View Full Version : Caribbean Sea 1600-1700


Aku Armoton
Jan 06, 2006, 11:46 AM
This is the readme ...in few words I was trying to create scen between Port Royale and Sid's old pirates.

WARNING!!!!!Requires Superciv mod to work (I use v1.04 nosound)

Heres link:
http://forums.civfanatics.com/showthread.php?t=141855


INSTALLATION : !!!!DO NOT OVERWRITE ANY OF THE ORIGINAL CIV FILES!!!!

If you have v1.0 installed then overwrite new files in the Superciv folder

Put the map file to your installdir\publicmaps folder.

Backup those xml files from superciv mod folder and overwrite included files in superciv folder.

Enjoy the game! =)

Some changes made to files :

- No oil, aluminum and uranium in the game. The game takes place in 1600-1700 so there won't be any destroyers and other modern units.

- Settlers now require robotics and oil to build, so there won't be any expansion, also there is no tribal villages to prevent free settlers.

- All modern units after rifleman requires oil to build, and since there is no oil they cannot be build.

- Calendar is based on months not years, and the game lasts 1200 turns (100 years).

- Naval units are more powerful in this scenario and Sparrow has carrack as unique unit.

- Hehe now you wonder what Sparrow, well the notorious Jack Sparrow leads his pirates as one playable nation in this scenario.

- There may be more but I don't remember all that I did change....

- I mixed towns on purpose to spark tensions between nations. So don't be surprised to see Antigua as Spanish or Trinidad as Sparrows control.

CHANGES TO v1.01:

- Fixed some town names

- Changed Sparrows attitude modifiers

The NR version also has all religions removed from towns, game chooses random holycitys in a few turns. Also attitudes between nations has changed little negative.

Hope you enjoy this scenario as much as I enjoyed creating it. I haven't tested it so if you liked it or wan't to give feedback, please do so at civfanatics forums where you got this package.

Thanks, Aku Armoton

PS. Feel free to tweak/change any aspects of the map, I won't mind. I did it cause I just love the game and there was no caribbean map at forums

Aku Armoton
Jan 06, 2006, 11:47 AM
And here's screens....Check Caravels stats at downleft corner and you see how it's changed.

geebo
Jan 06, 2006, 12:16 PM
looks good...will try soon...

Elhoim
Jan 07, 2006, 03:39 AM
Sid Meier´s Pirates! :p

Crash757
Jan 07, 2006, 10:58 AM
Quick game speed doesn't work, instant loss on begining :(

Aku Armoton
Jan 07, 2006, 11:02 AM
Like I said in the first post I haven't tested it (was too anxious to get it here) and while making it always chose normal speed. Never thought that choosing different speed might cause such problems.

EDIT: Did some test runs with English and it started okay for me with every speed setting. You have the superciv mod installed? Otherwise I cannot help you but if someone knows more please do so.

It seems that with normal speed techs are getting quite fast so maybe playing with epic or even marathon would keep this scen in it's timescale...there's 1200 turns to go anyway =).

TeamZen
Jan 13, 2006, 07:59 PM
Im getting same error at default "normal" speed. as soon as game starts. I get "you are defeted" and game ends. using superciv mod.... so damifiknow....?
:D

Crash757
Jan 21, 2006, 04:54 PM
Im getting same error at default "normal" speed. as soon as game starts. I get "you are defeted" and game ends. using superciv mod.... so damifiknow....?
:D
Me 2 :rolleyes:

Micha
Feb 04, 2006, 06:25 PM
From 1380 mod:
U need to edit Europe1380.Civ4WorldBuilderSave file, the path to '1380' folder is missing, there must be "ModPath=Mods\1380" line.

Same problem, different name. Easy to fix with a text editor.

Snerk
Feb 21, 2006, 06:48 AM
Looks nice, but what size is the map?

Swiss Bezerker
Feb 21, 2006, 04:18 PM
good equal representation of each nation. A bit unacurate, but whatever

Elmstr
Mar 22, 2006, 04:21 AM
the caribbean looks like a cool scenario to me