View Full Version : [MAP] Ozzy's America - More Accurate Start
OzzyKP Oct 10, 2008, 12:13 AM This is a map/scenario for those of you who want to play a more historical/realistic game. I've taken the great New World map by Modfather (http://forums.civfanatics.com/showthread.php?t=293161) and added several terrain tweaks. Then I paired it with Dale's Age of Discovery II mod (http://forums.civfanatics.com/downloads.php?do=file&id=10804).
Age of Discovery II version:
DOWNLOAD HERE (http://forums.civfanatics.com/downloads.php?do=file&id=10885)
Version .01
10-10-08
PatchMod version:
DOWNLOAD HERE (http://forums.civfanatics.com/downloads.php?do=file&id=10979)
Version .01
10-17-08
All the natives have been placed in earth-accurate locations. I've also set the French, Dutch, English, Spanish, Portuguese and Pirates to start in more accurate locations so each are closer to more historical territory for them. The Spanish have been given a small head-start too. I've put the pirates back a bit further too, to give the civilized folk a few turns (not many!) to get established.
http://forums.civfanatics.com/downloads/ozzyamerica_786.jpg
I've also tweaked the high seas, so no player is burdened by being too far away from Europe.
So if you are tired of playing as the English and ending up in Argentina next to the Sioux, this is the map/scenario for you!
To play you need Dale's Age of Discovery II mod. Unzip this file into your PublicMaps folder and enjoy!
To change leaders:
1. Open up the map in a text editor (like Notepad).
2. Do a "find" (ctrl + f) for "BeginPlayer"
3. You'll see a list of all the leaders in the game. Find the one you want to change.
4. Find the lines that say something like:
LeaderType=LEADER_ADAMS
LeaderName=TXT_KEY_LEADER_ADAMS
5. Change that to any of the following leaders:
LeaderType=LEADER_WASHINGTON
LeaderName=TXT_KEY_LEADER_WASHINGTON
LeaderType=LEADER_ADAMS
LeaderName=TXT_KEY_LEADER_ADAMS
LeaderType=LEADER_CHAMPLAIN
LeaderName=TXT_KEY_LEADER_CHAMPLAIN
LeaderType=LEADER_FRONTENAC
LeaderName=TXT_KEY_LEADER_FRONTENAC
LeaderType=LEADER_BOLIVAR
LeaderName=TXT_KEY_LEADER_BOLIVAR
LeaderType=LEADER_SAN_MARTIN
LeaderName=TXT_KEY_LEADER_SAN_MARTIN
LeaderType=LEADER_DONCK
LeaderName=TXT_KEY_LEADER_DONCK
LeaderType=LEADER_STUYVESANT
LeaderName=TXT_KEY_LEADER_STUYVESANT
6. Save the file, then play. :)
davbenbak Oct 10, 2008, 05:24 AM Cool. I did the same thing with this map for this mod only I gave each civ 2 historical starting cities (except for the pirates) by just opening the World Builder on the first turn, making changes and saving. Oh I did also edit New England a bit by making the St. Laurance River longer for better settlement sites for Quebec and Montreal and reshaped Maine/Nova Scotia so that there was room for Jamestown, New Amsterdam and Plymoth as well as a few Native settlements all on the Eastern seaboard without overlapping. I didn't change the high sea zones though. How did you do that?
edit:
not to high jack your thread but here's what I did.
edit(2) if you have trouble getting playing this map try saving it in your world builder and rename it. Thanks comtedmeighan for the fix!
Jabie Oct 10, 2008, 06:59 AM Sweet. Maybe you could ask Dale to include it in the next upgrade of AoD
jaldaen Oct 10, 2008, 09:45 PM Very cool... although I was wondering if you might do one of these without the need for Dale's Age of Discovery II mod. I'd love to play this scenario with the vanilla Colonization too.
Thanks ;)
Vadus Oct 13, 2008, 01:29 PM very cool ! first map with accurate indian start positions, I have found! thanks !
comtedemeighan Oct 14, 2008, 01:20 AM Cool. I did the same thing with this map for this mod only I gave each civ 2 historical starting cities (except for the pirates) by just opening the World Builder on the first turn, making changes and saving. Oh I did also edit New England a bit by making the St. Laurance River longer for better settlement sites for Quebec and Montreal and reshaped Maine/Nova Scotia so that there was room for Jamestown, New Amsterdam and Plymoth as well as a few Native settlements all on the Eastern seaboard without overlapping. I didn't change the high sea zones though. How did you do that?
edit:
not to high jack your thread but here's what I did.
Hey this one with the starts crashes the game if you play anybody but the French.
comtedemeighan Oct 15, 2008, 02:31 AM another thing how do I edit the one with the starts so I can play marathon? I have an awesome game going with it but it says I got 95 turns left but I'm playing on marathon. I still have over 600 turns left...
OzzyKP Oct 15, 2008, 07:34 AM Ah crap, sorry about that. I realized that mistake myself and fixed it, but haven't released the new version yet..
I've got good news and badnews for you. Good news is you can go into the world builder, save the game, open that save file in a text editor and change "MaxTurns=300" to "MaxTurns=" or "MaxTurns=0" I forget which. Then play that game and you'll have the expected number of turns to finish the game.
The BAD news is that all the goods in all your cities will be erased. All your political, exploration, military, etc points will be erased. The info on Indian cities (what they train, what goods they want) is reset/erased. There may be a few more things too, but those are the major problems.
All your cities, buildings, and units should be ok though. So... it is your call. I'll try to get a new version up tonight.
davbenbak Oct 15, 2008, 08:02 AM @comtedemeighan
oops! The map version I posted was the one for playing with the AOE II mod. Easy fix, dl the mod. I just tried it as the Portugesse and it worked fine. About game speed, yes you'll have to edit the file by changing the default game speed to get the right number of turns.
edit: I just saw that you posted in the AOEII forum so I assume you already have the mod. Just unzip this WBS file to the public maps folder of the mod.
10th Legion Oct 15, 2008, 09:00 AM I was wondering about the "turns left until victory" part myself. I also noticed that when I started a Custom Scenario that none of the European powers would actually start a settlement and I would have to go into the world editor myself and give them a starting city. Once I did that they took off as normal. I was cruising along in one game and just thought it was strange that since running into the initial ships of a few powers that I didn't see them settling as normal or expanding.
Just thought it was worth mentioning, Nice job on the natives by the way it makes settling in New York and the Northeast nicer not running into the Aztecs.
davbenbak Oct 15, 2008, 09:08 AM @10th legion
Could you try my posted map with each civ getting two starting cities and tell me if your having the same problem as comtedemeighan?
10th Legion Oct 15, 2008, 10:23 AM I will give it another go tonight when I get home. I gave it a two trys the other night and both times I lost the game on the fisrt turn because of a European victory.
comtedemeighan Oct 15, 2008, 11:55 PM Davenbak I tried reinstalling your map again its in the AODII public maps folder. Its a great map man I love the historic start sites for the other European civs :) but it still either crashes or the ai win a victory after the first turn the French are still the only faction I can play. Also one minor thing on of the Portugeuse cities is named Cape Bretton which is a french city. I figured out what I did wrong with the turn thing I gotta start a custom scenario and change the time to marathon. I just started scenario with marathon from the regular scenario screen. Ugh just wish I new I had to change the turn thing I got an awesome game going to I can keep playing but I'll get no score :(
TheArchduke Oct 16, 2008, 12:59 AM Can we get a pirate free, portugese version? I for one love the portugese but hate the whole pirate idea.:)
comtedemeighan Oct 16, 2008, 02:35 AM Alright I got the one with the starts to work I saved it in my world builder as something else and reloaded it. It works perfectly now I also saved the game I that was gonna end early in world builder loaded it as a custom scenario and have fixed the time limit thing so I got about another 600 turns until independence :D Well guy I just wanna say I love these maps thanks for making them :D
davbenbak Oct 16, 2008, 05:03 AM Glad to hear you got it figured out. For some reason editing the map directly through the text files didn't work like in civ4. The only way I could get it to work was by opening the World Builder editor in game on the first turn. This also fixed the bug of the AI sailing around instead of founding cities when you custom place units. The whole thing about starting in South America as the Brittish fighting Apaches was really getting on my nerves. Thanks Ozzy!
Therapist Oct 16, 2008, 02:02 PM Anyone else have problems with the AI doing nothing with this map? Every time I play they either sit off the coast or sail around and never land their men, never start a colony, etc. Is there a quick fix for this? Thanks ahead of time.
comtedemeighan Oct 16, 2008, 11:08 PM Anyone else have problems with the AI doing nothing with this map? Every time I play they either sit off the coast or sail around and never land their men, never start a colony, etc. Is there a quick fix for this? Thanks ahead of time.
I know that Dale is working on fixing that problem right now. Davebenbak made a map using ozzy's original map thats further up the page here that gives the Euro civs 2 cities each in there historic locations so they don't sail around aimlessly. I'm playing a game with it now and the Euro Civs are expanding nicely and it just feels more historical with them starting in there parts of the new world.
davbenbak Oct 17, 2008, 07:04 AM Oh, about Cape Bretton as a second Portugesse city. That was the default name given when I founded the settlement so it is a function of Dale's mod. I guess you can go in and reorder or change the city list in the civ info file in the mod if it really bugs you. I pretty much made the same changes on another map only the second Spanish city was in Florida so I changed the switched the city list for the second city to be St. Augustine.
Flash1 Oct 17, 2008, 08:43 AM Technically all you need is is for each civ to have one city with a ship in each city.
In addition to starting units.
davbenbak Oct 17, 2008, 09:15 AM I felt two cities gave better game play. The north east is a little crowded but I hate to leave New Amsterdam out so giving them a city in the carribean adds to balance. Also England really had two strong colonial starts in Jamestown and Plymoth both founded for different reasons.
Flash1 Oct 17, 2008, 09:32 AM I used Jamestown, but I created Boston with my starting ship.
I gave the Dutch... Aruba
Portuguese... Sao Paulo,
Spain... Santo Domingo.
I usually try to 4 cities on the East coast and build New Orleans. If you start with 2 cities plus the starting units... thats alot of cities right after 1492... although if the year was changed to 1550..
davbenbak Oct 17, 2008, 09:44 AM How is that working for you as far as getting the spanish and the dutch to found new cites on the main land? I've found that the AI expands better from cities on the main land so England, France and Portugal seem to leave the others behind. Also the Hudson River valley was probably the most sucessful dutch colony so I hate to leave that out maybe just for sentimental reasons.
Flash1 Oct 17, 2008, 10:02 AM Well, the dutch are more ambitious going from Island to mainland. the spanish like Hispanola. France expands okay. I saw France lose a city to the Iroquois once. The Portuguese have had success and failure with the natives.
Spain will explore and trade but on the enlarged Hispanola they tried putting in 2-3 cities (depending on configuation). I haven't seen them put down roots on the mainland yet.
The Dutch have been the biggest pain in the rear so far. The get founding fathers fast and often, but I have found the key to getting Minuet by around turn 85. I have resorted to buying my ships after Minuet and buying a Privateer to slow them down. In my last test game, I siezed something like 900 horses on three successful interceptions.
Flash1 Oct 17, 2008, 11:00 AM Just as warning...
if using this map with version 1.01, be warned that on marathon growth rate has been changed from 300 to 600% and this has some nutty effects. I'd advise changing it back to 300%.
example at 500% to chop and irragate a grassland tile will take 80 turns. I would hate to see it at the full 600%. And it would take 1200 food instead of 600 to to increase pop.
Blackbeard Oct 17, 2008, 04:59 PM This one is great with all the starting positions but I have the problem, that the KI dont settle down!?!
I tried it 3 times with different civīs and they are just shipping around and dont build any city?
To what does this belong to?
OzzyKP Oct 17, 2008, 10:01 PM That is a problem with the game itself. Supposedly the PatchMod fixes it. Or helps to fix it at least. Dale hasn't included that fix into his Age of Discovery mod yet.
So since people want a fix to that and want a non-AoD game, I've created a version of the map that works with the PatchMod. I've checked it out and it works fine with the newest version (1.06).
Enjoy:
http://forums.civfanatics.com/downloads.php?do=file&id=10979
jaldaen Oct 17, 2008, 10:30 PM So since people want a fix to that and want a non-AoD game, I've created a version of the map that works with the PatchMod. I've checked it out and it works fine with the newest version (1.06).
Thanks a bunch for the new version! I'll have to check it out ;)
Dale Oct 17, 2008, 11:24 PM Hey Ozzy, with the AoDII version unless you want random indians, goods and start locs you shouldn't place the plot(0,0) key. :)
I've attached the fixed map without the key, and it functions beautifully in AoDII 1.01. I'll publish it in the PublicMaps of AoDII from now on if you don't mind. :)
As an aside, I don't really like this map layout as there's no easy way into the Pacific. You have to place a city at Panama and sail through it. But that's just my opinion. :)
Gomer_Pyle Oct 18, 2008, 07:28 AM Great map ozzy. But one question. Why can I only choose one of the leaders of the nations? All other maps got 2 on each. :S
Flash1 Oct 18, 2008, 07:31 AM Hey Dale,
"Hey Ozzy, with the AoDII version unless you want random indians, goods and start locs you shouldn't place the plot(0,0) key. "
Could you explain how this works?
OzzyKP Oct 18, 2008, 07:49 AM Hey Ozzy, with the AoDII version unless you want random indians, goods and start locs you shouldn't place the plot(0,0) key. :)
I've attached the fixed map without the key, and it functions beautifully in AoDII 1.01. I'll publish it in the PublicMaps of AoDII from now on if you don't mind. :)
As an aside, I don't really like this map layout as there's no easy way into the Pacific. You have to place a city at Panama and sail through it. But that's just my opinion. :)
Oh, that's odd. It works just fine for me. The resources and huts are randomized (as they should be) and the start locations and indians are pre-placed on the map. How does it show up for you? And others?
And I'm happy to have you include it with AoDII. I can work on a version with that extends South America to the cape. I just used a map someone else made and customized it. So while I adjusted the tiles I didn't (m)any adjustments to the land itself.
Then again, once you add Russia and China to your mod having no access between oceans in the south might make Panama an interesting strategic point to fight over from all directions.
Great map ozzy. But one question. Why can I only choose one of the leaders of the nations? All other maps got 2 on each. :S
Yea... I don't know how to set that up in a map. I'm sure there is a fancy way of doing it, perhaps Dale can suggest a way. For now though if you want to play as a different leader you will need to swap out their name in the world builder file.
Gomer_Pyle Oct 18, 2008, 08:35 AM Ah crap, sorry about that. I realized that mistake myself and fixed it, but haven't released the new version yet..
I've got good news and badnews for you. Good news is you can go into the world builder, save the game, open that save file in a text editor and change "MaxTurns=300" to "MaxTurns=" or "MaxTurns=0" I forget which. Then play that game and you'll have the expected number of turns to finish the game.
The BAD news is that all the goods in all your cities will be erased. All your political, exploration, military, etc points will be erased. The info on Indian cities (what they train, what goods they want) is reset/erased. There may be a few more things too, but those are the major problems.
All your cities, buildings, and units should be ok though. So... it is your call. I'll try to get a new version up tonight.
Did you fix this? Because for some reason i get this 99 turns left after 200 turns on marathon.
Edmar Oct 18, 2008, 09:28 AM Thank you for your mod Ozzy, it's exactly what I was looking for! It was a pity to see France in Argentina, Holland in Brazil and that kind of stuff.
But for some unknown reason I can only choose one leader for each nation instead of two when I play with your map :confused: . Do you know how can I solve the problem?
OzzyKP Oct 18, 2008, 09:32 AM Did you fix this? Because for some reason i get this 99 turns left after 200 turns on marathon.
Oops! Thanks for reminding me. I've just fixed both the maps now.
You'll need to go back and download them again. Sorry. :(
OzzyKP Oct 18, 2008, 09:41 AM Great map ozzy. But one question. Why can I only choose one of the leaders of the nations? All other maps got 2 on each. :S
Thank you for your mod Ozzy, it's exactly what I was looking for! It was a pity to see France in Argentina, Holland in Brazil and that kind of stuff.
But for some unknown reason I can only choose one leader for each nation instead of two when I play with your map :confused: . Do you know how can I solve the problem?
Ok, again, pending a fancy solution from Dale or someone, here is an interim solution to get you guys by.
1. Open up the map in a text editor (like Notepad).
2. Do a "find" (ctrl + f) for "BeginPlayer"
3. You'll see a list of all the leaders in the game. Find the one you want to change.
4. Find the lines that say something like:
LeaderType=LEADER_ADAMS
LeaderName=TXT_KEY_LEADER_ADAMS
5. Change that to any of the following leaders:
LeaderType=LEADER_WASHINGTON
LeaderName=TXT_KEY_LEADER_WASHINGTON
LeaderType=LEADER_ADAMS
LeaderName=TXT_KEY_LEADER_ADAMS
LeaderType=LEADER_CHAMPLAIN
LeaderName=TXT_KEY_LEADER_CHAMPLAIN
LeaderType=LEADER_FRONTENAC
LeaderName=TXT_KEY_LEADER_FRONTENAC
LeaderType=LEADER_BOLIVAR
LeaderName=TXT_KEY_LEADER_BOLIVAR
LeaderType=LEADER_SAN_MARTIN
LeaderName=TXT_KEY_LEADER_SAN_MARTIN
LeaderType=LEADER_DONCK
LeaderName=TXT_KEY_LEADER_DONCK
LeaderType=LEADER_STUYVESANT
LeaderName=TXT_KEY_LEADER_STUYVESANT
6. Save the file, then play. :)
Gomer_Pyle Oct 18, 2008, 11:23 AM Very nice. Gonna give this a try. Thank you!
Dale Oct 18, 2008, 11:53 AM Ok, again, pending a fancy solution from Dale or someone, here is an interim solution to get you guys by.
I've been asking Firaxis for the ability to do this in WBS files since vanilla Civ4. :(
OzzyKP Oct 18, 2008, 01:03 PM :(
........
Gomer_Pyle Oct 18, 2008, 01:51 PM I think something is wrong with the starting pos. I have tried 20 different games now with your newest version. But "All" of us seem to want to play in only north america. Even spanish. I think you need to make a version were there is a couple starting pos. near each continent. And maybe all nations can start in all positions randomly. At this point spanish is starting way out in a "goto europe" zone. And the other nations also land on same spots every time. During my 20 tries dutch france and england started their cities on same spot. Spanish was a bit slow. They come up to us after 20 turns or something. It does not seem like they got a head start at all i am sorry to say. I would prob. place them closer to the islands north of south america.
davbenbak Oct 18, 2008, 08:02 PM My next map with starts will have three cities.
(England) Jamestown, Boston, Charlestown
(Spain) Santa Domingo, St. Augustine, Cartjena/Maracaibo
(Portugal) Well 3 cities along the coast of Brazil
(France) Quebec, Montreal
(Holland) New Amsterdam, Nassau
My question is what do you think the best third city for France is Trios River/Fort Duquene (sp), New Orleans, Carribean Island/Guadelope or Guyana and which is best for Holland Aruba or up state New York? I realize this is slightly non historical with a start in 1492 but well if we were that concerned with start dates the English wouldn't get started until the 1600's and I'd rather have input now than after releasing a map.
Flash1 Oct 19, 2008, 01:34 AM Actually Roanoke was 1584. The problem is really the Dutch. Most of their territory was either near New York or Brazil. Alot of territory was the result of war. Alot of territory wasn't gained until the mid to late 1600's.
So on the map, you could start at 1600 with more colonies for spain and portugal. France's first colony seems to be 1600. So it is going to be very difficult to be very historical.
I would however like to have a bigger map with more room.
comtedemeighan Oct 19, 2008, 01:42 AM How about New Orleans but of course you could add Guadoloupe but the island needs another hex or something...
Flash1 Oct 19, 2008, 01:52 AM That is a good idea. France did have a large chunk of North America until she had to pay for wars and either lost or sold territory.
I think it would be interesting to put in New Amsterdam if their was more room on the East Seaboard. New Holland certainly had issues too.
A question though is how many of you have fought colonial wars with other Europeans and how has it worked out?
davbenbak Oct 19, 2008, 09:01 AM Having New Amsterdam between Jamestown and Plymouth creates a diplomatic challenge for the English. I have both allowed open borders for land passage between cities and acess to native villiages then just out cultured them to overlap their borders and put them in a stranglehold or aligned with the natives to capture and of course rename New York. Then again I have also edited Ozzy's map to make the St. Laurance ocean squares all the way to Lake Onterio and added to Cape Code to allow Boston without overlapping New Amsterdam. Flash brings up a good point. Should I go with Jamestown, Plymouth and Roanoke in the spirit of founding cities or Williamsburg, Boston, Charlestown in the spirit of rebellion? By the way puting an addtional Spanish cities in Florida with St. Augustine also makes for great game play.
Flash1 Oct 19, 2008, 09:46 AM You could make Paramaribo for the Dutch. Olinda would be a good place too, but there is a nice Tupi city in the way.
I like Jamestown, Boston, New York. Interesting Idea for New Amsterdam though.
comtedemeighan Oct 21, 2008, 01:15 PM Ozzy can you make a version of this map that works with Dom Pedro's Triangular trade mod?
OzzyKP Oct 21, 2008, 01:23 PM Sure thing. :D
comtedemeighan Oct 21, 2008, 02:36 PM awesome thank you :D
Gomer_Pyle Oct 24, 2008, 03:55 AM Take a look at your map Ozzy!
When i played ur map i keep getting problems with English. Every round i start a new game as them i get random "Tax increase" on startup. The king says i have lost all my colonies or something. This only happens with English and on your map. When i play with the other nations "England" wins independence very quick even if their rebel sentiment is only a few %. Normally around turn 300 on Marathon 900 turns. The reason i am saying this is that i only encounter this on your map.
I am playing with PatchMod 1.06b, but i get none of these things with PatchMod maps and random custom maps ect.
It is really a pain because I really like your map bud.
In case it is not your map then I appoligize, but the reason i am saying this is because i can not reproduce this on other maps.
davbenbak Oct 24, 2008, 10:19 AM Have you concidered reducing the number of sea zones to Europe? While it better than vanilla they do seem awfully close. I tried a privateer statagy on my last game and it seems that if there were a smaller area say in the North Atlantic equal distance from New England and South America pirates/privateers patroling the "trade route" would be much more efficient and impactful.
comtedemeighan Oct 25, 2008, 02:52 AM Davenbak your Map Doesn't work with the new updated AOD II can you fix this?
davbenbak Oct 25, 2008, 08:51 AM Sure give me a few days. I've actually been spending the last few days playing some of the new mods and maps. I'll DL the lastest AOEII today.
CorranH96 Nov 01, 2008, 05:48 PM Great map, but any chance we might be seeing a huge version? It would be much appreciated!
OzzyKP May 20, 2009, 01:27 PM Take a look at your map Ozzy!
When i played ur map i keep getting problems with English. Every round i start a new game as them i get random "Tax increase" on startup. The king says i have lost all my colonies or something. This only happens with English and on your map. When i play with the other nations "England" wins independence very quick even if their rebel sentiment is only a few %. Normally around turn 300 on Marathon 900 turns. The reason i am saying this is that i only encounter this on your map.
I am playing with PatchMod 1.06b, but i get none of these things with PatchMod maps and random custom maps ect.
It is really a pain because I really like your map bud.
In case it is not your map then I appoligize, but the reason i am saying this is because i can not reproduce this on other maps.
That's very strange. I have no idea what could be causing that...
OzzyKP May 20, 2009, 07:43 PM Ok, I'm trying to update the map for the new version of Age of Discovery, and am including Australia, China & Russia. For some reason though, 2-3 turns into every game the pirates win by an independence victory.
Anyone know how to fix this?
Paranox Aug 29, 2009, 04:47 AM I found a problem not posted here after searching a bit. I don't know if it's about your map or AoD II or what, but on each start of the game with whatever the settings as long as I'm not the pirates, the pirates go for europe right about 3 turns from the beginning of the game and die right there and then.
I kind of want them in the game but I can't have 'em without using world builder to set them up first, which is not what I want to do every time I start a game.
I attached a save file for you to test. It's from C4C 1.01f with AoD II 1.12.
EDIT: I noticed that the pirates were turned off for AoD II in earlier versions already. So that must be it, though it's kinda weird that they just die :)
|
|