Archive for 27/02/2009


Guerre et Pouet

Vivement la Bombe.

Civilization IV possède un Mod très populaire, appelé Rhye’s and Fall of Civilization. Je m’y suis essayé ces derniers jours et il est effectivement très intéressant. Tout d’abord, il inclut de nouvelles formes de terrain et de ressources (marais, coton…), et une nouvelle colonne de gouvernement prenant en compte la stabilité de votre population. Il réintroduit aussi les épidémies et les mercenaires, mais surtout il permet une approche totalement différente de ce merveilleux jeu qu’est Civilization. En effet, dans ce mod, chaque civilisation apparaît sur la carte selon le lieu et surtout l’époque de son éveil véritable, conformément donc à l’Histoire.

Au tout début de la partie, en 3000 av. JC, vous êtes invité à choisir entre quatre civilisations : Egypte, Babylone, Inde et Chine. Chacune d’entre elle possède un atout bien spécifique (par exemple pour Babylone : le pouvoir de la Loi étouffe tout mécontentement dans les villes nouvellement conquises) et des objectifs eux aussi propres à chaque civ (toujours pour Babylone : être le premier à découvrir l’écriture, le code des lois et la monarchie ; faire de Babylone la ville la plus peuplée et diffusant le plus de culture en 700 av. JC). Atouts et objectifs reflètent bien entendu les achèvements historiques de chaque civilisation.
Comme le temps passe, de nouvelles civilisations apparaissent sur la carte et l’ordinateur vous proposera de prendre le contrôle de l’une d’entre elles en laissant l’IA gérer celle que vous abandonnerez. Bien entendu, au fur et à mesure que les siècles s’écoulent, il devient de plus en plus difficile de gérer une civilisation ancienne, les catastrophes s’abattant sur elle : invasions barbares, épidémies, guerres etc…
Les nouvelles civilisations apparaissent sur la carte à des dates bien précises (pour le deuxième « groupe » on a Carthage, Rome, la Perse et la Grèce, chacune apparaissant à quelques tours d’écart) avec une petite armée déjà constituée (souvent accompagnée de quelques colons) qui leur permettra de faire face aux civilisations déjà établies et même, éventuellement, de les renverser. Les nouveaux-venus ont bien entendu leur propre atout et des objectifs personnels (pour Rome, le pouvoir de l’infrastructure permet aux troupes de se déplacer deux fois plus vite sur les routes à l’intérieur de l’empire. Les objectifs de Rome sont d’avoir un aqueduc, un amphitheâtre et des casernes dans chaque ville, de conquérir tout le territoire historiquement contrôlé par l’Empire Romain d’Occident avant 450 ap. JC et de ne perdre aucune ville aux barbares avant 1400 ap. JC). Ces nouvelles civilisations se développeront tandis que les anciennes dépériront.

Il faut donc savoir abandonner sa civilisation au bon moment pour prendre les rênes d’un nouvel empire qui vous amènera peut-être à combattre, et à achever, d’anciens peuples décadents. L’Histoire continue ainsi de dérouler ses pages et de nouveaux empires continueront à s’élever sur les ruines de civilisations oubliées. Ainsi, la dernière civilisation à entrer en jeu sont les États-Unis, dont l’atout est le pouvoir du Rêve Américain (qui attire les populations mécontentes de civilisations en perte de vitesse vers les villes américaines sans pour autant provoquer de troubles dans ces dernières) et les objectifs l’absence de colonies européennes en Amérique en 1900 ; la construction de l’ONU, de la Statue de la Liberté et du Pentagone avant l’an 2000 et le contrôle de dix ressources en pétrole en 2000.

Ce mod est disponible dans les scénarios du supplément Beyond the Sword pour CivilizationIV. Je le recommande chaudement à tous les mégalomanes et autres apprentis maîtres du monde. Petit embêtement : il n’est pas possible (ou bien je n’ai pas bien regardé) de consulter ses objectifs et atouts au cours du jeu. C’est gênant quand on change de civilisation. C’est pour cette raison que je vous ai concocté avec amour la liste suivante, reprenant les atouts et objectifs de chaque civ (infos piochées sur civfanatics.com et dans le jeu même). Je vous conseille de la copier sous Word et de l’imprimer.

Voilà, vous n’avez plus aucune excuse.

RHYE’S & FALL OF CIVILIZATION

Egypt (3000 BC)
Unique power effect: Pharaoh
At the start of the history, the Hereditary Rule and Slavery Civics are already available and enabled, without the technology requirements they are normally associated with.
Unique victory conditions: (When 2 goals out of 3 are achieved, a “Triumphal Arch” is automatically built in player’s capital, triggering a Golden Age.)
Have more than 500 Culture in 700 BC.
Have more than 5000 Culture in 450 AD.
Build the Pyramid, the Great Library, and the Great Lighthouse by 250 AD.

India (3000 BC)
Unique power effect: Spirituality
No anarchy in revolutions.
India can switch Civics immediately, without causing a revolution.
Unique victory conditions:
Found Buddhism and Hinduism.
Found at least 5 religions.
Be 1st in population in 1200 AD.

China (3000 BC/600 AD)
Unique power effect: Myriads
1.5X Melee and Gunpowder units train speed.
China can train myriad units thanks to their faster train speed.
Unique victory conditions:
Build 2 Confucian Academies and 2 Taoist Pagodas by 1000 AD.
No city lost to barbarians or to Mongols before 1400 AD.
Control an army of 120 units in 1600 AD.

Babylonia (3000 BC)
Unique power effect: Law
No resistance in conquered cities.
The power of Law allows Babylonians to capture cities without having to control citizens anger in the following turns.
Unique victory conditions:
Be the first to discover Writing, Code of Laws and Monarchy.
Make Babylon the #1 cultural city in 700 BC.
Make Babylon the most populous city in the world in 700 BC.

Greece (1600 BC)
Unique power effect: Philosophy
+150% Great People birth rate until the end of the Renaissance.
The power of Philosophy allows a huge boost to Great People birth rate, cumulative with other wonders and Civics, for a limited period.
Unique victory conditions:
Be the first to discover Literature, Drama and Philosophy.
Build the Oracle, the Parthenon, the Colossus and the Temple of Artemis by 50 AD.
Be the first to circumnavigate.

Persia (850 BC)
Unique power effect: Satrapy
+2 additional Stability Points for each city conquered.
When Persia conquers a city, it gets a +2 shift towards stability in addition to the normal modifier. The bonus isn’t applied in case Temporary Occupation civic is being used.
Unique victory conditions:
Control 8% of world territory by 600 AD.
Control 7 world wonders by 700 AD.
Control 2 holy city shrines in 700 AD.

Carthage (800 BC)
Unique power effect: Mercenaries
Mercenaries hire and maintenance costs halved.
Carthage can hire more mercenaries, costing half the price they cost for the other civs.
Unique victory conditions:
Secure 3 dye resources by 350 AD.
Control 5 coastal cities in the Mediterranean in 350 AD.
Be the first to circumnavigate.

Rome (750 BC)
Unique power effect: Infrastructure
Roads within Roman borders allow 4X unit movement instead of 2X.
All units (including not Roman units) can move 4 times faster instead of just twice as fast when travelling on roads within Roman territory.
Unique victory conditions:
Each city controlled in 450 AD which size is >=5 is connected to the capital and has got Barracks, an Aqueduct and an Amphitheatre.
Control in 450 AD all the area historically comprehended in the Western Roman Empire.
Never lost a single city to barbarians before 1400 AD.

Japan (650 BC/600 AD)
Unique power effect: Honor
All military land units have a bonus in city defence.
All Japanese military land units will defend their cities with Honor thanks to their City Garrison promotion.
Unique victory conditions:
Be 1st in score in 1500 AD.
No foreign culture in any plot of Honshu (Japanese main island) in 1700 AD.
Never lost a single city until 1850 AD.

Ethiopy (290 BC)
Unique power effect: Sovereignty
Ethiopian cities cannot be demanded in a congress.
Unique victory conditions:
Found one religion.
Ensure there are no European colonies in East and Subequatorial Africa in 1500 AD.
Ensure there are no European colonies in East and Subequatorial Africa in 1900 AD.

Maya (50 BC)
Unique power effect: Astronomy
– 40 % research cost until the end of the Middle Ages.
Unique victory conditions:
Discover calendar by 600 AD.
Build the temple of Kukulkan by 900 AD.
Never lose a city before 1745.

Vikings (600 AD)
Unique power effect: Raid
5X Gold obtained from pillages.
Viking military units gain 5X the value in gold any other civ’s units would from a pillage.
Unique victory conditions:
Have 5000 gold in 1500 AD.
Sink 25 ships.
Be the first to found a city in America.

Arabia (600 AD)
Unique power effect: Faith
State religion spreads with temples and cathedrals to conquered cities.
In case Arabia has a state religion set, it automatically spreads to conquered cities, where a temple and a cathedral are automatically built.
Unique victory conditions:
Control 3 Holy city shrines in 1200 AD.
Control or make vassal states of Egypt, Spain and Carthage by 1300 AD.
Spread Islam to 40%.

Khmer (660 AD)
Unique power effect: Monssoons
All land units can move through jungle.
Unique victory conditions:
Have more than 12000 Culture in 1450 AD.
Have an average city size of 10 or more in 1450 AD.
Spread Buddhism by 30%.

Spain (720 AD)
Unique power effect: Discovery
Naval units receive +2 movement points.
All Spanish naval units receive Navigation I + II promotions. As movement costs are halved on oceans, Spanish ships will reach new lands much faster than the other civilizations.
Unique victory conditions:
Be the first to found a city in America.
No English or French cities in the Americas in 1700 AD.
Control Aztec and Incan territory in 1760 AD.

France (750 AD)
Unique power effect: Entente
Other civilizations have a friendlier attitude.
Non-European civilizations have a friendlier attitude towards France. European civilizations instead are more likely to vote for French interests in a Congress.
Unique victory conditions:
Make Paris the #1 cultural city in 1700 AD.
Colonize Quebec, the Hudson Bay and Louisiana by 1760 AD.
Build Notre Dame, the Statue of Liberty and the Eiffel Tower by 1900 AD.

England (820 AD)
Unique power effect: Royal Navy
Naval units have 2 extra first strike chances.
English Royal Navy will have an advantage for dominating the seas, thanks to naval units receiving Drill I + II promotions.
Unique victory conditions:
Be the first to circumnavigate.
Found at least 3 cities in every continent by 1730 AD.
First to enter Industrial and Modern era.

Germany (840 AD)
Unique power effect: Technique
Free unit upgrades after the discovery of Industrialism.
After the discovery of Industrialism, all units can upgrade with cost 0.
Unique victory conditions:
Control Rome, Greece and France in 1870 AD.
Control Russia, Scandinavia and England in 1940 AD.
Be the first to complete the tech tree.

Russia (860 AD)
Unique power effect: General Winter
Enemy units in Russia take damage every turn.
Enemy units within Russian borders in Russia (not abroad in colonies) suffer 10 points of damage every turn.
Unique victory conditions:
Colonize Siberia by 1700 AD.
Build the Apollo Program by 1950 AD.
Never lost a single city until 1950 AD.

Dutch (920 AD)
Unique power effect: Trading companies
All sea units can enter rival territory.
Unique victory conditions:
Be the civ with the most revealed territory on your map in 1600 AD.
Be the first to found a city in Australia.
Secure or get 7 spices resources before 1775 AD.

Mali (980 AD)
Unique power effect: Wealth
+1 commerce in every land plot.
Land plots with 1 more commerce.
Unique victory conditions:
Be the 1st in gold in 1300 AD.
Have 4000 gold in 1500 AD.
Have 16000 gold in 1700 AD.

Portugal (1130 AD)
Unique power effect: Exploration
All sea units have broader visibility range.
Unique victory conditions:
Be the civ with the most revealed territory on your map in 1500 AD.
Have open borders agreements with 10 other civs by 1650.
Found 10 extra-European colonies.

Inca (1150 AD)
Unique power effect: Terraces
Mountains produce 2 food and 1 hammer.
The Incan civilization can take advantage of the Andes and other mountain ranges thanks to their terrace farming. Peaks produce 2 food and 1 hammer but are still impassable and thus cannot be improved.
Unique victory conditions:
No European colonies in South America in 1600 AD.
Have 5000 gold in 1700 AD.
No European colonies in South America in 1800 AD.

Mongolia (1190 AD)
Unique power effect: Horde
Any razed city makes nearby enemy cities surrender if approached.
When a city is razed, any old owner’s city (smaller or equal to the city razed) in a 4×4 area fears the same fate and surrenders if approached within the following turn by a Mongol unit.
Unique victory conditions:
Control China by 1300 AD.
Raze at least 7 cities.
Control 10% of world territory by 1500 AD.

Aztecs (1200 AD)
Unique power effect: Sacrifice
Military units can enslave defeated enemy units.
Aztec military units have a 50% chance to make a slave worker out of a defeated enemy military unit.
Unique victory conditions:
Enslave 5 European units.
No European colonies in Central America, Southern United States and the Caribbean in 1700 AD.
Enter Industrial era by 1820 AD.

Turkey (1280 AD)
Unique power effect: Assimilation
The majority of foreign culture in Turkish cities is converted to Turkish culture.
Unique victory conditions:
Control the Bosphorus (the Istanbul Strait) by 1500 AD.
Control the Balkans, the Black Sea and Mesopotamia in 1700 AD.
Have 3 other civs as vassal states in 1870 AD.

America (1605 AD)
Unique power effect: American Dream
Population migrates from other civilizations to American cities.
In random periods, population migrates from cities from the most unhappy and unhealthy civs of the world to random American cities, maintaining their foreign culture (but not causing unhappiness in America).
Unique victory conditions:
No European colonies in the whole American continent in 1900 AD.
Build the UN, the Statue of Liberty and the Pentagon by 2000 AD.
Secure 10 oil resources by 2000 AD.

Un nouveau grenelle

Le gouvernement lance un nouveau grenelle, celui de la mer.


Rentre chez toi mamie, c’est pas de toi qu’on cause.

Voila, c’etait juste pour caser ma blague, mais si ca vous interesse l’article se trouve ici: L’article sur le site du Monde.

Some content on this page was disabled on 19/08/2015 as a result of a DMCA takedown notice from Guillaume DE VIVIES. You can learn more about the DMCA here:

https://en.support.wordpress.com/copyright-and-the-dmca/

On commence a un peu trop entendre ce genre de choses.

Prévisions farfelues ou risque réel?