Europa Europa: European Empires Mod

ArbitraryGuy,

I have a suggestion for fortifying the early Barbarian cities. Place Archers (2 or 3) with levels I II and III Garrison and one or two general (+10%) promotions. This should nerf their offensive ability. It would be nice if you could just make enhanced units with movement 0?

I looked at your map wanted to mention that Spain historically had a source of Gold.

I know you wanted to nerf Italy but it I still believe it should include the following resources: Iron, Copper, Coal, Marble, Stone, Marble, and Wine.

I did some digging and found the following cites and approximate locations:

Iron was/is located in NW Italy (& Elba island off coast of Tuscany) and sporadically in S. Italy:
http://www.britannica.com/eb/article-26987
http://minerals.usgs.gov/minerals/pubs/country/maps (Goto Italy)

Coal was/is located in Tuscany and Sardinia:
http://www.britannica.com/eb/article-26987

Aluminum is located near Venice
http://minerals.usgs.gov/minerals/pubs/country/maps (Goto Italy)

Italy has some Crude Oil (and Natural Gas) reserves as well (Largest producer in Europe), some in Southern Apennines:
http://64.233.161.104/search?q=cach...aug97sup.pdf+italian+crude+oil+historic&hl=en

Copper was historically located in the hills of Tuscany and used by the Etruscans:
http://www.unr.edu/sb204/geology/coptext.html

Extensive Marble and quality stone deposits are located in Tuscany and elsewhere in Italy:
http://www.italtrade.com/focus/marmo.htm

Wines are widely know to have three regions in Italy, Northern (Po Valley etc), Central (Tuscany) and Southern (Puglia):
http://www.thewinedoctor.com/regionalguides/italy.shtml

Generally, Northern Italy is fertile ground for wheat and grain production while Southern Italy is home to fruits and Mediterranean plants like olives. It would be interesting to see some resources like Corn modified to something like Olives for Southern Europe. Perhaps Spices could be modified to Herbs etc.

I’m not sure how unbalanced this would make Italy but its fairly accurate to include them.

Regards
 
Quote:
Originally Posted by Darcia
Hey, these mod is great! Thanks

I would Like to know, how to change the civics. Because i am only able to do it the turn i discover the teach. If i dont make revolution, when they aks me to, im not able to make the change later.
Get the 1.52 firaxis patch.

I allready have that patch, and nothing.
I would also like to know, where to find the description fo the civics in these mod.
Thanks
 
@ AG and all with flag problem

It's definitelly not the problem with the flags. I received GIF version, transformed them to DDS with white alpha channel and it's totally the same. Then I took one of the "blackened" flags and implemented it into my mod (Yugoslavia) and it worked perfectly! After that I took EE3 mod again but I changed the flags - I put Ottoman which worked as Russian and Russian which was blackened as Ottoman, and the result was that the Ottoman flag (which worked with Ottomans) got blackened over the Moscow and Russian flag (which was blackened with Russia) got transformed (?) over the Istanbul...

Unfortunaltelly I don't have a time right now to check out more (have to study :)) but when I catch some time (tonight probably) I'll try to find where the problem is. If you, AG, can give me a hint were could be the problem (since you made this mod and you know him 100% :)) it could be very helpfull! :)

Tnx!
 
I think, yes, Byzantium coud have a place in EE,
both because of historical and geographical/game balance issues...

Suleiman is kind of too lonely over there in the south-east... ;)

EDIT:

But I understand the problem of having a cap of 18 nations...
And by this far I do not know what leaving out any small nation
in anywhere would result in balance...
 
mohalen said:
can anyone let me know what i am doing wrong, i put the new mod in the mod folder after deleting the old one and then i put the WBL files in the publicmaps folder but when i load the mod and go to scenerios i do not see the 2 europa maps, what step am i missing, thanks for any help.

Other than the fact that they should be WBS files not WBL I don't see anything wrong with what you're doing.

Did you scroll down a little when you get the map selection option? Firaxis added quite a few and I think EEs maps are down toward the end. Not much else I can think of.
 
V. Soma said:
I think, yes, Byzantium coud have a place in EE,
both because of historical and geographical/game balance issues...

Suleiman is kind of too lonely over there in the south-east... ;)

EDIT:

But I understand the problem of having a cap of 18 nations...
And by this far I do not know what leaving out any small nation
in anywhere would result in balance...

Denmark or the Papal States would be a good omission in favor of Byzantium IMO. Suleiman is all by himself for too long.

As for Peter mentioned above who else be put in to pester him?
 
I disagree with that, it focuses the game onto the little Germanic states and leaves the superpowers at the edge of the map ready for decent competition for your ermergent nation.
 
really nice mod!!

Just had a game as Denmark on monach.... Really Tough Game!!
I got hedeby placed where hamborg is and thereby hindered german growth major! then i went north to stop sweden so that he only got two cities...

of cause i got no wonders exept iceland colony and no great people has spawned yet (1500ad) germany is soon gone... as soon as i'm finished whit sweden :)

I really miss a nordic religion arse belief (the one with odin and thor)
and why the hell are all northen resources placed so ...annoying... no way of placing nice cities...

some guy named ladiclaus or so down in the east is rally big he got catholicism andhis empire goes from south of vienne to athens..
then peter he has orthodox
and suliman has islam
 
Mauritania said:
I disagree with that, it focuses the game onto the little Germanic states and leaves the superpowers at the edge of the map ready for decent competition for your ermergent nation.

We can agree to disagree. :) I can see your point, but I never play a game beyond 1600AD so the whole Superpower thing for me ends up with Peter a huge lead in points and the rest of the muddled middle simply searching for land. I love the crowded strife, but hate seeing Peter easily bully the rest of us when he so chooses.
 
darn you AG your mod is ADDICTIVE!!! i'm gonne start a new game as sweden....
will/is anyone thinking of making a strat threat for Ee3 mod?? ;)
 
sapon said:
ArbitraryGuy,

I have a suggestion for fortifying the early Barbarian cities. Place Archers (2 or 3) with levels I II and III Garrison and one or two general (+10%) promotions. This should nerf their offensive ability. It would be nice if you could just make enhanced units with movement 0?

Regards

I'd really, really like this to be implemented. I don't recall if it was talked about in this or another thread how RFRE used non-movable defensive units so well. My only concern was putting a cap on how many the AI built per city. Of course, you could also simply drop 2 of these special units in each barb city and not allow any more to be built.
 
woodelf said:
I'd really, really like this to be implemented. I don't recall if it was talked about in this or another thread how RFRE used non-movable defensive units so well. My only concern was putting a cap on how many the AI built per city. Of course, you could also simply drop 2 of these special units in each barb city and not allow any more to be built.


Me too, I would really love this to be implemented, it is great feature of somwe Civ3 mods, too, like Rhye's Civ...
 
yesterday i finished my first game with v3.0 on chieftain (to try it out ;) ) and is was really a lots of fun! played as prussia and fast began conquering neibouhring civs... hre, dutch, danish i took as fast as possible... in the end i controlled north africa, spain, france, ireland, germany, scandinavia, poland, hungary, greece :) that was really fun!!! 1930 i won a diplomatic victory (i myself contributed over 50% of the votes ;) )...
currently im playing as holy roman empire on noble and game is again running very well :) dutch and danish have been destroyed and currently me and my prussian allies are at war with the evil french ;)
@woodelf: war is the way to go when you are in central europe! fast expand with 2 cities to stop the others and then rely on conquering.
to the problem with peter having too much space i can only think of the mongols... they dont come from europe i know ;) but they were ruling over russia for something like 200 years so that would be fine...
i personally dont have a problem with those barbarian towns... they stop the computer from getting them too fast so you have the chance to take them :) council of nicea on the other hand should be nerfed! in both games i had it first and all but russians and ottomans will get catholics
 
I’ve done some digging on traditional European Fruits and found these: Cherries, Plums, Apples, Pomegranates, Figs, Pears, Peaches and various berries. I would suggest replacing Banana with Apple, Rice with Figs, and perhaps Corn with Olives. Also, Honey was the sweetener of choice, so perhaps Sugar to Honey? http://www.castles-of-britain.com/castlesf.htm
http://www.medieval-weddings.net/weddings_feasts.htm

A few other suggestions for a more European flavor (no pun intended). Perhaps implement a Herbs resource, many savory herbs such as Basil, Parsely and Thyme have been in Europe. Qual/Pheasant/Pigeon resource, all widely sought and cultivated when capable. Hops/Ale resource. Salt resource, extremely important for preservation ie a boost in commerce and perhaps food.

Regards
 
While the byzantine empire would make a nice addition i believe it would be easier to add in either the mongols or a kievan state, and would allow the turks to maintain their protected expansion.
 
srdjann said:
@ AG and all with flag problem

It's definitelly not the problem with the flags. I received GIF version, transformed them to DDS with white alpha channel and it's totally the same. Then I took one of the "blackened" flags and implemented it into my mod (Yugoslavia) and it worked perfectly! After that I took EE3 mod again but I changed the flags - I put Ottoman which worked as Russian and Russian which was blackened as Ottoman, and the result was that the Ottoman flag (which worked with Ottomans) got blackened over the Moscow and Russian flag (which was blackened with Russia) got transformed (?) over the Istanbul...

Unfortunaltelly I don't have a time right now to check out more (have to study :)) but when I catch some time (tonight probably) I'll try to find where the problem is. If you, AG, can give me a hint were could be the problem (since you made this mod and you know him 100% :)) it could be very helpfull! :)

Tnx!

Got it! :)

The problem is not just with (white) alpha channel, but also with secondary colors. Secondary (and primary) color is something which is defined for each civ and program takes secondary color when the first is already busy. This happens when program generates random game with two civs which have same primary color.

Graphic cards which can not see flags with black alpha channel (like my graphic card) seem to have a problem with this secondary color – somehow they mix it with the flag! :) Since the default secondary colors for Russia, Austria and Germany (from original mod) are black and dark-blue their flags were blackened. Etc.

The solution is easy since this is scenario based mod and every civ has it's own primary color there is no need for secondary colors! Therefore I just edited the file which defines colors (/Assets/XML/interface/CIV4PlayerColorInfos.xml) and changed all secondary colors to white :)

So AG, for future updates – you can make one self extracting ZIP file which will be stored in main mod folder (/EE3) which will be started by those who do not see the flags (by those who see only white flags) and which will consist white alpha flags (the ones that you made originally should be ok) and above mentioned xml file which will convert all secondary colors to white!

I'll send that xml file to your e-mail and I'll try to link it somehow to this forum as well. :)
 
@srdjannThe fix worked perfectly!

Thanks!

Now I can see the flags the way they were intended.
 
Back
Top Bottom