Middle-Earth multiplayer scenario
Posted: Thu Feb 28, 2019 7:17 am
Another post from me (seems I'm the squeaky wheel). I've gathered that some time ago there was a Europe scenario for multiplayer and that people had great fun with it. Would anyone be interested in a Middle-Earth scenario from Tolkien's Lord of the Rings?
There actually already is a Middle-Earth map (http://files.freeciv.org/contrib/maps/), but I've tried it and it would be much too small for a proper multiplayer of, say, 20 players.
I think such a scenario should be more than just about a map, but should also have some unique features. I'm an archeologist and historian by training, so I would really enjoy some Classical or Medieval warfare and geopoliticking. My ideas:
1. The map should not be wrapped and only include the classic Tolkien conception. No Simarillion-style expansions. Therefore, the Sea of Rhun in the east, Forodwaith in the north, Haradwaith in the south and nothing but the Sundering Seas in the west.
2. The tech tree is capped at the fifth column (Chivalry for Knights), no more than the sixth column (Gunpowder for Musketeers) if we're in the mood for more Powder Mage than Lord of the Rings.
3. The science is slowed down immensely, but to compensate players can start with: the first column of tech and 200 gold. (In the event we want the game to go much faster, we can keep the normal science rate. However, the tech cap really should remain.)
4. There are two aggressive AIs in the locations of Angmar and Mordor, basically the Witch-king and Sauron of the scenario. They should start already allied to each other and with a thousand gold ("the rings of power"). They should also have diplomacy with human players enabled, in order to amass their armies of evil (and to give those sorry human players who end up next to them a chance to survive and thrive).
5. Barbarians are enabled: raging hordes that onset as early as turn 10 (basically, the "orcs" of the game). Their presence hopefully would shape the geopolitics of the game in interesting and unexpected ways.
6. King units exist. So, victory is in principle simple: kill the enemy's king. (I've been playing a PBEM game with Fuzzydunlop that has king units. King units raise the stakes incredibly, but killing them is much easier said than done if your opponent is smart.)
Who's on board?
PS -- For those of you who like the idea and are players of the main Sid Meier line of games, Tolkien-themed mods for Civ 6 exist: https://steamcommunity.com/workshop/fil ... 1125835491
PPS -- I don't have the knowledge to actually implement this myself. So, whoever will be the gamemaster/designer, don't forget to include the Lonely Mountain as well! That will be a sweet spot for a lucky player.
There actually already is a Middle-Earth map (http://files.freeciv.org/contrib/maps/), but I've tried it and it would be much too small for a proper multiplayer of, say, 20 players.
I think such a scenario should be more than just about a map, but should also have some unique features. I'm an archeologist and historian by training, so I would really enjoy some Classical or Medieval warfare and geopoliticking. My ideas:
1. The map should not be wrapped and only include the classic Tolkien conception. No Simarillion-style expansions. Therefore, the Sea of Rhun in the east, Forodwaith in the north, Haradwaith in the south and nothing but the Sundering Seas in the west.
2. The tech tree is capped at the fifth column (Chivalry for Knights), no more than the sixth column (Gunpowder for Musketeers) if we're in the mood for more Powder Mage than Lord of the Rings.
3. The science is slowed down immensely, but to compensate players can start with: the first column of tech and 200 gold. (In the event we want the game to go much faster, we can keep the normal science rate. However, the tech cap really should remain.)
4. There are two aggressive AIs in the locations of Angmar and Mordor, basically the Witch-king and Sauron of the scenario. They should start already allied to each other and with a thousand gold ("the rings of power"). They should also have diplomacy with human players enabled, in order to amass their armies of evil (and to give those sorry human players who end up next to them a chance to survive and thrive).
5. Barbarians are enabled: raging hordes that onset as early as turn 10 (basically, the "orcs" of the game). Their presence hopefully would shape the geopolitics of the game in interesting and unexpected ways.
6. King units exist. So, victory is in principle simple: kill the enemy's king. (I've been playing a PBEM game with Fuzzydunlop that has king units. King units raise the stakes incredibly, but killing them is much easier said than done if your opponent is smart.)
Who's on board?
PS -- For those of you who like the idea and are players of the main Sid Meier line of games, Tolkien-themed mods for Civ 6 exist: https://steamcommunity.com/workshop/fil ... 1125835491
PPS -- I don't have the knowledge to actually implement this myself. So, whoever will be the gamemaster/designer, don't forget to include the Lonely Mountain as well! That will be a sweet spot for a lucky player.