Napoleonic Europe [Scenario]

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Napoleonic Europe (Warlords mod)

This is a scenario that covers the Napoleonic Wars.
It is intended to be an easily learnable, fun and quick scenario.

It is loosely based on the Napoleonic Scenario from Civ3

Discussion and refinement are appreciated.

This mod is in the process of being converted and updated for Beyond the sword! please offer suggestions for improvements.


Link To Current version: (0.71)
http://forums.civfanatics.com/downloads.php?do=file&id=3554

Features:
New Units
New Technology Tree
Fully propagated map of europe.
New Great General Abilities!

511px-Napoleon4.jpg


Some of you may experience the "White Flag Bug"
The fix is available in the main download.
Copy the folder 'Napoleon' in the White Flag Fix folder into the same location as the primary 'Napoleon' folder, and allow it to copy over the previous files.
The same can be done with the contents of the Formations folder to get 12-man formations to replace the default 3-man formations.
 
Change log .65 to .7
Custom national flags.
Added new loading and main menu screens
Made the war between England and France able to be completed if one looses their capitol.
Fixed some broken strategy and national text tags.
Testing ship capture at sea mechanic intended to improve AI ability to hold onto sea dominance

Older Changes:
Spoiler :

Changelog version .21 to .3
Gave Mobilization as starting tech to Major nations.
Gave Shipbuilding to England.
Gave Smithing to France.
Cannons cannot enter jungle.
Ship of the Line and Galleon speed changed to 6. (was 4)
Workboats now buildable.
Settlers not buildable.
Cannons given better retreat rates. (75 for 12lb, 40 for 6lb)
Gold/science/culture build options now available.
Game clock set to correct start year.
Time limit set to 300 turns.
All ships may enter rival territory.
Increased bombard rate of cannons by 5 each
Increased available promotions for Gun unit type.
Rifleman combat lowered to 19
reduced cost of recruit to 60
Conscripts upgrade to recruit
recruit to regular
regular to Guard
Unit cap for guards at 8 per player
Unit cap for workers at 4
Removed explorer unit
Reduced hospital requirment on red cross
Increased golden age length
Increased great person thresholds
Increased war wearyness decay rate
Decreased unhappyness from conscription
Increased max experience on upgrade to 25
Increased max withdrawl capability to 100%
Removed barbarian spawning
Cavalry bonus vs. siege weapoons increased
Accuracy promotion available to ships
Grenadier can get Barrage and City Attack promotions
Unique leaderheads and period names for leaders

Changelog version .3 to .4
stronger French start
more French ships
increase culture of Madrid
place napoleon
corrected Austrian capitol
placed buildings in some cities
cannot raze cities
no tech trading
game clock set to months
set starting civics
set starting era to ancient
drafting does not generate pike men
remove recruit to regular upgrading
Cannot build pike men

Changelog .4 to .5
Added heavy cavalry, Cuirassier, unit
Rebalanced function of light cavalry
Added drafting ability to many civics to increase use of drafting
Base research beakers rebalanced on all techs
City growth rate reduced
Added Early Grenadier unit
Added Siege Gun unit
Rebalanced cannons, grenadier
New art for Cuirassier
Added grenadier bonus vs. gun
Added Russian ships in the Crimea
Slightly strengthened Holland
Increased Russian starting army
Added British expeditionary forces in allied lands
Added cottage-town improvements onto coast tiles to represent coastal trade interests disrupt able by navies. Pillage your opponents; protect your own, cause you can’t build them back again.
Made conscript units conscript only (or starting)
Reduced available Happy Resources
Reduced Russian and Ottoman starting Gold Reserves

Change log .5 to .57
Added new units
Rebalanced units
Rebuilt tech tree
Unique buttons for units
Grenadier upgrades to Grenadier Guard
“Grenadier Guard” limited to 10 per nation
Increased guard limit to 10
6 pound upgrades to 12 pound
Reduce siege gun strength
Allowed culture slider
Fixed Russian light horse movement
Added Guard Cavalry
Added Civilopedia entries for units
Made ship of the line a limited unit (10 per nation)

Change log .57 to .6
Russian barracks: +0 exp, +30% military build
Added Seafaring leader trait for England
Dramatically reduced religious similarity diplomatic bonus
Made +att or def vs cav consistently including guard Cav
Gave Portugal and Rhine the ALWAYS tech they had been lacking
Trade over ocean bug fixed
Logistics tech allows 3 movements on roads
Include Christian denominations catholic/orthodox/protestant
Made government and religion preset and unchangeable.
Ottoman cannot build bank or observatory.
Increased starting army of Austria and Prussia
Gave Ottomans -30% to military unit construction
Removed all ottoman musketeer units and the Mobilization technology
Replaced with a few more recruits
Added Laurino’s new unit icons

Change log .6 to .62
Naples, Austria and Russia now start at war with France.
Tweaked the national flags a bit, but more work will be done.
Added first draft of custom leader abilities

Change log .62 to .65
Made conscript units buildable but unable to attack.
Expanded custom leader abilities to 32 total spreading promotions.
Leader promotions now affect neighboring tiles as well.
Removed coastal cottages
Cleaned up flags, will add custom flags when they become available.
Added new great general unit graphics.
 
Nations included:
France
England
Prussia
Austria
Russia
Spain
Ottomans

Minor nations:
Portugal
Holland
Confederation of the Rhine
Naples
Denmark
Sweden


Units:

Infantry:
Pikeman (unbuildable)
Conscripts
Conscripts II
Recruits
Musketman
Regulars
Guard
Rifleman
Grenadier
Grenadier Guard
Cavalry:
Saber
Lance
Cuirassier
Guard Cavalry
Artillery:
6 pound gun
12 pound gun
Siege Gun

Ships:
Caravel
Frigate
Ship of the Line
Galleon

Workers
Work Boat
Great people
Missionarys
 

Attachments

  • Nap army.JPG
    Nap army.JPG
    119.3 KB · Views: 1,028
To do list:

Correct national flags

Customized leader personalities.

Better international politics. Leader attitude, Vassles, open borders, defensive pacts, permanent alliances reworked.

Unique leaderhead art

Historically accurate civic choices.

Complete missing unit icons.

Rework technology icons

Review building choices and initial placement.

Ships should have a chance of being captured when defeated at sea

All enemy ships in a port should be captured when the port is taken

Balance
 
Cool, I've been looking for a huge map that contains only continental Europe without much luck for this very purpose. Actually, I was really thinking of doing a "Age of Gunpowder" type scenario that would start in Renasance(sp?) and end around 1900 or so. The Napoleonic era being a big part and he would definately be the leader of the French. I've seen some units posted and am waiting for a week of vacation to hone my XML modding skills.

I'm pretty good with WorldBuilder map edits and have a map of Mediterranean Europe with the Celts edited for Poland, and the Americans with Louis IX as a leader for the Austrians. The Cartaginians are changed to Barbarry Pirates. The Mongols have been added just for balance and to fill in that part of the map as is Egypt. (I just haven't gotten around to coloring the middle east over with sea tiles.)
 
I believe that my current version (.4) of this scenario is bug free and fully playable, though not yet balanced. I cannot play enough hours to test this for everyone, so i hope that people will play and comment on their games. Who they were, how well they did, how well everyone else did. And any general comments on anything that would make this more fun for them.
 
Well I played some turns in the beginning as Russia and France
My points
1)I think that France is overpowered in the beginning, its not challenging play as Napoleon when you are best in the start
2)Netherlands should be much strengthened or made unplayable
3)Spain attacked Portugal very quickly, maybe imrpove their relationship?
4)Russia has not many and very weak units. I think weak is OK but you should represent their manpower in number
5)Russia needs also some ships in Crimea
6)Its funny that Austria hasnt Vienna:)
7)Bucarest and other European cities under ottoman rule should have christianity, Maybe make Serbia as Russian may be good step to make more interesting. However Serbia was created about 10 years later.
8)Universal suffrage in Russia? :D
9)Ottomans should have weak units as Russia. I realy hadnt expected that 5 regulars units will be launched near Crimea. How I said before, Crimea needs some ships
10)Rhine confederation was puppet state created by Napoleon a few years after scenario started, theres no point of this civilization. Its something like make Duchy of Warsaw:D I think you may try divide Italy more and made Denmark more friendly than make this unrealistic allly:)
11)I think there may be alliance between Russia and Austria and very good relationships ¨between all againist France within Denmark, which was French ally


But in the end its nice scenario, but needs more work on balance and civic options.
 
I'd rather not try to move england. Not only is it a lot of work and prone to error, but I think that it would look weird to be that way.

Maybe we could code it so that any ship would need to stay in the chanel for at least one turn to disembark troops?
Say, if a transport moves then all units on it lose all movement for the turn?
This would give all amphibious attacks a 1 turn waiting period allowing them to be attacked or defence prepaired.

I would prefer it if the english would blockade the french ports sucessfully to prevent any ships from sailing at all.
 
I downloaded this, and it looks nice :)
Is that the same map I used for my NapEuro, or have you done it yourself?

I was thinking, that as my WWII scenario feels just too big now, I'd do Napoleonic. Nothing big, just a few new buildings, the 7 religions changed into 7 nationalities, and a few (actually quite a lot) of civ & religion specific units.
I made a mindmap with freemind, but here it is in html form:
http://koti.mbnet.fi/peksoft/napeuro.html

As you see I've got 5 basic infantry & cavalry types, and 4 artillery & ship types. Under every unit there's a Nationalities tab which has all civ-specific units (ie unique units), and in The buildings & religions category there are the religion (& pre-placed unbuildable building)-specific units which can be built by everyone.
The list isn't by far complete, but I was thinking if this & my NapEuro could be merged. The new units won't be too complicated, as there are only 5 infantry & cavalry categories ad 4 artillery, of which Rocket Arty is a British UU.
 
Hello Paasky, I was wondering when you would show up.
The map I have used is Europe 61*45 for Warlords (with north Africa and the near East) by karlX

I'm not sure what your intended function of the 'nationality religions' is or how it will improve gameplay. Can you elaborate? I was thinking of replacing the unused religions with the christian sects of the day, aka: protestant, catholic, orthodox, anglican, etc. to add some nice religious-based alliances, conflict, and wars.

I hope to add a few more unique units to this scenario, but I don't plan for as many as you have listed. I want this scenario to stay simple and uncluttered so that it can be easily understood and played. Although flavor is important, (Would I bother with custom scenarios if it wasn't?) I believe that gameplay is preeminent. If a unique unit dosn't serve a usefull stategic diferentiation I'd rather not include it.

I like your pre-placed unbuildable building-specific units idea. I think I will test out using that to represent a few minor nationalities (Poland)

Also stealing the 'militia' name to replace my conscripts, and the british rocket artillery UU (if I get some good unit art done)
 
Very well then, I'll keep NapEuro out of this. I do understand the point of simple, many times I've been thrown back by the sheer amount of stuff in a scenario. But, for me atleast, the trick isn't "have as few units as possible", but rather "have few units to begin with, then bring them on little by little". A good example of this is the RaR mod for Conquests: It has a huuuuuge amount of everything, yet it doesn't matter as you begin with only warriors & settlers.

Atm I've got this as the pwns-list:
Line Inf<Grenadier<Light Inf<Line Inf.
Militia sucks, and Elite Inf pwns everything (but can only be built in 1 city & has poor cost-strength ratio). Grenadiers & Lights are also quite costly so most of the army is going to be Line.

Cavalry on the other hand:
Inf<Lancer, Cav<Dragoon, Militia sucks & Hussars are cost-effective allrounders. Again Elite pwns everything but costs a lot.

In artillery only 6-pounder's are available to begin with, and as the caliber rises, so does the cost & +% against inf (50, 75 & 100). The British Rocket Arty is cheap but only works against Militia's.

So actually there are 4 inf, 3 cav & 1 arty available in every city in the beginning. And as Lights & Grenadiers require the Elite Barracks building, most cities will be making line infantry or 1 of the 3 cavalries. And if I make Elite Stables for Hussars & Dragoons, each city has only 4 units to choose from, which isn't much.

But all that should go in the NapEuro thread shouldn't it :P


Oh, the religions: I'm using them to have the better units only buildable in their homeland. For example: The French Voltigeurs (eplaces Lights) can only be built in cities which are French. But if France conquers Berlin, it can make the Prussian J&#228;gers into the French army. That's possibly by
***Terribly boring xml code stuff coming up***
having each unit in it's own unitclass but require a certain religion. If the city doesn't have any of the 7 "religions" it can only make the basic stuff which isn't as good. I've used the same trick in WWII: SF&B except it uses the trade resources instead of religions. The buildings work in a similiar way, except that as a unit can only require one building (without using the sdk) they are used for basic stuff like Camel Archers, Cossacks & Hakkapeliittas.
***Boring stuff over***

Anyway, I wish you luck with the project, and I'll stop hijacking you're thread for now :D
 
Things I think I will add when I have time that are inspired by comments here:

Siege artillery and field artillery distinction.
True upgrade for field artillery 6lb to 12lb guns

Two levels of grenadier unit: basic, advanced

Make conscript units conscript only. (I never used them anyway)
Additional unit in line infantry progression
line1 -> line2 -> guard

I think I will need to expand the tech tree a bit for these new units too.
 
I see the grenadier units and guard units as serving two different basic functions. Grenadiers are city crackers. I see the Guard units as being the elitest of the used-for-everything line infantry.

I would rather not touch the xp level requirements as i don't know where they are coded. I would rather just increase the amount of XP each unit gains from combat and/or when built. (XML only)
 
I don't see the slight change to the level rate as sufficient reason to add SDK components to this mod yet. I will put it on my list of possible features though, and if we find enough things we'd like that must be SDK (or even just one killer app) we can add that later.
If we double the XP gain from combat and leave the xp from buildings/civics the same we end up with just about the same function as you suggested.
 
Here's a preview of a new grenadier unit I just made for the early grenadier.
 

Attachments

  • early grenadier.JPG
    early grenadier.JPG
    15.4 KB · Views: 107
Yes, it is for Warlords. I thought that the vassal mechanic was important for representing Napoleonic politics.
 
I just posted version 0.5, so make sure that you get the new download.
New units: Early Grenadier, Siege Gun, Cuirassier
 
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