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To further explain, one of the good things about Civ2 is the ability to create your own empire the way you want it. They're 'your' cities where 'you' founded them populated by 'your' people. Scenarios by nature limit if not mostly bypass this aspect, however the extent of this limitation is up to the scenario author. The author could have addressed the size of the tribes in several ways. If it was felt necessary to include all of these cities, an alternative approach may have been to make half of them Barbarian cities with weak defensive units, and give the player about a dozen starting cities plus the opportunity to seize a lot of the Barbarian ones. That way, the player feels they have worked and won their new city (and established this 'personal affiliation') rather than just been given it from the outset. The Barbarian cities may be renamed to be 'Independent' or some other term by manipulating other scenario text files. GAME LENGTH: 480 turns is arguably excessive for a scenario, and certainly one that begins on such an 'epic' scale. By confining the game to 150 turns for instance, the player not only has to contend with the other tribes, but also the 'clock'. This scenario is set up so the game would effectively be won or lost in the first 100 turns anyway - the player is going to destroy a rival tribe and garner enough momentum to take out the rest, or defensively protect itself while another tribe instead seizes the game's control. The 480 turns effectively makes the game 'limitless' in this case, and total victory for one tribe or another should be obtained well before this point is reached. GOVERNMENTS: The opportunity for government switching has been removed. Some may argue that this is a constraint placed on scenarios by authors that usually does little to improve the game (there are exceptions of course). Given the scenario is futuristic, and not bound by the need for historical accuracy, alternative government forms will offer the player greater options and diversity in terms of game strategy. TECHNOLOGY: The default technology tree has been used as the basis for the Civilization advances, but the author has made a few curly additions to it, which is good. Perhaps a more ambitious set-up may see the scrapping of the whole technology tree, and a new one to replace it. The tech' tree utilised in USA2010 (Best-on-Net section of the Fantastic Worlds add on) contains plenty of ideas for 'futuristic' technologies. Additionally, Sid Meier's Alpha Centauri® presents another range of technological possibilities that could be embraced in a new set up for the Civilization advances. WONDERS: Many of the Wonders have been distributed and given new identities. Others too may have benefited from new names (e.g. the Hoover Dam in Russia). New icon graphics would further differentiate this scenario from the standard game. |
The 'read me' or 'story' file is too brief. It sets out the plot's modern history, but could attract more attention. Other issues that could be included; game information (new units, technologies, etc.), proposed strategies by tribe, and more personal commentary (why I chose to write this scenario, my inspirations, some good tricks I used). SUPPORT FILES: The game.txt and labels.txt files are omitted. However, these can be used to alter the way the game refers to some game aspects, such as how text is phrased in pop-up windows during diplomatic relations, or as earlier noted; converting 'Barbarians' into 'Independents'. An opening graphic, while performing no practical use, is often a nice supplement to supporting the theme. The author did not include one. MAP: The map is fine geographically, and the author has clearly spent a long time developing it with lots of cities and landform improvements (farmland, mines, railroads, etc.). The extent of effort in setting up the map with these terrain enhancements is one of the strengths of the scenario, although again, the number of cities included is questionable. There has been no attempt however to change the look of the landscape or the cities using graphical amendments to terrain1.gif, terrain2.gif, or city.gif. Changing city.gif also allows the author to further differentiate the scenario from the default game by changing tribe flags and colours, let alone city designs. 'BLOODLUST': The Apollo Program and space ship parts still appear to be obtainable, however it seems that when setting up the game the author used the 'bloodlust' option. To keep the game tidy and to minimise confusion, the Apollo Program and the spaceship parts should be removed from the scenario via modifying rules.txt by making their prerequisites 'no' so these are no longer incorporated in the Civlopedia. |
UNITS: The addition of a new range of units is well handled. These appear fairly contemporary by nature, and the author could have further explored more options along the lines of the scenario's 'Fusion Tank'. The submission of a range of new graphics is good, and the scenario can only benefit by more of these. What will the weapons be of the mid-21st Century? To what extent will biological warfare have on conflict? Is it envisaged that 'plasma guns' and other sci-fi oriented units could play a role? EVENTS: This is a very under-utilised aspect of the scenario, containing the single 'NoSchism', and there is plenty of opportunity to inject imaginative ways to build up a series of 'events' to reinforce the theme. This setting allows the development or extension of the story line by involving; a political scandal, a kidnapping of a government leader, or the massive spread of pollution and ways to address this dilemma - to name just three of hundreds of optional possibilities. There is a decent enough starting theme in mind - but the author may have wanted to address ways to maintain it. The imaginative use of the events file may push towards defining and strengthening the game objectives. SOUNDS: Included are sound changes that are well done. This is one aspect (due to their effect of dramatically increasing the size of the scenario package) that many scenarios bypass. The files themselves are 'standard' Civ2 sounds, however despite lack of originality, the fact they have been included is a good move. |
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CONCLUDING REMARKS: On the 'plus side'; the starting theme is fine, and there has been a lot of work into building up the map with hundreds of cities. Sound files have been added, a few new units are included, some Wonders have been renamed, and there have been some changes to the technology tree. The author may wish to consider the following possibilities that could add to the value of the scenario should there be any future revisions planned for this game:
Players not fazed by a big management job at the start, and who are attracted to a futuristic-style battle may enjoy this scenario. More input on the creative aspects of the game, and a more moderate starting positions could make it appealing to a broader audience. |
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