[SCENARIO] Feudal Japan - Sengoku-Jidai

Hi all;

Haven't had time for Civ IV lately. I'm going to take another look at it in a week or so. Right now there are a few small changes I want to work on and will update soon. Don't know about adding units, but I will consider it and see how difficult it would be.

What I'd like to do soon:

-Fix-up the wonders (i.e. no more Oracle, etc. Japenese specific instead).
-Have a try at a "UN" style victory condition.
-Look at making a new tech-tree.
 
Hello,

AJ. Sezereth, Belizan, and I....and anyone else who would like to contribute are putting together some ideas for making this a full fledged mod....

I was hoping that since you have a fun and polished product here with your scenario that you might want to help guide us, and maybe contribute. We will be asking questions, and looking for solutions that you already have....You could make our lives much easier.

If you think it's something you are interested in please drop a line.

http://forums.civfanatics.com/showthread.php?t=171881
 
Sad to see that there is little progress on this scenario, was really fun to play in civ3

Starship: I got high hopes for that project.
 
hey guys where exactly do I unrar this tried 3 times in differ areas no luck , stopped before I screwed something up
 
Donkey Puncher said:
hey guys where exactly do I unrar this tried 3 times in differ areas no luck , stopped before I screwed something up
You just un-zip it in your MOD folder. Stick the worldbuildersave in the same folder or your Public Maps folder.



Anyway, it's been a pretty long time but I've been looking into updating the scenario - especially to make it compatible with Warlords and all of the cool stuff there (Vassal states, Great Generals, etc.).

Unfortunately I've made a total mess of the XML

I have a tech tree:

Code:
             /  Kyujutsu          
Bujutsu    -    Naginatajutsu   - Bushido
             \  Bajustsu


Meditation  -   Literature   -    Philosophy
                                      |
                                      |
Feudalism   -   Code of Laws  -   Diplomacy  -   Foreign Contact


Trade    -      Construction -    Public Works
Code:
Bujutsu         - Barracks
Kyujutsu        - Samurai Archers
Naginatajutsu   - Yari Samurai
Bajutsu         - Cavalry Archers, Yari Cavalry, Stable
Bushido         - Samurai

Feudalism       - Imperial Decree, some land improvements
Code of Laws    - Local Magistrate
Diplomacy       - The Shogun's War Council
Foreign Contact - Discover Christianity, Arqubusiers, Siege Engine II

Meditation      - Buddhist Temple
Literate        - Noh-Kyogen Theatre
Philosophy      - Monastery

Trade           - Harbour, Market, some land improvements
Construction    - Walls, Siege Engine I, Kabuki Theatre
Public Works    - Irrigation, Windmills, Watermills

Buildings:

Imperial Decree - early courthouse/happiness. Uses the Monument graphics
Local Magistrate - better courthouse, adds some science, uses Seowon graphics
Noh-Kyogen Theatre - happiness and culture, uses Pavilion graphics
Kabuki Theatre - more happiness and culture, build one per three Noh-Kyogen Theatres, uses Odeon graphics
Monastery - happiness, culture and XP
Irrigation - health, income
The Shogun's War Council - enables UN-style Diplomacy Victory

Units:

Yari Ashigaru - Spearman, no prerequisites
Ashigaru Archer - Archer, no prerequisites
Samurai Archer - Longbowman
Yari Samurai - Pikeman
Cavalry Archer - Horse Archer
Yari Cavalry - Keshik
Samurai
Siege Engine I - Trebuchet
Siege Engine II - Hwacha

I guess it all sounds pretty simple, right? Turns out I was over my head with the XML - deleting the units and buildings I didn't need turned out to be really hard. I'm looking for help with it now in the main Customisation Forum.
 
*insert unconstructive encouragement here.*

I'm excited to see this Scenario in Warlords and equally excited to see your hard work come to fruition with the different tech tree and units. Best of luck!
 
first of all, good job, I really enjoyed playing this scenario,
and I also agree with other posts telling that this has a great potential for beeing a terrific mod. A suggestion would be for unit graphics, and some tweaks, why not taking some from the existing Chinese Unification mod from Warlords ?
 
Good news -

Despite some problems and setbacks I should have the new Warlords version of the scenario out by the weekend.

All I have to do right now is take care of the civics choices and fix the map up a little bit. In fact, the work is mostly just to pick the right icons to represent them.

- - - - -

GOVERNMENT:

Despotism - default (use Barbarism icon)

Feudalism (tech: Feudalism) - +free units (use Theology icon)

Fiefdom (tech: Diplomacy) - free specialists (use Literature icon)

MILITARY:

Militia - default (use Despotism icon)

Feudal Levy (tech: Bujutsu) - draft (use Vassalage icon)

Way of the Warrior (tech: Bushido) - +XP, extra happiness from stationing troops, reduced military production (use Confucianism or Code of Laws icon)

Professional Army (tech: Foreign Contact) - -war wariness (use Military Tradition icon)

LABOUR:

Public Property - default (use Caste System icon)

Serfdom (tech: Feudalism) - population rush (use Serfdom icon)

Indepedent Farmers (tech: Public Works) - +food from farms (use whatever icon the Chinese Unification scenario has)

ECONOMY:

Barter - default (use Decentralization icon)

Provincial Markets (tech: Trade) - +trade routes (use gorcer icon)

Cottage Industry (tech: Public Works) - +hammers from cottage/hamlet/village/town (use cottage or workshop icon)

RELIGION:

Kami Worship - default (use Paganism icon)

Pure Land Buddhism (tech: Meditation) - +happiness (use Meditaion icon)

Shinto Precepts (tech: Literature) - +happiness from forest (use Free Religion icon)

Rinzai Zen (tech: Philosophy) - +XP (use Taoism icon)

Of course, a lot of these could change as I play around with the options available in the CivicsInfo.XML file - I also have to take another good look at the Chinese Unification scenario where I got most of my ideas from.

- - - - -

I managed to add the tech tree I mentioned above. Also, I'm using graphics from the Chinese Unification scenario and they look pretty good - Ashigaru units use the "Eurasian Spearman" and "Eurasian Archer" graphics while the Samurai troops use the armour-clas "Chinese Spearman" and "Chinese Archer" graphics. The Samurai of course remains the same.

Buildings use Asian graphics as much as possible as well - the courthouse is now the "Local Magistrate" and uses the Seowon graphics.

I've had some fun with the buildings too - one of the more interesting ones is probably the "Brewery". It's a national wonder that you can build if you have access to Rice and have researched "Trade". It will provide the "Sake" luxury resource (just like the Broadway/Hollywood/Rock'n'Roll Wonders).

- - - - -

The Diplomatic Victory is in place too - "The Shogun's Bakufu". It'll be complete once I have the civics finalised (since they play a major role in the United Nations voting). I've also managed to do one better than Firaxis themselves did with the Chinese Unification scenario and put in appropriate text (no more "U.N. Resolution #104).

Speaking of text - all great people now have appropriate Japanese names. I just poked around Wikipedia for a while and took the names of generals from their list of notable Sengoku period Daiymos (but randomised the names a bit). Prophets come from their entry on Buddhism in Japan. Artists are largely from the right time period as well, though Engineers (actually taken from a list of Japanese Architects), Merchants and Scientists are largely contemporary to our times - but the lists are filled out.

My goal is that you won't have to come up against anything inappropriate for the scenario . . . except for the Civlopedia that is, I don't know if I'll try to touch that.

- - - - -

Units have been retooled too to create a sort of Rock-Paper-Scissors game:

-Archers and Cavalry Archers have a bonus against melee Units.
-Yari Footmen have a bonus against mounted units.
-Yari Cavalry have a bonus against archers and muskets.
-Samurai have a bonus against melee units.
-Siege Engine II (Hwacha) and Muskets also have a bonus against melee units.

Collateral damage has also been added to the archer and cavalry units. All units also have a change to withdraw - depending on what they are (Samurai [10%], Spearmen [20%], Archers [30%], Siege Engine II [40%], Yari Cavalry [50%] and Cavalry Archers [70%]).

- - - - -

Anyway, that's about it. Just wanted to keep everyone up to date with what I've been doing. Look for the scenario by the end of the week!
 
Okay, version 1.4 is finally complete and is ready for download. Enjoy! :D
 
Well, can't but hand it to you Andrew_Jay. The map is fantastic!
Works perfectly on every level but one...

So I'd like to suggest that you might replace the current leaders with
new and more famous and important ones. The absence of Nobunaga, Ieyasu, Shingen, Kenshin, etc. was kinda odd for me when I played it. I'm actually ready to help you with this fabulous project, if I can. Though I can't do squat with XML (reason why my own Sengoku project crashlanded), I did manage to plan leaders and stats, along with custom DDS.

Personally I'd love if you'd care to pick up my suggestion or even accept the leaderheads I made.

I'd also like to recommend you, if you're planning on adding new units or unit graphics, to check out seZereths creations. His WHFB Cathay models would work a treat here too.

Hope you keep on working on this scenario!
 
Thanks for the comments Vaarna.

When I first started out on this project, I was just taking the "civs" and start locations directly from the game Shogun: Total War.

Lately while doing some quick research for the techs and civics I did notice that the leaders and clans I've used don't bear a lot of semblance to history. Partly this is due to the complex hereditary and vassal dynamics playing in the background - clans being the vassals of other clans before breaking off, leaders dying and being succeded, etc.

I'm hoping to leave this scenario alone for a while, but I might be willing to consider what changes you'd make. Here's what you can do: Give me a list of the leaders/clans you'd use, their traits and the cities you would start them out with. I can't promise anything, but I'd be interested to see your ideas.

Also, I'm pretty happy with the graphics as they are and don't want to deal with the headache of trying to include custom graphics - though I think it would be a small improvement if the Yari units used the Pikeman animations rather than the current Spearman animations, and the Yari Samurai and Samurai Archers could use the Samurai skin.
 
Just tried this scenario. Pretty good look and feel. Pretty challenging. I do have a question though, regarding units. Why is it that cavalry units have the ability to cause collateral damage (even against troops defending a city) but not the Level I siege units? This does not seem to make sense.
 
I changed the collateral damage first because I didn't feel that relatively lethal, battlefield artillery (as portrayed in the standard Civ IV game) really fit the time period.

Instead, I gave collateral damage first to archery units thinking that it would be pretty appropriate (if you have a bunch of units occupying a small place, it only makes sense that some of them will get hit).

I might have gotten a little carried away in also giving Yari Cavalry collateral damage - but I guess I justify it with the idea that it represents a cavalry charge. The horseman strike hard, pass through enemy lines, run troops down, etc. If there were some way to prevent cavalry from doing collateral damage on units in a city I'd probably do it. I might even give Yari Ashigaru and Yari Samurai units (the spearmen) immunity from collateral damage caused by cavalry (but not, of course, archers - though that then causes trouble for Cavalry Archers who, I think, should do collateral damage).

But back to artillery - a trebuchet doesn't really belong on a medieval Japanese battlefield attacking troops. So I wanted to make "Siege Engine I" a simple unit for knocking down city defenses, and gave "Siege Engine II" the bonus benefit of being able to do some damage - but not a lot - in a fight.
 
Andrew_Jay said:
But back to artillery - a trebuchet doesn't really belong on a medieval Japanese battlefield attacking troops. So I wanted to make "Siege Engine I" a simple unit for knocking down city defenses, and gave "Siege Engine II" the bonus benefit of being able to do some damage - but not a lot - in a fight.

Level One siege engine really should do collateral damage against troops defending cities (and not against troops in the open). Siege engine II should do... more damage! :)

I agree with you archers are appropriate as an alternative to siege engines (vs both cities and troops in the open), although they cannot bombard constructions obviously. That seems OK.

Cavalry, on the other hand, really should not do collateral damage against city based troops, even more so if fortified -- especially since they are listed as having a -10 attack penalty against cities. Since there does not seem to be a way to duplicate this with the programming, you might want to consider either a much higher penalty against cities or just removing the collateral damage from cavalry.

The other reason why I'm suggesting this is that the pattern now for attacking cities in your scenario involves countless cavalry charges against cities, which really does not seem either realistic or even historical! IIRC that was one of the reasons you stated for not giving siege engine I collateral damage.

Other question -- cities initially don't prompt for new builds. I have to check all cities and manually allocate their first construction project. I've seen this in other scenarios. Not sure what the deal is with that. The problem appeared again much later in the game, just a few turns from the end game. Weird.

Other question -- the scenario is not listed in Warlord's scenario menu. I have to load the game from the WB save or from the WBsave file itself. What's with that?? Can it be fixed?

Thanks for the great scenario. I finally managed to win (Diplomatic victory). Is there a time out (what year does the game end for lack of any Diplomatic victory?)

Cheers!
 
Come to think of it, how DID the Japs deal with sieges anyway? If not with siege engines, did they resort to other tactics? Rams? Sappers? Troops with ladders to scale the walls? How tough would it be to design units like these? I've no clue since I never designed scenarios or mods...
 
In Shogun: Total War your only option was to camp in the province and starve the enemy out while they holed-up in their castle! No sieges or anything.

I'm glad you like it tough. I have to admit that I have yet to actually win myself - I'm typically defeated by the diplomatic victory. I have a game going now though were everyone is literally at war with everyone else (just like I was hoping for!) and there's no way a diplomatic victory is going to emerge anytime soon. Perhaps if I had a couple of vassels of my own things would turn around ;)

EDIT: Before I forget - you can't load the mod like the other Warlords scenarios? I had it working that way before, months ago. I'll have to take a look at it, though I'll admit that lately for testing purposes I've only been launcing the save file.

Don't know what's up with the build prompts though. I think that that's something that happens with all scenarios - I only get it at the very beginning (and with new cities).
 
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