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#1 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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[MOD] Australian Colonisation
Australian Colonization v. 0.40.01
My first mod, and I'm happy enough with it to reveal it to you all. This mod covers the history of Australian colonisation, from the landing in Sydney Cove in January 1788 to federation in 1901 (play can continue for many years beyond this date). File location: http://forums.civfanatics.com/downlo...=file&id=11681 Current Features:
Update history (0.25.01 -> 0.40.01)
Spoiler for older updates:
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Pi makes the world go round. Last edited by PiMan; Jun 13, 2010 at 09:07 PM. Reason: nevermind |
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#2 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Mod is now live.
This post reserved for future mod developments.
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Pi makes the world go round. |
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#3 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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As an Aussie myself, this is great to see!
![]() Where in Melb? I'm close to Franga.
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http://www.brrgames.com |
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#4 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Not giving myself away too much, I'm about halfway up Eastlink.
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Pi makes the world go round. |
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#5 |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Cool I know the area. I used to work at Centro's HQ which is in a big shopping centre near there.
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http://www.brrgames.com |
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#6 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Updates will be fortnightly until I reach 30 posts, due to file moderation by Civfanatics for new users and me not wanting to have delays between when I post the change and when you can access it. After that, they may be as frequent as weekly.
Game crash fixes will be posted immediately, but I don't expect any of those for a while since I'm only using XML so far and I test before uploading.
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Pi makes the world go round. |
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#7 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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In celebration of reaching 30 posts far faster than previously expected, I present the first update.
Update Ver. 0.25:
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Pi makes the world go round. |
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#8 |
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Prince
Join Date: Feb 2006
Posts: 451
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I've been working on such a mod myself, so if you'll allow me I'd like to help.
One major thing I've got is founding fathers (although my leaders are different, so Barton and Lalor are FF instead of leaders): Politics: Arthur Philip (Units cost 25% less to purchase in Europe) Bennelong (Strengthens relations with the natives) D'Arcy Wentworth (+3 Liberty Bells per Town Hall) James Busby (Native lands cost 50% less to purchase) Peter Lalor (Increases Liberty Bell production by the tax rate) Henry Parkes (+3 Liberty Bells per Printing Press and Newspaper) Edmund Barton (Increases hammer production by the tax rate) Maybanke Wolstenholme (+25% Liberty Bells per settlement) Samuel Griffith (+1 food on plots with at least 2 food) Ferdinand Chevillard (+50% defense per settlement) Henk Sneevliet (Provides 3 Elder Statesmen) Trade: Pieter van den Broecke (Market prices are less sensitive) Jacques Specx (+1 movement for Merchantman) Georg Eberhard Rumphius (Increases Education production by the tax rate) John Macarthur (+50% Wool per settlement) [Note: Wool replaces Cotton] William Redfern (+3 hammers per Town Hall) Alexander Berry (+50% Lumber per settlement) Edward Wollstonecraft (+50% Tobacco per settlement) Edward Smith Hall (+3 Liberty Bells per Schoolhouse, College and University) James Brogden (+50% production of Textile Mill, Coat Factory, Rum Factory, and Cigar Factory, 50% fewer Tools needed to construct buildings) Exploration: Luis Váez de Torres (+1 movement for Caravels) Abel Tasman (+1 movement for Galleons) Willem de Vlamingh (Sailing to and from Europe takes 50% less time) James Cook (Provides 1 Merchantman) Matthew Flinders (+1 Trade Goods per Dock, Drydock, and Shipyard) William Lawson (+1 movement for Wagon Trains) Gregory Blaxland (Pioneers require 50% less Tools) William Wentworth (+1 movement for Scouts) Charles Sturt (Provides 2 Seasoned Scouts) Burke and Wills (+1 movement for Wagon Trains and Scouts) I haven't quite finished Religion or Military (suggestions?) but here are some people who might be suitable: Religion: Richard Johnson Samuel Marsden John Williams Robert Clark Morgan George N. Gordon John Gibson Paton Maurice Leenhardt Military: Robert Ross Francis Grose Hendrik Merkus de Kock Charles Fremantle Johan Harmen Rudolf Köhler Eeldert Christiaan van Daalen |
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#9 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Do you mind if I use that list (with minor modifications)? Founding Fathers was the part of the game I was most worried about doing because of difficulty in getting enough names in all the right areas.
Update will be a bit delayed due to its size. I am adjusting the resources to Australian equivalents, and due to the chosen resources this means a few game mechanic changes too. For example, there will be no equivalent to the Cigar building and there will now be a building to make trade goods (this might come later).
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Pi makes the world go round. |
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#10 |
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Prince
Join Date: Feb 2006
Posts: 451
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#11 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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I'll implements them after v0.4 (the next version)
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Pi makes the world go round. |
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#12 |
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Registered User
Join Date: Feb 2009
Location: Vienna, Austria
Posts: 25
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Nice one, but where's Ned Kelly in the founding fathers list ?
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#13 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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I'll probably add him to one of the lists. I'll have to think about what he does though.
Maybe he can go in the military for a laugh.
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Pi makes the world go round. |
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#14 | |
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Prince
Join Date: Feb 2006
Posts: 451
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Quote:
My version also includes Indonesia and New Zealand (and everywhere in between) so that's why there's a number of Dutch people there. I don't know if you'll want to include non-British nations but for what its worth I think it'll make it more interesting. For the Netherlands, I had Anthony van Diemen (Mer, Ind) and Herman Willem Daendels (Mer, Mil). For France I had La Perouse (Coo, Res) and Charles Guillain (Coo, Ent). For Portugal I had Francisco Xavier do Amaral (Dev, Det) and Gaspar da Costa (Dev, Dis) Spain didn't have any lasting colonies in the area, so I didn't include them. Natives were: Maori Nyungar Papuans Pitjantjatjara Wiradjuri Palawa Mataram Macassans |
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#15 | |
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Deity
Join Date: Mar 2002
Location: Melbourne
Posts: 6,481
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Quote:
http://en.wikipedia.org/wiki/Spanish_East_Indies
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http://www.brrgames.com |
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#16 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Expanding to New Zealand is a realistic option for my mod, since they were once part of New South Wales too.
Expanding to Indonesia is not a likely prospect for some time. The conditions for colonisation in Indonesia were very different to that of Australia. Australia was a penal colony, and when I implement a convict system for the mod, then it would not be correct for Indonesia. It is an Australian Colonization mod, not an Australasian mod. Also, I like seeing how the game engine reacts to having more than one player of the same nation.
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Pi makes the world go round. |
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#17 |
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Warlord
Join Date: Jan 2009
Posts: 221
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Is New Caledonia included in this? I'm giving the mod a try now.
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#18 |
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Emperor
Join Date: Sep 2008
Location: Melbourne, Australia
Posts: 1,771
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Sorry, the French are not currently included to any degree and map scripts and such have not been created to even represent the area.
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Pi makes the world go round. |
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#19 | |
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Prince
Join Date: Feb 2006
Posts: 451
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Quote:
Here's the last bit of my mod, with a bit of discussion. Constitution options (I wasn't sure how the constitution would work in a hypothetical "Federation Victory" if you will, but I figured I'd do this so that a. it's there if it's needed and b. Independence Victory can be kept as a "what if history"): Immigration: Open Immigration OR White Australia (Slavery was never much of an issue in Australia, European settlement having begun in the dying days of the slave trade and Arthur Phillip's determination that it be slave free. In it's place, I've used the debate between allowing immigrants, largely Pacific Islanders imported under indentured servitude to work on sugar plantations, or maintaining the White Australia Policy, supported by the labour movement with equal parts fear for local jobs and racism. Open Immigration adds two indentured servants to each settlement and White Australia increases the production of manufactured goods by 25% [note that this is different from the vanilla Slavery's effect, which increases raw materials]) Election: Westminster Monarchy OR Republic (By the time of Federation, absolute monarchy had largely gone out of fashion. However there was, and still is, a debate on whether or not to keep the British head of state as our own. There is no functional difference between these and their vanilla counterparts) Natives: Terra Nullius OR Native Rights (Terra Nullius means "Land Belonging to No One" and the idea that this was the state of the continent before European settlement remained official policy shockingly until the 1990s. After Mabo v Queensland, the policy was overturned. Aside from the changing of Manifest Destiny to a more Australia appropriate name, there is no difference to the vanilla version) Religion: Same as vanilla (The separation of church and state is one of the few freedoms specifically enshrined in the Constitution of Australia) Security: Same as vanilla |
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#20 |
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Registered User
Join Date: Feb 2009
Location: Vienna, Austria
Posts: 25
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Hey Dryhad,
somehow Burke & Wills just don't quite fit - unless your +1 movement scouts & wagons die after 3 turns... |
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