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last updated on October 29, 2003 - by cracker
Differential Naval Movement
For all classes of play the naval movement has been differentiated for
different types of water terrain as listed below:
- Movement Cost for "Coast": increased to three (3) move points per tile
- Movement Cost for "Sea": increased to two (2) move points per tile
- Movement Cost for "Ocean": unchanged at (1) move point per tile
- Naval movement rates for all units are DOUBLED (example: Galley is now 6)
NOTE: You may discuss more specifics about this naval Movement rate
feature as first introduced in the Gotm21 Predator class game by using the
special discussion thread established for
that purpose.
The Mongol Unique Unit Pack
Because of the way The PTW version of the Mongols was implemented using an unusual
unique unit trait that may or may not have any imapct or advantage in games, we were forced to seek out a
game implementation for the Civ3v1.29 version of the game that would let us implement a unique and interesting game.
In recent polls, the PTW Mongols and their Keshik unit were rated as one of the most disappointing unit and civ
implementations in the game. We could not exactly replicate the PTW choices, so the decison was made to go for something
unique and memorable.
With the great support of Kinboat's fantastic graphics skills, we have implemented the Mongol unique unit as not just one
unit but four units that can be assembled into a middle ages combined arms wave that has the ability to overpower
neighboring civilizations if combined with some good generalship in the tradition of all the great Mongol leaders
of the past.
Your
first unique unit is the Ordu Archer which is a knight substitute on the normal horseman unit upgrade
chain. Your basic horsemen units are renamed to "Gosposdar" horsemen and can upgrade to Ordu Archers
when Samurai Code/Chivalry has been researched. Ordu Archers have ADM values of 2/1/3 and archery barrage
abilities of 4/1/2. When combined with a zone of control and blitz ability at a cost of 50 shields and an
eventual upgrade to cavalry, these units can make for a great deal of exciting game play.
The Mongols were almost exclusively mounted
warriors and had little or no infantry units. Instead of having some sort of Medieval Infantry unit, your
second unique unit is the Turghaut Cavalry which upgrades from your swordsmen but cannot be further
upgraded for military purposes. Your basic swordsmen units are renamed to
"Anda Swordsmen" and can upgrade to Turghauts if you have horses and have discovered Feudal Warlords/Feudalism.
Turghaut Cavalry have ADM values of 2/3/3 and defensive only archery abilities at 6 strength.
When combined with a zone of control at a cost of 50 shields these units add strong mobile defensive
ability to your arsenal of Mongol weapons.
Again the Mongols were almost exclusively mounted
warriors and and would not have had any pedestrian longbow units.
Your
third unique unit is the Khorchin horse archer which upgrades from your ancient age
archer type unit but cannot be further
upgraded for military purposes. Your basic archer units are renamed to
"Mangudai Bowmen" and can upgrade to Khorchin if you have horses and have discovered Invention.
Korchin have ADM values of 3/1/3 and lethal single shot archery abilities at 6/1/1 strength.
When combined with a zone of control at a cost of 50 shields these units can add selective deadly strike power to your
Mongol Army.
Your
forth and final unique unit is the Bagatur Horde which is an extra Knight type unit
that cannot be upgraded for military purposes and
must be built from scratch once you discover Samurai Code/Chivalry. Bagatur Hordes are mobile and very powerful
when combined with other units and used by a wise general.
Your hordes have ADM values of 3/2/3 and archery barrage abilities abilities at 6/1/1 strength.
When combined with a zone of control and the ability to attack multiple times
in a single turn at a cost of 60 shields these units add the stamina that makes your combined Mongol
army the feared scourge of the entire Civ3 world.
All three of the extra unique units (Turghaut, Khorchin, and Bagatur Hordes) may survive to be retired at the end of the
middle ages.
Conquest Class Game Details for Gotm25 and Tourney Game 6-3
Players who choose
to play in the Conquest class game will receive a set of bonuses designed to
help them focus on key early strategic decisions that may help them to
get more enjoyment out of the specific conditions of this game. The bonuses
ARE NOT designed to guarantee you a win without requiring some good early decisions
to be made and without asking you to manage your Civilization properly.
Players who might be interested in playing the conquest class game could be those players
who have participated in the Conscript of Regular divisions of the Old Civ3 Tournament or players who do not
yet feel comfortable playing on the Monarch and Emperor difficulty levels.
For the purposes of global ranking and comparison to all other GOTM scores, the Conquest class
games scores in the QSC and GOTM results will be weighted downward with an 85% multilpier
to factor out the
value of the additional starting bonuses.
For the purposes of scoring and ranking this same game to be used as Tournament Game 6-3,
the primary focus will be on fastest victory date by domination.

Conquest Class Starting Bonuses:
Conquest class players will begin the game with following unit and game feature bonuses:
- Total Starting Cash in Treasury: 300 units of gold
- 1 Free Early Nomad Warrior
- Bonus Treasure Chests: two (2) worth up to 10 shields each when disbanded
- One Extra Bonus Worker: (this gives a total of three workers)
- The normal AI cost advantage factor has been reduced to 9 (Monarch Level)
NOTE: Conquest Players may be running a negative treasury growth rate
for the first 8 to 15 turns but your beginning game bonuses are designed with that consideration
well understood in the game plan.

Open Class Game Details for Gotm25 and Tourney Game 6-3
Players who choose
to play in the Open Class game receive minimal bonuses compared to a game that
would be normally be played on DemiGod level.
Players who might be interested in playing the Open Class game would most regular GOTM Players and all
players who would have considered themselves in the Veteran or Elite divisions
of the Medal Play Series .
For the purposes of global ranking and comparison to all other GOTM scores, Open class
game scores will be ranked according to the Jason score which balances speed and scoring skills
for a combined "Best Overall game" rating.
For the purposes of scoring and ranking this same game to be used as Tournament Game 6-3, the
primary focus will be on fastest victory by domination.
Open Class Starting Bonuses:
- Total Starting Cash in Treasury: 150 units of gold
- 1 Free Early Nomad Warrior

Predator Class Game Details for Gotm25 and Tourney Game 6-3
Players who choose
to play in the Predator class game must overcome an extra set of obstacles
built into their game to provide an extra level of challenge. The intent
of these changes is to raise the difficulty without altering
the strategic play progress from that which you would see in a typical DemiGod difficulty
game.
Players who might be interested in playing the Predator class game could be those players
who have participated in the Elite or Leader divisions of the Medal Play Series or players who just
want an extra level of excitement or challenge.
For the purposes of global ranking and comparison to all other GOTM scores, the Predator class
game scores in the QSC and GOTM results do not receive any compensating scoring bonus for the added
elements of challenge.
For the purposes of scoring and ranking this same game to be used as Tournament Game 6-3, the
primary focus will be on fastest victory by domination.

Predator Class Equalizing Obstacles:
The game features for Predator Class Games have been raised to provide the following obstacles:
- Some AI civs receive additional starting units.
- AI Free unit support: increased to Sid Level
- The production costs of some AI units have been selectively altered.

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