Hi nokmirt,
I tested and commented on your "The Great War" mod before, now i tried this one. I really like it. I am not completely sure what you changed because i never played the original scenario.
My first thought was (and that was before i read the scenario thread) I would love to play "the great war" mod with all its unique units on this map, that would be brilliant.
I read you want to start in 1860 and go up to ww1 or up to the end of ww1 (i am not entirely sure).
One point I would raise is: - Prussia is at war with Austria in your mod, now historically what happened was: Prussia won the war with Austria (it was fought about who is taking the leading position in a new German Empire). Then Prussia together with the alliance of northern German states fought and defeated France and founded 1871 the German Empire. Whilst in WW1 now this German Empire is in alliance with Austria. (how will you manage to have an somehow realistic ww1 by starting in 1860??)
Another point, of a similar origin is: The Ottoman Empire, fought in the Balkan War against Bulgaria now in WW1 they were allies.
As well an idea for the mod is to replace the leaderheads with flags of the time like in "the great war" mod.
The technology tree needs some serious updates. I am playing the mod as the Ottoman Empire, I did not try playing it as someone else, but most technologies do not give me anything but i have to research two to three technologies like this before I get to one which gives me an advance.
Regards
Ben
Basically the GEM scenario 1860 ad scenario, follows standard civ 4 techs. I have started creating a tech tree to make gaining techs more realistic. For instance, ironclads will evolve to better ironclads, then up to protected cruisers, armored cruisers, pre-dreadnoughts, and then dreadnoughts. Eventually, all the units I have used in the great war mod will be in this one. However, I am going to organize my recon planes, monoplanes, and bi and tri-planes a little differently this time. I have read some interesting books about the first air war, and about some of the flying aces(and info about the planes they flew) of the time.
You ask an interesting question about Prussia and Austria, about them being at war, and then they are desperate allies during World War One. What I think I should do is have the mod split into a few parts, and then one overall mod that encompasses everything, though this would be alternate history, because you never know who will end up friends or not.
In any case I have some industrial units to add to diversify the South American countries, and I was thinking of adding a few more techs, maybe enough to get me just before protected cruisers come out. I have to do some research, and reading on the development of weapons from 1860-1895. I am also going to play some of the Civ 3 AoI v.4 mod, which starts in 1895, but it will help me get a feel for the time period I am trying to emulate with this mod. I also have opened a History thread in the forum that may help me get some info, for questions I have. There are some folks like Cheezy, Dachs, and Masada, who have fairly extensive libraries, on these subjects, especially when it comes to ships and navies of the time.
The reason I made you learn techs that lead to other techs, to gain better units and so on, is because I have the game time in weeks. And over time there is going to be plenty of turns to research new techs. I also, know I have some work to do in this department, so I am always looking for feedback. But I want things to be produced fairly close to when they were in History. I don't want machine guns in 1861, or artillery in 1861, I want them to become available when they are supposed to. So I think plenty of playtesting and tweaking will need to be done.
I want people to list if possible, the civ they are playing and in what year and month they discovered, rifled cannon, parrott rifles, paddlewheel steamer, and ironclad frigates. I want to get a feel for when theses techs become available. I realize every civ is different. For instance if you play as Morrocco, you start with musketmen, so you will have a long ways to go. But as Great Britain, with her vast empire, staring the game, discoveries come every 7-8 turns. This feedback will be important, when it comes to figuring out where to go from here. Thank you, and thanks to you Ben for your feedback( I will look into leaderheads as well). I hope everyone had a Happy Holiday, Dave
Ben, on your second post I will look into it, and get rid of the old units in the next update. I will find out how to change the churches and religions around. I had not considered that, playing as the United States, I have been abstaining my apostolic voting. To me it seems too medieval, and it should be reworked. I do not know Python well enough, so I can make any changes not requiring Python. However, later I can send the mod one to someone who know's python, to make certain changes to the mod. Also, Ben can you tell me what civs are using Medieval units, I know of only the Sioux, who have horse archers and the like. Some civs may still be primitive, but I would imagine most main civs should at least have basic gunpowder knowledge.