Post by Yilar on Dec 22, 2007 20:27:59 GMT -5
Decided to make a new thread with all the scenario's seeing as sray doesn't play anymore and therefore doesnt update his homepage, if i missed any "important" scenarios please list em and ill add em. Also list any errors
Ancient:
Official Ladder MPT scenario
More info Here
Vanilla Civ regular - Maxfin
No Civ Specific Abilities, and no Unique Units
Vanilla UU NONQC - Swefinn
This Scenario is like VanillaTeamer + UU.NONQC (1.03):
You start like in Vanilla
You can build all UU´s (with right resurs)
You can trade maps (with map)
All civs can build scout
Vanilla Teamer - Swefinn
Scenario is same as Vanilla + Map trade (with map)
Non QC UUMadness v1.03- Donkey
All UUs and all non UUs are available to all civs (as long as you have the resources), except for the scout which can only be built by Expansionist Civs. There are no QC rules in this scenerio, simply ancient start based on Mo D's UUmadness!.biq rules:
v1.03
-Hoplites available with incense instead of tobacco
-Javs available with tobacco instead of incense
8 Clones - Sdn26
2x aztecs/sumeria/iroq/celts/zulu/inca/maya/egygt
Need for Speed - MoD
All units +1 movement!
Ancient Random Civs - Friedrich Psitalon
Only ancient civs
Ancient Random Civs without byz - Whiplash
Only ancient civs -minus byz!
All Civs have Ancient UU - Unimatrix Zero
Resources will disappear and reappear on another part of the map more frequently.
Some units changed and all civs now have an Ancient Unique Unit
More info HERE
All Units All Traits - Funky Chicken
Opposite of the vanilla civ scenario in this just like the title states, all civs have every trait and can build any unit including Unique Units.
UU Madness Non QC - Uber Civ Version - RaccoonTOF
Based on the Non QC UU Madness Scenario created by Mo D, Non QC version by Don K Hotay; and similar to the AllUnitsAllTraits scenario, with the following changes:
All civs have all traits.
Army unit cost changed from 400 to 100
Military Academy moved from Military Tradition to Republic, no longer requires a victorius army, Cost changed from 400 to 200.
Pentagon cost changed from 400 to 200
1 Army per city max, changed from 1 army per 4 cities.
Scouts are buildable by all.
New Ancient 1.4 - Sdn26
More info: Here
Aztecs vs Aztecs - Srayman
Aztecs have been duplicated and are the only two available civs. There is also a slot for a proxy host if one is needed.
Cajun's NDP Anc Mod
--Despotism: tile penalty removed, worker rate increased by 50%, corruption reduced to problematic, hurry-->paid labor
--workers move 2
--gold required for technology cut by 25%, min time for tech is 2, max time for tech is 12
--Pottery--> irrigation w/o freshwater
--Map Making--> allows trade over sea tiles and map/communication trading
--Currency--> allows trade over ocean tiles
--Construction--> enables bridges
--Feudalism--> enables mobilization
--Engineering--> doubles worker rates
This scenario allows fighting with knights possible within 90t while still starting of in the ancient era. This Mod was made in attempt to bring more players back to the Ancient game vice the 'Rush Me' future type game that has dominated the ladder of late.
TheDohr's "Royal Temptation" Mod
all king units have been upgraded (thus scenario is only of use when playing regicide or mass-regicide)
the new stats for every king are:
ADM 3/2/2
+1 health
can pillage
can capture non-combat units
enslaves defeated units the same way a Mayan Javelin-thrower does
can build/irrigate etc. just like a worker, but at twice the speed
Can YOU withstand the temptation and keep your king out of harms way
Battle of the Pairs - Srayman
Locked Alliances with Inca and Iroquois; Aztecs and Mayans; Egypt and Sumeria; Celts and Zululand. Also can now trade maps at mapmaking and Construction allows irrigation without fresh water source.
Blinded With Science (ancient)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
No Agri Civs - Maxfin
Changes made:
Aztecs now Mil, Rel
Iroquis now Com, Exp
Celts now Rel, Sci
Sumeria now Com, Sci
Netherlands now Ind, Sea
Inca now Mil, Exp
Maya now Ind, Sci
Whip's uuTOTALmadness - Whiplash
This scenario is a mod of Donkey's mod of Mo's uuMadness. It's uumadness, non quickciv, with a 3 settler and 3 worker start. If you can't find lux with this one you really got land screwed.
Players start with one settler, 2 supersettlers, and 3 workers. Supersettlers have stats of 1/1/1. Other than that, it's same as Donkey's uumadness v1.02.
3in1: UUmadnonQC-Ndp-Bws - Clondike
I have merged 3 good mods in one , here is the outcome:
UUmad_nonQCv1.02
Ndp:
Despotism: tile penalty removed, worker rate increased by 50%, corruption reduced to problematic
-workers move 2
-road will be build in 1 turn with each civ
-Capital works as Aqueduct and Hospital (cap should be allways the biggest city )
-Pottery--> irrigation w/o freshwater
-Map Making--> allows trade over sea tiles and map/communication trading
-Currency--> allows trade over ocean tiles
-Construction--> enables bridges
Bws:
-Min: 4 turns / tech
-Max: 8 turns / tech
NDP UUMadnessNonQC - Srayman
No Despotism penalty UU Madness
See UUMadness Scenario for further details.
Cognito Ergo Vici regular - Friedrich Psitalon
"I think, therefore I conquer!"
"Cognito Ergo Vici" uses the QC-base rules with the following modifications: 1) All unique units can be built. 2) All unique units are tied to different, later technologies. 3) ONLY Unique Units obtained from "Optional Techs" - not required for era advancement - may trigger a Golden Age. 4) The most powerful units are generally tied to optional techs and/or are later in a tech chain.
MPT UU
MPT UU, a combination of MPT and UU 1.03.
Note for this to work you have to download the scenario and rename it to MPTournament.biq and replace it with the existing version.
Much like the earlier version posted later in the thread, but a few resource assignment bugs fixed, agri re-added and regular unit upgrade.
Medevil:
Standard Medieval Start
Blinded With Science (med)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
MediCton - Whiplash
Only civ’s with Middle Age class uu’s are selectable. India, France, Mongols, Chinese, Japanese, Arabs, Scandinavia, and Dutch.
All games start in the Middle Age.
All players start as Republic.
Research turns are reduced so Research time is accelerated.
BWS Medi UU Non-QC
UU 1.03 with added bws and medi start...
Industrial:
Standard Industrial Start
Blinded With Science (industrial)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
Blinded with Science Industrial mod - Caius Gracchus
A mix of Motown Dennis' Blinded with Science scenario and Wtiberon's balanced future start scenario.
- No ancient UU's, horses, Elephants, Conquistidors ( Berzerkers have been added to the banned list of units, i believe.)
- King/Queen with 1/2/5 stats, so the king can retake his empty capitol, destroy enemy improvements, or snatch an intrusive explorer, for example, though its best to keep him hidden and at home )
- Mobile Sams remain 2 movement in this mod however, instead of tib's downgraded 1 movement sams. ( Sams would be hardly your best unit for a cheesrush by the time you learn the tec in this mod, and one future fast unit that doesnt require oil seems fair to me.)
- explorers cant pillage, but scouts can
Modern:
Standard Modern Start
Blinded With Science (modern)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
Future:
New future 1.90 reducedres - Playerxxcc
More info: HERE
Standard Future Start
Balanced Future Start v1.2 - Wtiberon
More info: Here
Increased Resources Future Start - Wtiberon
Quick Civ:
Neal's no anc QC
Medieval Quick Civ
Industrial Quick Civ
Modern Quick Civ
Future Quick Civ
3cc uu mad
3cc uu mad QC with Colossus removed
Vanilla Civ QC - Maxfin
No Civ Specific Abilities, and no Unique Units
Cognito Ergo Vici QC - Friedrich Psitalon
"I think, therefore I conquer!"
"Cognito Ergo Vici" uses the QC-base rules with the following modifications: 1) All unique units can be built. 2) All unique units are tied to different, later technologies. 3) ONLY Unique Units obtained from "Optional Techs" - not required for era advancement - may trigger a Golden Age. 4) The most powerful units are generally tied to optional techs and/or are later in a tech chain.
UU Madness - Motown Dennis
This scenario allows access to all the unique units (provided you have the right resource combinations!) for all civilizations. Check the Civelopaedia for exact information.
OCC - Tweaked - Yilar
Regular QC mod with a few tweaks for occ...
Palace counts as aquaduct.
The Colossus, Copernius, Newton, Statue of Zeus and Knights Templar have been removed.
Misc:
Steal Cage - Dr Shot
You are the leader of an army, not alone but on an island with (up to)5 other identicle armies. Units spanning every Era throughout Civ. Your king must not only survive but eliminate as much of the opposition sustaining as few casualties as possible. Think fast, use your strategy wisely, there are many facets to this match, this is a thinking mans match.
Limits:
46 units , same for all civs
All civs are equal
Elite units get an extra HP (+ 2 from a Vet unit)
Map is visible for all
Start locations are all the same
UU 's give a Golden Age, it does nothing
Game play and Suggested settings:
This is a VP format
Regicide , king dies you lose
Military Leaders are possible, they are not able to make armies as THERE ARE NO CITIES!!!!
Ancient:
Official Ladder MPT scenario
More info Here
Vanilla Civ regular - Maxfin
No Civ Specific Abilities, and no Unique Units
Vanilla UU NONQC - Swefinn
This Scenario is like VanillaTeamer + UU.NONQC (1.03):
You start like in Vanilla
You can build all UU´s (with right resurs)
You can trade maps (with map)
All civs can build scout
Vanilla Teamer - Swefinn
Scenario is same as Vanilla + Map trade (with map)
Non QC UUMadness v1.03- Donkey
All UUs and all non UUs are available to all civs (as long as you have the resources), except for the scout which can only be built by Expansionist Civs. There are no QC rules in this scenerio, simply ancient start based on Mo D's UUmadness!.biq rules:
v1.03
-Hoplites available with incense instead of tobacco
-Javs available with tobacco instead of incense
8 Clones - Sdn26
2x aztecs/sumeria/iroq/celts/zulu/inca/maya/egygt
Need for Speed - MoD
All units +1 movement!
Ancient Random Civs - Friedrich Psitalon
Only ancient civs
Ancient Random Civs without byz - Whiplash
Only ancient civs -minus byz!
All Civs have Ancient UU - Unimatrix Zero
Resources will disappear and reappear on another part of the map more frequently.
Some units changed and all civs now have an Ancient Unique Unit
More info HERE
All Units All Traits - Funky Chicken
Opposite of the vanilla civ scenario in this just like the title states, all civs have every trait and can build any unit including Unique Units.
UU Madness Non QC - Uber Civ Version - RaccoonTOF
Based on the Non QC UU Madness Scenario created by Mo D, Non QC version by Don K Hotay; and similar to the AllUnitsAllTraits scenario, with the following changes:
All civs have all traits.
Army unit cost changed from 400 to 100
Military Academy moved from Military Tradition to Republic, no longer requires a victorius army, Cost changed from 400 to 200.
Pentagon cost changed from 400 to 200
1 Army per city max, changed from 1 army per 4 cities.
Scouts are buildable by all.
New Ancient 1.4 - Sdn26
More info: Here
Aztecs vs Aztecs - Srayman
Aztecs have been duplicated and are the only two available civs. There is also a slot for a proxy host if one is needed.
Cajun's NDP Anc Mod
--Despotism: tile penalty removed, worker rate increased by 50%, corruption reduced to problematic, hurry-->paid labor
--workers move 2
--gold required for technology cut by 25%, min time for tech is 2, max time for tech is 12
--Pottery--> irrigation w/o freshwater
--Map Making--> allows trade over sea tiles and map/communication trading
--Currency--> allows trade over ocean tiles
--Construction--> enables bridges
--Feudalism--> enables mobilization
--Engineering--> doubles worker rates
This scenario allows fighting with knights possible within 90t while still starting of in the ancient era. This Mod was made in attempt to bring more players back to the Ancient game vice the 'Rush Me' future type game that has dominated the ladder of late.
TheDohr's "Royal Temptation" Mod
all king units have been upgraded (thus scenario is only of use when playing regicide or mass-regicide)
the new stats for every king are:
ADM 3/2/2
+1 health
can pillage
can capture non-combat units
enslaves defeated units the same way a Mayan Javelin-thrower does
can build/irrigate etc. just like a worker, but at twice the speed
Can YOU withstand the temptation and keep your king out of harms way
Battle of the Pairs - Srayman
Locked Alliances with Inca and Iroquois; Aztecs and Mayans; Egypt and Sumeria; Celts and Zululand. Also can now trade maps at mapmaking and Construction allows irrigation without fresh water source.
Blinded With Science (ancient)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
No Agri Civs - Maxfin
Changes made:
Aztecs now Mil, Rel
Iroquis now Com, Exp
Celts now Rel, Sci
Sumeria now Com, Sci
Netherlands now Ind, Sea
Inca now Mil, Exp
Maya now Ind, Sci
Whip's uuTOTALmadness - Whiplash
This scenario is a mod of Donkey's mod of Mo's uuMadness. It's uumadness, non quickciv, with a 3 settler and 3 worker start. If you can't find lux with this one you really got land screwed.
Players start with one settler, 2 supersettlers, and 3 workers. Supersettlers have stats of 1/1/1. Other than that, it's same as Donkey's uumadness v1.02.
3in1: UUmadnonQC-Ndp-Bws - Clondike
I have merged 3 good mods in one , here is the outcome:
UUmad_nonQCv1.02
Ndp:
Despotism: tile penalty removed, worker rate increased by 50%, corruption reduced to problematic
-workers move 2
-road will be build in 1 turn with each civ
-Capital works as Aqueduct and Hospital (cap should be allways the biggest city )
-Pottery--> irrigation w/o freshwater
-Map Making--> allows trade over sea tiles and map/communication trading
-Currency--> allows trade over ocean tiles
-Construction--> enables bridges
Bws:
-Min: 4 turns / tech
-Max: 8 turns / tech
NDP UUMadnessNonQC - Srayman
No Despotism penalty UU Madness
See UUMadness Scenario for further details.
Cognito Ergo Vici regular - Friedrich Psitalon
"I think, therefore I conquer!"
"Cognito Ergo Vici" uses the QC-base rules with the following modifications: 1) All unique units can be built. 2) All unique units are tied to different, later technologies. 3) ONLY Unique Units obtained from "Optional Techs" - not required for era advancement - may trigger a Golden Age. 4) The most powerful units are generally tied to optional techs and/or are later in a tech chain.
MPT UU
MPT UU, a combination of MPT and UU 1.03.
Note for this to work you have to download the scenario and rename it to MPTournament.biq and replace it with the existing version.
Much like the earlier version posted later in the thread, but a few resource assignment bugs fixed, agri re-added and regular unit upgrade.
Medevil:
Standard Medieval Start
Blinded With Science (med)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
MediCton - Whiplash
Only civ’s with Middle Age class uu’s are selectable. India, France, Mongols, Chinese, Japanese, Arabs, Scandinavia, and Dutch.
All games start in the Middle Age.
All players start as Republic.
Research turns are reduced so Research time is accelerated.
BWS Medi UU Non-QC
UU 1.03 with added bws and medi start...
Industrial:
Standard Industrial Start
Blinded With Science (industrial)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
Blinded with Science Industrial mod - Caius Gracchus
A mix of Motown Dennis' Blinded with Science scenario and Wtiberon's balanced future start scenario.
- No ancient UU's, horses, Elephants, Conquistidors ( Berzerkers have been added to the banned list of units, i believe.)
- King/Queen with 1/2/5 stats, so the king can retake his empty capitol, destroy enemy improvements, or snatch an intrusive explorer, for example, though its best to keep him hidden and at home )
- Mobile Sams remain 2 movement in this mod however, instead of tib's downgraded 1 movement sams. ( Sams would be hardly your best unit for a cheesrush by the time you learn the tec in this mod, and one future fast unit that doesnt require oil seems fair to me.)
- explorers cant pillage, but scouts can
Modern:
Standard Modern Start
Blinded With Science (modern)
1) Maximum research time set to 8 turns.
2) Minimum research time set to 2 turns.
3) Science rate doubled.
Future:
New future 1.90 reducedres - Playerxxcc
More info: HERE
Standard Future Start
Balanced Future Start v1.2 - Wtiberon
More info: Here
Increased Resources Future Start - Wtiberon
Quick Civ:
Neal's no anc QC
Medieval Quick Civ
Industrial Quick Civ
Modern Quick Civ
Future Quick Civ
3cc uu mad
3cc uu mad QC with Colossus removed
Vanilla Civ QC - Maxfin
No Civ Specific Abilities, and no Unique Units
Cognito Ergo Vici QC - Friedrich Psitalon
"I think, therefore I conquer!"
"Cognito Ergo Vici" uses the QC-base rules with the following modifications: 1) All unique units can be built. 2) All unique units are tied to different, later technologies. 3) ONLY Unique Units obtained from "Optional Techs" - not required for era advancement - may trigger a Golden Age. 4) The most powerful units are generally tied to optional techs and/or are later in a tech chain.
UU Madness - Motown Dennis
This scenario allows access to all the unique units (provided you have the right resource combinations!) for all civilizations. Check the Civelopaedia for exact information.
OCC - Tweaked - Yilar
Regular QC mod with a few tweaks for occ...
Palace counts as aquaduct.
The Colossus, Copernius, Newton, Statue of Zeus and Knights Templar have been removed.
Misc:
Steal Cage - Dr Shot
You are the leader of an army, not alone but on an island with (up to)5 other identicle armies. Units spanning every Era throughout Civ. Your king must not only survive but eliminate as much of the opposition sustaining as few casualties as possible. Think fast, use your strategy wisely, there are many facets to this match, this is a thinking mans match.
Limits:
46 units , same for all civs
All civs are equal
Elite units get an extra HP (+ 2 from a Vet unit)
Map is visible for all
Start locations are all the same
UU 's give a Golden Age, it does nothing
Game play and Suggested settings:
This is a VP format
Regicide , king dies you lose
Military Leaders are possible, they are not able to make armies as THERE ARE NO CITIES!!!!