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This topic has moved here: Subject: Civilization IV mod: Antioch
  • Subject: Civilization IV mod: Antioch
Subject: Civilization IV mod: Antioch
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http://forums.civfanatics.com/showthread.php?t=441788

THIS IS OFF CANON!!!!!! But it's a mod for Civilization IV. This is just the background to what I want it to be about. Please tell me what you think:

This supposed to be a fun scenario taking place a few planets, but the main battlefield is the planet of Antioch. Other maps include Earth, and randomly generated maps.

The main game will be on the scenario of Antioch (made by me :3) . The background is in 2341 the Colonial Administration Authority commissioned the terraforming of the planet which is about 1.5x the size of Earth. Its proximity to its sun and its ozone carbon dioxide enriched troposphere, it became a very successful Ag-World. Actual colonization began in 2410 with the building of Nueva Santo Domingo. Due to its very rocky topography, man-made islands were made of the inland of the northern continent, Jupiter. Nevertheless, the hilly terrain of the Northern continent (Jupiter) and the southern, smaller continent (Minerva) led toward making it more of a residential community.

The CAA eventually chartered the UNSC with the construction of processing facilities and forts in the hilly ranges, as they had no great use for them. The combined agricultural industry and the arising military facilities led to a population boom in the 2400s, which deemed pretty unusual as an Outer Colony. Through exploration, the UNSC discovered iron and uranium deposits on Minerva, which meant the planet could become self-sufficient in manufacturing mostly everything it already built. Not much enforcement had to be made to the population, as no Insurrectionist uprisings had been attempted.

By the Second Battle of Harvest in 2526, the Covenant had expanded their interests to exterminating the other Outer Colonies. Only until the Covenant had touched base with Antioch did the UNSC notice that they weren't here to exterminate; rather, to look for something. The Covenant had foretold a Forerunner artifact that lay beneath an iron deposit in southern Minerva. Once these artifacts are brought aboard the Covenant ship within the next year, the glassing of the planet will begin. This is your chance to stop the Covenant before they take the lives of the 683 million people on this planet.

Secure your forts, cities, and take the Covenant Spire within 257 turns and obliterate any other presence on the planet. Your forts are key to your survival, as they work as the powerhouses to your arms manufacturing and conscripting of units. Your cities are crucial as well, as many people live in these cities. If too many cities are taken, the UNSC will have no point in trying to secure the planet, and they will be forced to retreat to another planet.

[Edited on 11.17.2011 7:11 AM PST]

  • 11.17.2011 7:09 AM PDT
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The Covenant will start off with a Spire on the southern half of the world. The Spire is kind of like a city. The AI can build:

Grunt Squad: Commanded with an Elite in the back of the graphic; backbone of
the infantry. Base strength- 2

Elite Squad: The SpecOps units of the Covenant. Equipped with the finest
weaponry, they are a marvel to the rest of the infantry. Base strength- 4

Jackle Squad: These units can ambush in trees, hills; the world is their advantage.
They start out with a promotion that gives them an added
advantage to hills and trees. (will be assisted with skirmishers)
Base strength- 3

Brute Squad: Blessed with brute force, these units are the hammer to any wielder,
smashing or exploding the opposition with their unique arsenal. As
they progress in experience, their armor changes color and and they
are lead by a Chieftain. (will be assisted by grunts) Base Strength- 4

Wraiths: These units are good for invading cities. They act like mortars in a sense
where they can bombard the city from the inside in and topple buildings.
They are a great asset to have with any of your infantry. (will be assisted
by grunts/skirmishers) Base strength- 5

Ghosts: These units are agile, quick, and with some assistance around can really
do some damage on any fortifications. They are great for raids.
Base strength- 3

Anti-Air Wraiths: These units give great defense for fortifications. Highly
recommended for any rally points, defenses, or just overall any
places that might be suspected to air raids. Make sure these are
assisted by other ground units as these units cannot fight ground
units. (will be assisted by grunts/ skirmishers) Base strength- 5

Revenant: These units provide convenient transport. They are easy to produce,
cheap, armed, and mobile. They can transport a unit (2 units) to where
it is able to move 3 tiles (2 tiles). Base strength- 2

Banchees: The ketchup that covers these metaphorical french fries. Making sure it
doesn't get too hot on the battlefield. When stacked with other units,
they provide good support to the Covenant's favor. Great for raids.
Base strength- 4

  • 11.17.2011 7:10 AM PDT