Title card
The New World is a Civilization II scenario introduced in Fantastic Worlds and included in the Multiplayer Gold Edition.
Overview[]
The New World is set on a 100-by-95 tile map of North America ranging from roughly 51° north to the Darién Gap. The scenario is premised on the indigenous Americans being spared from European interference and the devastating epidemics precipitated by the Columbian Exchange. It is essentially a standard game of Civilization II with a Native American flavour.
The scenario features minor adjustments to early game units and advances. Notably, Horseback Riding and its derivatives are deferred until after Magnetism is inferred to enable transoceanic trade. (Indigenous American horses were rendered extinct by the end of the Pleistocene, and modern herds are descended from imported Spanish breeds.)
Civilizations[]
The scenario features seven civilizations, of which six are intended for human play:
Victory conditions[]
The scenario employs the standard victory conditions of Civilization II: a civilization wins either by conquering the world, colonizing Alpha Centauri, or achieving the highest score by the retirement date of 2000 A.D.
Trivia[]
- The scenario features mammoths as an early-game substitute for the vanilla horsemen, with combat strength equivalent to elephants. The introduction acknowledges mammoths had already died out in the Americas by the scenario's start date (4000 BC) and the unit's inclusion is a speculative counterfactual; technically, the woolly mammoth was still endemic to North America until as late as 3480 BC, 27 turns into the game.