Set shortly after the modern era, as a sort of sequel to Civilization World, the ambitious tribes that once settled on Earth in the Stone Age are continuing their progression and trying their luck on ...
Set shortly after the modern era, as a sort of sequel to Civilization World, the ambitious tribes that once settled on Earth in the Stone Age are continuing their progression and trying their luck on Mars.
There are 7 Ages, each offering different Techs (anyone can research) and Wonders (only 1 player gets these).
If you are unfamiliar with Civilization World, the premise is that you start in an isolated area on the map with nothing but two Solar Turbines (Farms to Civilization vets), a Space Station (CC), an Explorer (SCV), and a defensive cannon, all housed nearby a Martian Colony (beacon).
Each beacon controlled grants +1 mineral/sec. These beacons exist all over the map and are fairly well guarded by the Martian Natives and their own weaker version of a defensive cannon. Only after eliminating all enemies near a beacon can it be captured - by flying or placing a building (not a Depot) next to it.
As the game progresses, the Martians guarding the beacons become stronger as well. Their cannons will have more armor and their units, more health and damage. If you are unable to keep up with advancing, you may fall behind.
In terms of teching, after building a Communications Station (Academy) you will have access to the four Managements (Government to Civ vets, but without the corruption and unrest). You may only have one management at a time. Each one offers three bonuses (with the exception of the fourth offering four bonuses): a mineral/sec bonus, a boost to your maximum population, and a special unit spawning at your Capital every so often. You might be wondering: Well then, which Management is the best? Each Management is tailored for a different playstyle. One is meant for early-game economy. Another is good as a follow up to early-game economy/mid-game. Another is good for late-game mass production war. And finally, a fourth is good for defense and harassing players. Or you can just forget about all that and keep one the entire game. Or you can get none at all; the game will not nag you and there is no penalty EXCEPT for the intrinsic maximum population of 50 without a Management.
Finally, the goal of the game (if you are new to Civ/diplo style games). You may think that because all the "Tribes" in this game are the same space-age humans settling on Mars, that the goal is to team up and defeat the Martians. No; you're trying to become the top dog. You certainly CAN ally whoever you want, but only if that be something you wish. Ally people, kill people, it's all up to you. There are no rules.
Now go and make Mars a better place!
PS: I get told a lot that there is no Information Discs or the like that explain what the techs and wonders do. In the interest of map maxing, I do have an info system, but it's a bit cleaner; just go to the green box in the first age (top left) and you will be shown an area where you must Mind Control the ages (they're units) and you will receive concise information on everything.
-Accidentally broke Titanium Blades in 1.32, fixed now.
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- Map Style:
- Custom (UMS)
- Kimaru2 3
- Civilization Mars v1.33c.scx
- Latest Version:
- Civilization Mars
- StarCraft Map
- 151.8 KB
- competitive, fun, multiplayer, teamwork, ums
- Downloads (Total):
- Downloads (Daily):
- Submitted By:
- Kimaru2 3
- Discovered On:
- Aug. 14, 2012
- Direct Link:
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