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#1 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Europa Europa SG
Runs on Europa Europa mod (expanded version)
Difficulty: Monarch Victories: Any Leader: Alexander VI of the Papal States (I chose him because I hadn't played him before) Speed: Epic ((NOTE: Please open the Expanded EE Scenario (found in PublicMaps) and delete the MaxTurns line under "BeginGame") Roster: 1) hamtastic 2) vovan 3) ruff_hi 4) munterpipe 5) icelion 6) open Last edited by hamtastic; Feb 11, 2006 at 02:16 PM. |
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#2 |
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Living in denial
Join Date: Nov 2005
Location: Everett WA
Posts: 171
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Didn't know you posted a SG, hamtastic. Would love to play if this takes off.
-IceLion
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There's no place like 127.0.0.0 Current SG's:Rise of the Machines (1688 Conquest Victory) Europa Europa Mod V1-Not Afraid of Mansa RotM02:Glorious Space Race Filthy Americans FFA01 |
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#3 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Yeah, Icelion, I really like the Europa Europa mod, so I figured I'd see if anyone else was interested. I just posted a notice in the mod's thread, so maybe that'll stir up some more interest. I'm definitely counting you in, though, so just wait for more notice...
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#4 |
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Living in denial
Join Date: Nov 2005
Location: Everett WA
Posts: 171
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<holds breath>... heh. Just lemme know.
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There's no place like 127.0.0.0 Current SG's:Rise of the Machines (1688 Conquest Victory) Europa Europa Mod V1-Not Afraid of Mansa RotM02:Glorious Space Race Filthy Americans FFA01 |
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#5 |
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Chieftain
Join Date: Oct 2005
Location: Depends on which month you ask me
Posts: 43
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I love Europa Europa....Iv have played a couple games on it already....what is this whole succesion game thing though, never heard of it.
Can someone explain....And in case I do end up playing after someone explains it, I'm Prussia
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I speak Hebrew/latin to God, English to my friends, Italian to the ladies, Spanish to my maid, and German to my car. |
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#6 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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So, Cali_love, the way it works is that somebody (I guess me) would start up a game, play some number of turns (people usually start with something like 20 for the first round and then 10 for later rounds), and then upload the save to the forum. Then the next player plays that save and does the same. It's interesting because you get to see how other people play on your game and you get to work on a very limited set of turns to do well. You can check out a whole bunch of other examples here in the Succession Games forum...
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#7 |
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Warlord
Join Date: Nov 2001
Posts: 276
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Hamtastic, I'll play, as long as we set the game up to load a mod (as opposed to putting the mod into the CustomAssets directory), because I'm playing some games with no mods / no cheating, so yeah...
Also, I've never played this mod, so if it's much different from the base game, expect me to make n00b mistakes. ![]() (BTW, you mentioned in the other thread you were thinking of making this an Emperor game. I never tried emperor, so... see the n00b mistakes disclaimer again. )Vovan
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Finished SGs: ND1: Wonderless Terra (1902 Conquest Victory), JOE1 (1904 Domination Victory), Rise of the Machines 1 (1688 Conquest Victory) |
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#8 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Vovan, not sure what you mean about setting the game up to load a mod... I just followed the directions from the mod page, which means putting the mod in the Mods folder and the scenarios in the Public Maps folder. It doesn't load up normally when I start Civ, though, so this is probably what you mean. I'm going to post a start today, though, and I'll probably use one of the civs I haven't used before so I'll be more likely to make mistakes too.
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North American Colonization Mod |
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#9 | |
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Living in denial
Join Date: Nov 2005
Location: Everett WA
Posts: 171
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Quote:
They are a lot of fun and you can learn a ton from the other players. -IceLion
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There's no place like 127.0.0.0 Current SG's:Rise of the Machines (1688 Conquest Victory) Europa Europa Mod V1-Not Afraid of Mansa RotM02:Glorious Space Race Filthy Americans FFA01 |
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#10 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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And so it begins
Well, so here goes.
I start and choose Papal States. I've played this mod a few times, but never as Papal States, so I figured it would be better for the others playing if I had to sort of work at it anew as well. Here we are in all our glory: In this mod, we don't get to choose our starting city location - all cities are already settled. So I'm not going to get feedback on where to settle In any case, here is our shockingly lovely city of Rome. Pretty good location: three resources within the fat cross, and a wine which we'll grab eventually. This is probably a good time to mention something about resources in this game. Luxuries are shockingly rare. I think the only ones that exist are silver, fur, wines, and 2-3 incenses somewhere. To get more luxes, you have to build "colony" wonders which give you 5 of some type of resource. So we'll have to get on to that later... Anyway, for now we should be happy that we have two within close range.While you feast your eyes on that, I'm going to go do some other work. My turnset will follow soon.
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North American Colonization Mod |
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#11 |
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HoF Quattromaster
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lurker's comment: This game looks interesting, or I should say the mod does. For now, consider me a lurker.
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#12 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Turnset
Great! A lurker! I agree, the mod is interesting - hope we give you some interesting stuff to read. Towards that goal, perhaps I should start with my turnset:
4000: Time dawns: As noted before, the town is already settled. I send our warrior northwest to explore. 3960: Choosing a tech to research. One thing about this mod is that the religion spread rate is a little crazy. So being the founder of Catholicism is very advantageous. We should (mostly) beeline for Catholicism and a great prophet to get the shrine running. Still, I research fishing first so we can work our water tiles, particularly that tasty fish to the southwest (anchovies?). Our people are skilled financially, so reaping the profits of the sea is one of our best plans. 3920: We meet our first neighbor, the Venetian Leonardo Loredano and give him peace. 3800: A forest grows near Rome. Woo hoo and stuff! 3760: Our warrior spots marble and wheat. Looks like a great city location, especially since it blocks Leonardo's path to the west. ![]() 3680: Our brilliant people discover fishing, and decide to research round rolling things we call the wheel. Once we get that, pottery, and writing, we can research Council of Nicaea, which grants Catholicism. (and we probably will get it since our starting techs were two needed for it) 3640: Rome finsihes building a warrior. I start a work boat and switch our worked tile to the silverf mountain north of Rome. It drops time for the workboat by 6 turns and adds 7 to growth, but once the boat is done, our cities will eat all the fish and grow much faster. (also didn't want to work any of the other tiles so as to not add to research time). The massive culture of Rome increases our borders, and we spot a barbarian city to the southest. 3600: Our warrior, exploring near the barbarian city of Basel (to the northwest), is ambushed by a barbarian archer. Fortunately, his excellent position on a forested mountain allows him to defeat the archer. 3440: Our warrior finishes healing from his battle with the barbarian archers and continues his explorations. 3360: We meet Barbarossa, of the Holy Roman Empire. For some reason, I am unable to capture images of Barbarossa, so I cannot convey his majestic appearance. The rest of the time of my rule goes uneventfully, and the next ruler is ready to take over. Some comments for the next might ruler, hereby called Vovan: I have manually set the tile we're working right now, might want to pay attention to that. We should most likely continue on our path to Catholicism. Obviously, mining and bronze working could be nice, but I feel they can wait - we need religion! (sorry, I don't want to be too much telling you what to do , but this one seems important to me. After we play a little more, I'll run out of demands )Another city would be great for us - there are a few different spots that could all work ok, but I think I'm most fond of 5 west of Venice. That way we get some resources and block Leonardo's expansion. If it were me, I would probably just move the mighty Papal warrior back to the future city site to help keep the settler safe. And I suppose Stonehenge would be great to help us get a great prophet for the shrine. Lots of stuff to do, and some decisions coming up. I figured 20 turns for everyone through the first round.
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North American Colonization Mod Last edited by hamtastic; Feb 10, 2006 at 05:19 PM. Reason: fixing pictures display |
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#13 |
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Clums
Join Date: Nov 2005
Location: Oslo
Posts: 663
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I'd love to join, but I'm not at all familiar with the Europa Europa mod, (or any mods for that matter.) So if that's a problem I'll lurk instead.
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#14 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Munterpipe, that's fine. As far as I know, I'm the only one who's agreed to play who's familiar with this mod. I really like it though. Here is a link to the original mod thread so you can get the mod and instructions on it. (Oh, and by the way, I would suggest to everyone that after you've got the mod in the right place, you just double click on this game to load it. That way you don't have to load up civ and then restart it to load the mod...)
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North American Colonization Mod |
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#15 |
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Clums
Join Date: Nov 2005
Location: Oslo
Posts: 663
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Great. I'll check it out.
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#16 |
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Warlord
Join Date: Nov 2001
Posts: 276
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Heh, feel absolutely free to tell me what to do, Hamtastic.
I like when people do that, because if I know what to do myself, I can easily ignore advice, but if I don't, and nobody said anything, then I make a random choice, and there is distinct possibility of .Any way, I see it and will play in a couple hours. Vovan
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Finished SGs: ND1: Wonderless Terra (1902 Conquest Victory), JOE1 (1904 Domination Victory), Rise of the Machines 1 (1688 Conquest Victory) |
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#17 |
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Deity
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count me in (if I am in time) - do MODs allow the running of custom assets (ie loggers?)
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HOLIDAYS have come to all the new HOF mod ... BUFFY has been announced BUFFY name competition finalized - winner announced! BUG Wiki - not perfect, good and getting better! "I found this great mod! Have you heard of it? It gives me everything I need!" - Troy Goodfellow's wife talking about the BUG mod ![]() Pigeon faster than broadband Last edited by ruff_hi; Feb 11, 2006 at 01:57 PM. |
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#18 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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munterpipe, ruff_hi, I've added you to the roster and I bumped icelion to the end, since I know he's been quite busy and has a few different SGs to post to anyway.
I would imagine the MOD allows you to run the custom assets, but I'm not completely sure, since I don't really try to very much. Maybe you could tell me?
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North American Colonization Mod |
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#19 |
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Warlord
Join Date: Nov 2001
Posts: 276
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Alright, playing now, though the report will be sort of brief, as I am sort of in a hurry and would otherwise have to postpone till tomorrow or monday.
Also, just got the mod - we are talking EE v3.1, correct? Vovan
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Finished SGs: ND1: Wonderless Terra (1902 Conquest Victory), JOE1 (1904 Domination Victory), Rise of the Machines 1 (1688 Conquest Victory) |
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#20 |
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Hamburglar
Join Date: Jan 2006
Location: Seattle, WA
Posts: 360
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Vovan, Yep, version 3.1. I don't know if it will be a problem, but I recommend doing the fix I placed up in the first post (removing the max turns so we can actually play on Epic length - otherwise it ends in 1800 on epic). A brief report is certainly fine - I look forward to it.
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North American Colonization Mod |
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