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SCENARIO: Age of Imperialism; 1895-1924, Deluxe Version 2016-10-05

Austria-Hungary - Lieutenant

All cities are mostly fully built up. Capitol of Wein can produce over 700+ shields per turn! :) And can reach close to 850+ when building improvements.

Week 45, 1904 - Since Britain has been at war with all these countries, their power has declined significantly per the Histograph power screen. It appears that France took the British city of Cork, although I'm not sure when it happened. I brought Scandinavia into the war against Britain also.

Week 9, 1905 - Sigmund Freud was created, a great leader.

Week 13, 1905 - USA declares war on me after I refuse to give 100 gold.

Week 33, 1905 - I just landed off of Cagliari (which Britain recently took from Italy), and on this turn Germany made peace with Britain. I went ahead and attacked Britain anyway and took the city.

Week 41, 1905 - I am trying to make peace with Great Britain ASAP. Most other countries have made peace, and Germany has gone to war with Scandinavia; I went to war with France when I rejected their demands for gold. A couple turns later, USA declared war on me.

Week 9, 1906 - I got Russia to declare war on France, and a huge fleet of USA ships showed up in the Mediterranean, but for a little under 1700 Gold, I made peace and got USA to declare war on France. France has a very large/strong navy themselves, and I am having a hard time dealing with it.

Week 21, 1906 - Took French city of Nancy. I'm in 6th place in Victory Points, and 14th place in Score (to be expected).

Initially in the beginning of the game, I thought Cavalry weren't incredibly useful, since the Rifleman can provide both decent offense and defense, but now I am to an extent building all units in somewhat equal numbers since they all have distinct advantages/disadvantages. MG Battalions in defense roles, Hungarian Infantry for added defense against fast units, Austrian Infantry for all around roles and to protect Cavalry during assaults, and Cavalry for the main offensive punch. Is very effective and keeps enemies from being able to do much damage.

Week 25, 1906 - I now have biplanes, and can build the Fokker E.I Fighter (the export can not strafe though, so defense/recon only). Reminds me of the days playing Dynamix/Sierra's Red Baron on the old 386 computer :).

Week 49, 1906 - Had to get France on board to help against Russia. Their numbers are tough to deal with, and Germany seems to not have many units to spare against them.

Week 21, 1907 - Britain asked for peace, so signed the peace treaty.

Week 41, 1907 - A horde of nations have declared war on France, but they seem to be holding out okay. I have found Destroyers to be extremely useful... their bombard is stronger and more useful than any other ship, and with their cost being much lower, and with the fact that the AI rarely actually attacks any ship, but uses their navies simply for escort most of the time, means I don't have to worry about losing them even if they are undefended.
I have built Vitamines, and now have WW1 Infantry. I have begun upgrades, and have set sliders to 0% to reap in gold to continue upgrades. I am building Advanced Airships for air bombing missions in the meanwhile. I am so ridiculously far ahead in tech, I should be able to make some major territory pushes against smaller nations and wipe them off the map.
Made peace with Russia and gained 1500 gold to prepare attack on Ottomans.

Week 49, 1907 - Lowland Countries demand gold and declare war on me... time to utterly destroy and crush them.

Week 5, 1908 - Brussels is taken, with some moderate casualties due to the number of troops stationed in the city, and the rush to get the city before the French or Germans.

Tom
 
Looks like folks have been busy playing. :D

I will try to answer some of the questions:

I don't know on the science rate reset. I have noticed that while testing, but nothing I could do about it. I assume it is some type of bug with the game itself rather than anything specifically scenario related. Annoying for sure.

Coastal Fortresses in this game are designed to help protect against minor bombardment. They have a very high naval and bombard defense. They were not put in for their other effect of knocking hps off opposing ships as they pass by.

Vista = teh suck. :)

Kriegsmarine is the German navy of WW2. Kaiserliche Marine, Hochseeflotte, and/or High Seas fleet would be more appropriate for WW1. This is much like the German armed forces of WW2 were the Wehrmacht and the post WW2 German forces were knowned as the Bundeswehr. Really, the only thing that has kept the same name throughout has been the Luftwaffe. At any rate, yes, the Hochseeflotte presents "special issues" to the Russians although there is nothing like watching the stupid AI park the fleet in a newly conquered city with weak defenses only to have the city retaken on a counter attack and watching all those ships go down at the docks.

The US starts a bit slow, but once they get rolling, they are an economic nightmare for any opponent. Especially with a human playing them, their shield production can be quite disgusting. I am playing them in my current game and it is San Fran that is over the 400 mark. (West coast is harder to build up shield wise since only two cities have the industrial resource). I have a ton of cities that are in the upper 100's. While I usually go with the "mega production city" (usually the capital), the US is big enough that imo, you are better off with a lot of really good cities instead of a couple of super cities. This will come into play later when you get the increase in infantry and ship prices and the 400 shield cities can't pump out 1 unit a turn.

RE Canadian ship yard. It should require the Canadian resource (these are under the eastern cities) and the deep water improvement. The resources do not have to be in the city radius however.



Australia (and NZ for that matter) are a bit of a "white elephant" because anyone coming in really can't do much with them. There are some resource producing wonders, which does make it somewhat worthwhile to take over, but in terms of producing units, they are quite limited for any would be invader. The units that could be produced there for someone else would have to be the type that can be built regardless of either the industrial or colonial resource. In most cases, this will be limited to artillery (need iron), smaller ships (need coal and iron) and aircraft (need oil and wood). Just sort of the way it works out.
 
I don't know if this is just me and I focused several cities on hogging all the best tiles in its area, but after building all the improvements in the first era or so, Philadelphia ended up with over 400 industry. Obviously not something I'm complaining about.
It's not just America; in my A-H game, Triest is making some 400+ shields/turn, Wien is making ~100 (but only working 3 tiles), and Prag is also making ~400. Triest is where most of my Wonders have been built, though Prag and Wien have a couple since you get multiple wonders at a time in a few cases.

Since Britain has been at war with all these countries, their power has declined significantly per the Histograph power screen. It appears that France took the British city of Cork, although I'm not sure when it happened.
It seems the French really like that city. I've never seen them take Dublin, and I've seen them land in SW Englad exactly once, but Cork seems to be fought over fairly often when they go to war. It'd happen less often if the British navy would fight the French one in the Atlantic, though.

Initially in the beginning of the game, I thought Cavalry weren't incredibly useful
I've come across that with the A-H a lot more than with the Germans (probably due to the -2 Attack vs the other), and it only gets worse; even facing down a 2-HP Russian Infantry (Defense 8) in flatlands is a bad proposition for Austrian Cavalry, so you really need to redline whoever you're hitting and make doubly sure you aren't attacking into poor terrain. And once you start pumping out WWI Austrian Infantry, they become much less useful unless you send them overseas, since the WWI Austrians have 12 Attack.

Coastal Fortresses in this game are designed to help protect against minor bombardment.
Yeah, the first time I loaded it up I immediately set all my coastal cities to building them ... then one got built in Africa, I think, and I realized it didn't provide the Happiness bonus anymore.

Kriegsmarine is the German navy of WW2. Kaiserliche Marine, Hochseeflotte, and/or High Seas fleet would be more appropriate for WW1.
How would you say "Killfleet?"
 
no one heard me did they :P.

I found two problems with the Civlopedia their really not that important, but
1: When you click "Military Tactics" it goes to the Upgrade Tactics,
2: When you Click "Boers Sea Units" It goes to "Brazilian Sea Units"
3: Santiago De Cuba [Or Something Similar] in Cuba has no Colonial resource in the city, but it should still work to produce RM right?
 
hi Zelet. please send your civp comments via pm to me. i posted this a few times and on the front page too. it just makes it easier for me to keep track of and keeps the flow of the thread going (instead of haggling over so-called "big" errors). thanks :)
 
This happened to me when playing Tibet. Tibet could not research above 50%, so I just had one scientist and research set to 0%, but it jumped back to 50% every turn. Probably something to do with the way the game is programmed.

Tom
Yeah this is a bug with Civ 3. When a government has a 50% max research rate it resets from whatever you have it set as (0-40%)back to 50% after each turn.
 
RE Canadian ship yard. It should require the Canadian resource (these are under the eastern cities) and the deep water improvement. The resources do not have to be in the city radius however.

I know. All my Canadian cities are linked to each other, thus they have the Canada resource. And all the coastal cities have the Deep Water Harbour at the start of the scenario (it's set in the editor).
The only reason I can think of by now would be the required form of government - there are three "Constitutional Monarchies", one generic, one British and one Italian. But as the Aussie Shipyard and both the Aussie and the Canadian Manufacturing Plant (I can build all of those) have the exactly same required government as the Canadian Shipyard, that shouldn't be the reason either.
I'm at my wits' end.:confused:

Of course, as Quebec can build veteran ships and upgrade because of its Citadelle, it isn't that much of an issue, if necessary I can bring the ships to UK to upgrade. But for the Pacific it would be nice with a fully working navy base at Vancouver.
Also, this is an issue that should be fixed, as it surely isn't meant to be this way.
 
... The French are weird. They have few enough troops in Bordoux that the Spanish can take it within a couple turns, but they keep four M1897 Hotchkiss MGs, 13 Colonial Infantry, and a handful of Colonial Sentries in Bologna? Oh well. Loving the final German Howitzer, though ... I'm debating whether to start disbanding all my Field Guns - their final upgrade is a Bombard 12 Rate of Fire 3 ... but the 09 Howitzer I got with The Great War is a Bombard 15 RoF 3, and the final Howitzer is Bombard 20 RoF 2 (And the Skoda may only have a RoF of 1, but Lethal Land Bombard? YES PLEASE), so it's outclassed.
 
And trying to build the Austro-Hungarian Armored Car gets you a "File Not Found" error regarding the Russo-Balt (which is a Russian AC, IIRC). It should be the Romfell ....
 
Can't wait until this is done (Great job to all here)

I hate to interupt on a completely diferent subject but here is a very active thread and someone here might know what I need.

The original scenario 7 MP Sengoku - Sword of the Shogun.biq My question is can I randomize/shuffle the resources on this scenario map? Doing so will that add more resources and/or remove the unique ones that are found on the map like JADE and will it mess anything up doing it?
 
here's a fix for the Romfell Armored Car.

http://forums.civfanatics.com/./downloads.php?do=file&id=13768

seems that the ini file is out of whack and refers to old flc files inside of the Russo-Balt Armored Car.

DL the file, unzip it, and put it in the AoI/Art/Units folder. overwrite the existing one :) no need to start over either. just patch it and go.
 
So Tibet can be a bit of a cash cow apparently....



WOWZA! They must have been paid a lot to declare war on me... For those of you who don't want to open it, they have almost 3 million gold!
 
Tibet is not capable of actually bringing in that much gold by itself (depending on difficulty level, I would guess 1000 gold/turn would be difficult to achieve if not impossible, but AI never puts sliders down to 0%)... they are probably being paid large sums of cash to go to war with other countries, that would be my guess.

Tom
Yea, I figured cause they were pulled into a war against me... but how in the flying freaking freak did a country get 2.7 MILLION GOLD!?!?! I want THEIR financial minister.
 
I think I figured out the problem with Canadian Shipyard - this has to be a bug. In the editor, if you look at the Canadian Shipyard entry (hit O to get to Olympic Host and go up two), you should notice that it has the box for "Reduces Corruption" checked in the Wonders & Small Wonders area. Even if it's an improvement, not a wonder, somehow this makes the "Forbidden Palace" effect kick in and you can't build it until you have more than half the OCN number of cities, which is set to 999 for this scenario.

So, uh, get 500 cities and you can build it? I'm hoping this isn't by design.... (EDIT: Hah, there aren't even 500 cities total in the game!)

The other improvement that has this problem is the Naval Station, although I'm not sure what's really intended for that one. It seems superfluous - there's plenty of other +Veteran Naval Units buildings already, right?

If you need this fixed for an ongoing game, however, you can't just change the scenario file. The rules are actually embedded in the save file, so unless there's a tool for modifying that, well... good luck hex editing :)
 
Well spotted, Sima Qian.
I'll just have to live with it for this game, and the bug can easily be fixed for the future.
 
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