Worldwide Colonization (AOD2)

JoeyB98

King of Ohio
Joined
Sep 19, 2009
Messages
383
Location
Earth
Here is a fun little map made on the conversion of Rhye's Earth map that someone did. This is for the AOD2 mod. You can play as any of the following colonies:

Thirteen Colonies (English, East coast of America)
British India (English, southern Pakistan)
Colony of Quebec (French, Quebec province of Canada)
French South East Asia (French, Vietnam)
Viceroyalty of New Spain (Spanish, Panama area)
Viceroyalty of Peru (Spanish, Rio de la Plata)
Dutch West India Company (Dutch, New York City)
Dutch East India Company (Dutch, Borneo)
Colony of Brasil (Portuguese, southwest Brasil)
Portuguese India (Portuguese, southeast India)
Chinese Colonies (Chinese, west coast of America)
Grand Duchy of Finland (Russian, Helsinki area)
Russian Alaska (Russian, Alaska)

You can enter Europe at any of the following areas:

West coasts of Western European countries
Saint Petersburg
Suez Canal
Yellow Sea
Sea of Okhotosk

It actually works pretty well. Give it a try!
http://forums.civfanatics.com/downloads.php?do=file&id=19380
 

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So if I am playing on the mainland of Europe, who do I send goods to? There is a Europe screen? I send goods from Europe to Europe?

Why would you play in mainland Europe? To keep people from doing exactly that, I have put the king's cities there. The closest anyone is to being in Europe is the Duchy of Finland, who send stuff into Saint Petersburg.
 
Can I invade Europe and kill the king? or another players king? Population = 1 isn't very intimidating. :)

The point of that is to simulate the kind of trick John Paul Jones pulled, sailing his ship right past the British coast. You can invade Europe, which will keep the REF at arm's length...

...which is always a good thing, amiright?
 
looking at the rant i just made on the Colonization 3 thread, this map fufils some of my desire, now make the kings and natives playable!

(read my rant in that thread, and make the best col mod ever, which would become the framework that ALL col mods use and even future renditions of the official game.)
 
btw, i downloaded this and AoD2. I thought there were some modcomps for AOD 2, is this compatible?

The more modcomps this can work with the better, especially the port royale, coal miner, livestock, domestication, etc etc etc etc...

best map in a very long time, hats off to you! I use the rhyes map when i play Colonization 2071 just because seeing the earth planet with outter space for an ocean is cool.
 
First game! I played as china, and im curious about why the homeland portals are next to the king and not colonist, is this to add more length to the game by stunting early boats? Actually, i like it.

Ancient Ruins didnt yield any bonus at all to me, and even when i pillaged, i just pillaged - nothing else happened. same with normal ruins.

When i use trade function and assign a unit to trade routes, it just sits there piling trade goods and never going to destination. I suppose next time i will set a minimum number of silver to keep.

Everything seems pretty well spaced out, i settled 2 cities in california and one in mexico along the atl and one in mexico on the pacific. i felt awfully scared with no troops and expensive weapons, but i didnt play more than an hour or so. I bet the natives would have started putting out troops around the same time i started the silver for guns shuttle.

Nice work!
 
looking at the rant i just made on the Colonization 3 thread, this map fufils some of my desire, now make the kings and natives playable!

(read my rant in that thread, and make the best col mod ever, which would become the framework that ALL col mods use and even future renditions of the official game.)


Thanks for the encouragement!

I could make the natives and kings playable, but they don't tend to be fun... I'll se what I can do with the natives, but the kings are a no-no...
 
natives in col 2071 are already "viable" and "enjoyable". Would make a great addition and different gameplay experience. I finished my second game as China - I settled one city in japan as a mid-way point, 3 cities in west coast US and mined silver for gold to buy trade goods and caravels to ship to natives. Instead of going privateer and sinking ships like i normally prefer to do, i bought cannons and veteran soldiers. I never made it to the point that i could graduate elite soldiers.

There was almost no naval presence - all the civ's played a landlocked strategy. I deployed scouts in america and china and a caravel to auto-explore and the asia civ's had the most war. Next time, i will play over there and pay attention to America civ's.

Awesome work so far, no bugs and game moves at an appropriate pace however i was way overwhelmed by the expeditionary force 100 to 1, because of my slower style - i havent played a game in some time so i used civ4 builder strategies playing to play instead of playing to win.

I think i will look at medieval conquests mod and use worldbuilder to make a scenario for it - however i don't know how to do enough to put american empires or natives into america so america, europe, asia and africa can develop at the same time.

2 kudos to your work.
 
sorry to spam - does this work with Age of Further Discovery?

This unlocks a lot of potential - i played a game as new spain, and it was interesting - i was forced to enter texas region and play a militant game because china and america were swallowing up so much land. Once i got the natives guns and bribed them to war, things went fine.
 
2071 proves natives CAN be fun.

Kings, i suppose it would require a whole re-work to implement my ideas.

I almost finished a mod with medieval conquests but i deleted it because i felt stupid having parts of asia/mesoamerica held by obviously wrong powers because i don't know how to add/use the correct civ's that should go there.

I also don't know how to take a native and make it a colony instead - maybe swapping the picture of a colony and changing its name to "inca" would work? all of this is far beyond me...
 
I also don't know how to take a native and make it a colony instead - maybe swapping the picture of a colony and changing its name to "inca" would work? all of this is far beyond me...

Oh, that would be very easy. The problem is that then the native borders "show", like colonial ones, and also then the natives would be importing everything from Europe, AND the native "kings' (who don't exist) would make everything weird.

If you want to learn how to do that, there are many good tutorials. It's very simple.
 
well, ive seen all of this in Colonization 2071 - the real problem is the natives tend to accept every deal even if it's stupid - you could walk a caravan with ONE spice up to a native city and walk away with their entire vault. Rather than making natives playable, i would rather turn them into normal civ's.

But for this mod, im just talking about taking "natives" like the Inca and Aztec, and making them "normal empires" and adding some new natives. Maybe im just dumb or something, ive tried to read those tutorials and they just lose me so fast it isn't funny.
 
In civilizationinfos.xml, <isNative>1 causes almost all the unique native features set by Firaxis (including "borderlessness", weird economic and diplo behavior, not popping goody huts, being able to visit them and speak with chief, etc etc etc).

Adding a "King" civ for them in civilizationinfos.xml (using <DerivativeCiv>) will add access to the Europe screen and revolutions along with the King.

Of course they also need to get access to a reasonable selection of building and unit classes to be fun; in vanilla they are denied access to almost all these in civilizationinfos.xml. With a mod that includes techtree such as Kailric's tech or Medieval mods, the most natural way to do this is to let them get access to some of the standard units/buildings through research.

In the 2071 mod, I left isNative 1 to allow them to preserve some of the unique native features, then tried to edit the DLL to remove many of the isNative checks that cripple their economy and behavior. I think this largely worked reasonably well and seems to help them behave more like "normal" colonial civs, but not being a programmer or knowing C++ very well some of their trade behavior is still a bit odd in the version I was able to cobble together.

A quick way to try making a very basic playable Inca or Aztec empire would be to change them in civilizationinfos.xml to:
<bPlayable>1
<bNative>0
<bWaterStart>0
then start unlocking some useful Buildings and Units for them (maybe some of the basic European ones, plus some unique ones you made yourself http://modiki.civfanatics.com/index.php/Civ4BuildingInfos )
 
I would rather make them "colonists" with a land start, and all the other things natives have.

Im wondering if a "colonist" can have borders that eats natives borders - however is in turn eaten by "european borders". So there would be 4 colonist borders. The fourth would be for "Kings". They eat colonist borders but not Native or European borders.

This is to allow king cities to be placed on the map, and when population comes, they would go to the king city. So to lay out my ideas for a medieval tech scenario: (think of Rhye's UHV conditions as goals). Depending on the Civ, this unit might walk from King city to yours, or you might have to send for transport.

Arabia and Mongol first.

Arabia would have king cities in Arabia and Colonists in Egypt. The first goal - Conquest of the Mali. Second goal - Colonization of spain. Spain in this regard has native culture borders. This allows it to co-exist next to Germany and France.

Once Spain has been settled, the third goal is Independence - the European Kings will produce an REF to invade Spain. While this is happening, Arabia is locked in a war against the European Kings in Anatolia - Arabia and King REF units will fight over Jerusalem. When new units enter Mecca, Arabia must choose where to send the units. The game is over if Europeans hold Jerusalem for X turns, OR capture Mecca. After the "timer" on holding spain ends, a new spain will respawn, and gain ownership of the cities. The final goal is that Mongol has come for the wealth of Arabia - When the timer expires, Mongol units will begin to spawn north of Anatolia and ravage. In order to win, you must keep the Caliphate alive for X turns / Kill X mongol units.

Mongol has a king in Asia - And has a goal of conquest. China, and India must be sacked as the first goal. When a city is sacked, the city remains under it's owners control and all goods in the city are sent to the Mongol Colonist. Occasionally, the king will ask for tributes of course. The second goal is Russia. When all Russia cities have been sacked, the third goal is to sack Arabia. Once you sack Arabia, the REF will come from the European Kings who will seek to drive your troops away. To win, you must Kill X troops or Sack Venice. (or some other city).

Each Civ like in RFC has 3 goals it wants to fulfill.

The first thing i need before thinking of any of that is to find a way to make the border types, insert correct Colonists / Natives and build a map to place it on. Once that has been done i can think about what modifications i would want - So far, i like domestic market, livestock breeding, JAnimals and Inventor (most is already in Medieval!)

Using medieval as a "base" and changing the artwork and names from Civ's im not going to use into Civ's im going to use should be step 1, right? Then, placing it on a map?

Im not getting too deep into it but if i can develop some talent for this, i would like to make the Kings playable who are subject to the Pope who would also be playable - Yes, iv'e considered all the ramifications and consequences and i think i see a good system but none of that matters if i can't reach "first base".

Using the ENTIRE earth map, i want to look at the "Globe in year X" and make "native colonists" like the Aztec and Inca "land start colonists" -I would want to consider who "colonized" what region's during this "time frame" and set up correct circumstances as possible. Around the 1,200 - 1400 age, many American empires began to grow, such as Aztec and Inca as older cultures like the Maya and Olmec were fading away. I will need a second brush-over on the global situation of empires before i know WHO i want to use.
 
If you need me, send a PM!

Do you check your PMs, at least once a month, you know :D
 
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