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Old December 9, 2003, 08:05   #1
GhengisFarb™
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Pillage & Burn ModScenario
This mod/scenario is primarily designed for PBEM MultiPlayer. Initially the idea for this was for PBEMs so you would have a tactical reason to ship things to your Palace for money. And of course other players would ambush your treasure convoys and take the Booty themselves.

Pillage & Burn

It uses the Epic Ruleset with the following additions:

Adds the Gold, Silver, and (Diamond)Gem mines from Age of Discovery to the rules. You have to play with Victory Points win option activated but no Victory Points are awarded for bringing back Treasure.

The ability to build the three mines comes with Construction. Gems, Gold, and Silver are now Strategic Resources and Sugar has been added to be the eighth Luxury.

City Improvements
Gold Mine - Cost 20 - {Construction} Generates a Treasure unit every 6 turns.
Silver Mine - Cost 20 - {Construction} Generates a Treasure unit every 10 turns.
Diamond Mine - Cost 20 - {Construction} Generates a Treasure unit every 10 turns.

Adds two new Strategic resources, Diamonds and Silver. Gold is now a Strategic instead of a Bonus resource.

Small WOnders
Crusade - Cost 300 - {Theology} Generates a Crusader unit every 4 turns.

*Knight Templar has been altered to cost 400 shields and generate a Crusader Knight unit every 5 turns.


Foot/Hidden Nationality Units
Germanic Mercenary - Cost 30 - 2/1/1 {No Prerequisite} Enslaves Workers and upgrades to Crossman.
Crossman - Cost 60 - 4/3/1 {Theology} Enslaves Workers and upgrades to Hessian (Iron).
Hessian - Cost 80 - 5/4/1 {Military Tradition} Enslaves Workers (Saltpeter).

Viking Raider - Cost 40 3/1/1 {Mapmaking} Amphibious assault and upgrades to Berserk (for Scandinavia).

Sell Sword - Cost 40 - 3/2/1 {Iron Working}Upgrades to Brigand (Iron).
Brigand - Cost 50 - 3/2/1 {Feudalism} Bmrd 2, Range 0, RoF 1 Upgrades to Insurgent.
Insurgent - Cost 70 - 3/4/1 {Printing Press} Bombard 2, Range 0, RoF 1 (Saltpeter).

*Crusader given Hidden Nationality ability and is now generated by Crusade small wonder.

Mounted/Hidden Nationality Units
Nomad Horseman - Cost 40 - 2/1/2 Enslaves Workers and upgrades to Teutonic Knight (Horses).
Teutonic Knight - Cost 80 - 4/3/2 {Chivalry} Enslaves Workers (Iron and Horses).
Crusader Knight - Generated by Knights Templar 5/3/2 Enslaves Workers.
Revolutionary - Cost 80 - 5/3/3 {Nationalism} (Horses and Saltpeter)


Naval/Hidden Nationality Units
Longship - Cost 40 - 1/1/3 {Mapmaking} Cargo 2 upgrades to Corsair.
Corsair - Cost 50 - 2/1/4 {Astronomy} Enslaves Corsairs and upgrades to Privateer.

*Privateers and Frigates upgrade to Iron Frigates.

Iron Frigate - Cost 70 - 3/2/5 Bmrd 3, Range 1, RoF 2 {Steam Power} Enslaves Privateers.

You can't build Workers, you have to enslave someone else's units (or Barbs) to get Workers(serfs).


INSTRUCTIONS
Its in five parts and each part needs to be unzipped into your /Conquests/Scenarios folder and loaded from the Civ Content option. When all five parts have been unzipped you should have a Pillage&Burn Folder and a Pillage&Burn Biq in your Scenarios folder.

Part 1
Part 2
Part 3
Part 4
Part 5
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Old December 9, 2003, 08:14   #2
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Version 1
1) Assigned terrain to Diamonds so they would actually exist.

Version 2 - All of above and:
1) Took the capture option away from all the HN units except Crusader Knights, Viking Raiders, and Revolutionaires.
2) Fixed file misname on Crusader Knight (had mispelled the ini file).
2) Added sound paths to several units.

*Why a patch and not a full file? The patch is MUCH smaller as it is simply text files (and I can only upload big files to Apoly during a small 1 hour window due to bandwidth problems. )
Attached Files:
File Type: zip pill&burnpatchver2.zip (35.3 KB, 9 views)

Last edited by GhengisFarb™; December 11, 2003 at 08:41.
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Old December 9, 2003, 20:14   #3
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A few questions:

Did you up Privateers? Otherwise, IIRC they aren't better than Corsairs.

Do the Mines require the resource to be within city radius? If not, IIRC they should

Suggestions:

I think that Insurgents and Revolutionaries should upgrade to Guerillas (and make them Hidden Nat. too).

Quote:
Viking Raider - Cost 40 3/1/1 {Mapmaking} Amphibious assault and upgrades to Berserk (for Scandinavia).
So I'm going to wonder who's guilty when I'm attacked by a UU?
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Old December 9, 2003, 20:24   #4
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Quote:
Originally posted by skywalker
A few questions:

Did you up Privateers? Otherwise, IIRC they aren't better than Corsairs.
Nope, Privateers have a greater move factor and can bombard which Corsairs can't do.

Quote:
Originally posted by skywalker
Do the Mines require the resource to be within city radius? If not, IIRC they should
Yes, they operate the same as they do in the Age of Discover Conquest.

Quote:
Originally posted by skywalker
Suggestions:

I think that Insurgents and Revolutionaries should upgrade to Guerillas (and make them Hidden Nat. too).
They do have Hidden Nationality, their listed under the Hidden Nationality units. I had thought about having them upgrade to Guerillas, but didn't do it. Not sure why though.

Quote:
Originally posted by skywalker
Quote:
Viking Raider - Cost 40 3/1/1 {Mapmaking} Amphibious assault and upgrades to Berserk (for Scandinavia).
So I'm going to wonder who's guilty when I'm attacked by a UU?
A Viking Raider isn't a UU. It upgrades to a Berserk which is the Scandinavian UU, but Berserks don't have Hidden Nationality.
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Old December 11, 2003, 08:03   #5
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*bump*

As I suggested on your related thread on another Civ forum, I think enabling the plague rules would really aid this scenario/mod. I'll go ahead and test what you have along with the addition of some of the plague settings and see how it plays.
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Old December 11, 2003, 08:50   #6
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I'm considering adding a new unit Packhorse that cost 10 shields and be used to haul Treasure, I would like to make it require an escort but have to test it to make sure that works with ground units.

Also, thinking about adding a Mother Lode resource that allows you to build Gold, Silver AND Platinum mines the generate Treasure faster than normal ones. But only allowing it on Volcano tiles. Do Volcanoes spew lava two tiles out? The idea would be there is greater reward for greater risk (cities and their mines have a potential to be destroyed by the Volcanoes).

Last edited by GhengisFarb™; December 11, 2003 at 11:17.
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Old December 11, 2003, 21:21   #7
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I've been testing out this scenario and it definately seems that Expansionist civs have a HUGE advantage in this one. It's an odd scenario... the type of scenario in which the Zulus and the Mongols are probably the best civs.
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Old December 12, 2003, 09:17   #8
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Can you make a single player version ???
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Old December 12, 2003, 14:21   #9
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Quote:
Originally posted by Arnelos
I've been testing out this scenario and it definately seems that Expansionist civs have a HUGE advantage in this one. It's an odd scenario... the type of scenario in which the Zulus and the Mongols are probably the best civs.
I disagree, I was playing through the first few times as the Maya and then this second set (to test out sound files) as the Dutch as was just thinking of posting that the Expansionistic civs are disadvantaged.

Expansionistic gives you better outcomes from goody huts and without it you get Barbarian hordes that your Germanic Spearmen can enslave into Workers. I had easily 40 more Workers as the Maya versus the Dutch.


Quote:
Originally posted by Abdul Alhazred
Can you make a single player version ???
It is single player. Its just the Epic rules with the Worker taken out, a few more units added in and the Mines and Treasure added to the improvements list.

You play it Single Player or any Multiplayer version you want, just be sure to download the patch to fix the unit glitch if you download it before I upload the second version with the sound paths in it.
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Old December 12, 2003, 15:57   #10
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CAN YOU REUNITE THE SIX PARTS OF FILES ???

Sorry i forgotten to off the "Lock" button
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Old December 12, 2003, 16:57   #11
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Quote:
Originally posted by Abdul Alhazred
CAN YOU REUNITE THE SIX PARTS OF FILES ???

Sorry i forgotten to off the "Lock" button
Sure, although I wouldn't be able to upload it then.
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Old December 13, 2003, 15:54   #12
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All right, final (hopefully) tweaked version should be uploaded late tonight. I'm tossing the Revolutionary unit as I can't figure anyway to get the unit centered. And its not really necessary. Decided not to add the Mother Lode resource so mostly the new version will fix some mistyped entries and add sound paths.
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Old March 9, 2004, 15:23   #13
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Have you given up on this one GF?
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Old March 9, 2004, 16:58   #14
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He has not been around lately it seems.
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