map trading is allowed from the start of the game -All civs start the game in contact with each other. All civs have embassies with everyone. -barbarians: raging -food consumption: 3 per citizen (slow growth) -Victory conditions: you need 125,000 victory points to win outright. Amass points by mining or stealing gold (and taking it to your capitol) or by destroying enemy units and capturing cities. 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. -Only the English can build armies. -Only the Dutch and English can build Settlers. The English start with with multiple Settler units. The Spanish, French, and Portuguese can build Black Robes (with Mission Building). -The Buccaneers and Privateers can NOT build settlement units (but they
still receive one free Settler at the beginning of the game). They must
establish new cities through conquest. Unlike other AOP scenarios, you begin Wild Frontier with all of your "superunits" and you don't have to build them. But use them wisely because they can't be replaced. Half of the deepwater squares are still undiscovered. They are unmarked but functional if you find them. Much of the map has not been revealed. Be sure to use your ships to open up sea lanes to all your cities. Otherwise you won't be able to trade resources between ports. You begin this game in the Colonial Era, and already have all of the Discovery Era technologies. Some technologies such as Naval Leadership, 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. Some of the city improvements normally available in other AOP scenarios are not available in Wild Frontier. 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. Getting gold is VERY important in this scenario. Cities with access to gold squares can build gold mines (a city improvement). If you build a mine, it will produce a gold unit every 20 turns. Any unit can seize the gold treasure and carry it to your capitol where it disappears, raising your treasury by 250 gold and delivering 1000 victory points. If you transport the gold unit with a naval unit, be certain the naval unit can reach your capitol (for example, the French capitol of Quebec is only accessible by shallow draft vessels). Once a unit has seized a gold treasure for transport, the gold cannot be released until it is successfully delivered to your capitol! In addition to producing gold from gold mines, you can also steal gold from other civilizations and even from the natives. In Wild Frontier, irrigation bonuses begin under Monarchy instead of Constitutional Monarchy. Irrigation bonuses remain during periods of Anarchy. In this scenario, the French can NOT build Imperial Guards. These elite units had their hands full in Europe and were not a factor in the New World. All of the civilizations have proxy capitols set up in the New World. |
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