These Fractured States of America

OzzyKP

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What if various movements for independence and/or secession in the United States were successful?

How would the continent look?

I have created an ambitious new mod/scenario that will attempt to answer that question. I hope I can enlist the help of many people here to make this a reality. Anyone interested in creative new scenarios or interested in alternative history should contribute.


Download here.

VERSION .12 - Added 1-2-10

Background:
Spoiler :
The promise of a liberal democracy set forth in the Mexican Constitution of 1824 was brushed aside in 1835 by President Antonio López de Santa Anna who centralized power under his harsh rule. Such an autocratic move angered the people and ten Mexican states went into open rebellion in response. President Santa Ana went to war to put down the rebellions, but in 1836, Santa Ana was decisively defeated at the Battle of San Jacinto by Texan revolutionaries. Santa Ana was captured and forced to agree to Texan independence.

Following the defeat, the situation continued to worsen for the Mexican government. Defeat by France in 1838 and unstable leadership contributed to a substantial weakening of Mexican central authority. In 1840 the Republic of the Rio Grande declared its independence. In 1846 the California Republic declared its independence. In 1848, Mormon pioneers under the command of Brigham Young declare independence for their nation of Deseret.

Meanwhile, in the United States a close election in 1844 gives victory to Henry Clay by a razor thin margin, winning New York by less than 5,000 votes over James Polk. Unlike Polk, Clay is not a champion of Manifest Destiny and does not seek to annex Texas or assert United States control over Mexican territory to the west. Nor did he seek to acquire the Oregon territory, leaving the territory in limbo with competing claims from both the United Kingdom and the United States eventually the citizens of Oregon decide to found their own nation.

With the possibility of additional land gains in the south west stymied (as with the possibility of additional slave states) all attempts at a compromise between free and slave states in 1850 break down. With no compromise in sight, South Carolina, fearful that slave states will soon be outnumbered in the United States, takes the first, bold step of secession. Followed soon thereafter by the rest of the South the Civil War begins in 1851.


Civs:
Spoiler :


Republic of Deseret
Brigham Young (Industrious, Spiritual)

Confederate States of America
Jefferson Davis (Imperialist, Spiritual)

United States of America
Abraham Lincoln (Industrious, Financial)

Republic of Texas
Mirabeau Lamar (Horsemastery, Expansionist)

Mexico
Antonio López de Santa Anna (Aggressive, Imperialist)

Vermont Republic
Ethan A. Hitchcock (Philosophical, Protective)

Canada
John MacDonald (Expansionist, Protective)

California
John Fremont (Creative, Organized)

Oregon
John McLoughlin (Philosophical, Creative)

Republic of the Rio Grande
Santiago Vidaurri (Charismatic, Organized)

Great Sioux Nation
Sitting Bull (Horsemastery, Native)

Chinookan tribes
Comcomly (Charismatic, Native)

Apache Nations
Geronimo (Aggressive, Native)

Five Tribes of the Cherokee
Sequoya (Financial, Native)



I hope to not only create an enjoyable and entirely playable scenario, but make it historically plausible. For example, the election of 1844 really came down to 5,000 votes in New York. That is the margin that James Polk won the state, and with that state he won the election. Under Polk's administration and insistence of Manifest Destiny the United States annexed Texas, went to war with Mexico, and reached an agreement to take the Oregon territory.

But what if those 5,000 votes went in the other direction? What if Henry Clay won and his administration avoided all the expansionist policies of Polk? Such a small thing as 5,000 votes changed US and world history. This mod sets out to explore those "what if" questions that fans of history love so much.

Some other important questions to be probed:
  • What events could have happened to stop the Compromise of 1850 from happening?
  • If the Civil War started in 1851, and the North didn't benefit from an additional decade of industrialization, could the South have won?
  • Who would win the US Presidency in 1848, and what effect would they have on this unfolding timeline?
  • With a fragmented United States, could the Native American tribes remain independent?

Some changes I hope to have in this mod include:
  • A comprehensive storyline and vision for this alternate history
  • Modified civics
  • Customized events/quests that fit in with the alt. history storyline (extinction of the buffalo, transcontinental railroad, indian raids, gold rush, etc)
  • New tech tree
  • New units
  • New wonders
  • New buildings
  • New religions (Mormonism, Baptist, Catholic, Mainline Protestant, etc)
  • New great people/generals from famous people from this period
  • Quotes to flesh out the mod

While more challenging, new, creative features breath life into mods and I hope to include several in this one:
  • Restructuring of culture/borders. Borders don't grow through culture, only forts and techs will grow borders.
  • New victory conditions. Since the focus of this mod is independence for new/small nations, one goal (eventually) is to acquire diplomacy points that can be spent on gaining recognition for your nation by important foreign powers and resisting domination by Mexico, USA, and the CSA. Each civ will have unique victory conditions and goals.
  • Equipment System. Like equipment from FFH2 I hope to create various different arms units that can be added to base units and increase their strength as civs move through the tech tree. Arm stockpiles can be captured or taken off of dead soldiers so less advanced nations can keep up with the tech leader.

A very rough idea of the scope of the map:

fragmentedstates-jpg.158002


This mod is still in the early stages, right now I am working on the map and figuring out the timeline and other generalities. I really hope to immerse people in America of the Nineteenth Century. With an approximate timeline of 1851 to 1930. I am very intent on keeping things balanced and not getting out of hand with new units/buildings/etc, while maintaining the look and feel of 1800's in America. Please lend a hand to make this a success:
http://forums.civfanatics.com/showthread.php?t=237653


Note on version .12 - Should be compatible with the 3.19 patch. Not much has been updated since .11. The most important change is the addition of the map. This mod only truly makes sense and is interesting when in the proper context. Hopefully the map will make the mod more playable, more enjoyable, and inspire more people to help finish it. I also took out (I believe) all culture from the game so the borders should remain stagnate and added the Native trait.

Again, still very much still an early draft of this game. None of the cool features intended for it are implemented yet, and most of the more mundane features aren't yet in either. Plus the game still crashes. Please help out to make this mod a success. I need a lot of help. Thanks!


Note on version .11:
Spoiler :
New version is now compatible with the 3.17 BTS patch. Several other bugs and crashes have also been fixed. So you should be able to actually open it up and play with it a bit! Wow! Unfortunately instead of crashing at turn 50-60 as it has been for a while, it now crashes around turn 200. A BIG improvement, but still have some more ground to cover before this is a playable draft.

Still lots of good, new stuff to check out. This is very much still a work in progress. So don't download this thinking this is a fully finished mod. It isn't. But it is coming along nicely. So be patient and come back in a few months. (or better yet go to the discussion thread and help out!)

Map isn't included yet, even though that is mostly done. I put a lot of work into it and now I can't seem to find the newest version of it. It should be out in v.12, whenever that is. Hopefully it'll be our first fully working draft!


Change Log:
Spoiler :

v.12
Removed culture from buildings & religion
Works (more or less) with 3.19
Added Native promotion
Added Native trait
Replaced extra culture with extra happiness for Creative trait
Fixed map to work correctly with mod

v.11
Updated mod to be compatible with 3.17 patch
Fixed some bugs that caused the game to crash around turn 50-60
Somewhere along the way the unit art and unit eras got taken out... *shrug*


Starting using the Civil War mod as a base.

Added in Fractured States civs & leaders
Tweaked Confederacy, Mexico & Canada
Added Buffalo, Silk & Oil resource
Removed Salt, Cannabis, & Olives
Added in lots of techs
Removed a few
Moved heaven to accomodate removing those techs
Added religions
Removed a few units
Added sepia HUD
Added in military techs
Organized the tech tree
Removed spearman, warrior & caravel
Added names for great people
Created 7 Unit Styles:
- Union
- Confederate
- Canada
- Mexico/Rio Grande
- Native (Apache, Cherokee, Chinookan)
- Sioux (a separate flavor since bernie14 has made so many amazing units)
- The Rest (Oregon, Texas, California, Deseret, Vermont)
Added a bit of unit art
Added Circus, Public School & Ship Yard
Added Horseman trait
Added Government civics
Added Opera, Religious buildings (sorta), saloon, museum, horse track
Removed some more tech
Moved earth to accomodate removing those techs
Removed new units & unit styles due to crashes
Added cities on the map
Tweaked rivers on the map
Adjusted population of cities based on 1850 census figures (at least for the US)
Added resources in roughly accurate locations
Adjusted maintenence costs, calendar, and other various settings
Tweaked religious buildings some more, added protestant church
Added religious missionaries
Added water tower (awesome design btw)
Fixed city icons for religions & fixed .tga file
Added new title screen, loading screen, & civilopedia/tech screen
Removed more old tech
Added urban planning tech, moved water tower there
Created & added public school art files
Added printing press tech, tweaked tech prereqs
Removed default eras and added new eras:
- Ante-Bellum
- Civil War
- Gilded Age
- Progressive
Added Phonograph Parlor
Added some tech, organized tech tree
Added lots of new buttons, fixed old buttons
Added art for newspaper, war factory, cannery, fishery, grain elevator, brewery (just art so far)


Instructions:
1. Download file and unzip "Fractured States" folder into Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
2. Place Fractured States Map.CivBeyondSwordWBSave into Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\PublicMaps
3. Load Fractured States Mod
4. Select "Start Scenario" (from either single player or multiplayer)
5. Pick "Fractured States"
 
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I have far more ideas than I do have skill to implement them. But I've done what I can to have a starter mod that people can poke around with. I'd love to expand the units, styles, buildings, tech tree, etc. There is quite a lot left to do, but I need help to do it all. In my previous thread I brainstormed outloud about new features. Here are some of my thoughts about new features:

I'll try to get something up tonight.

I have some more brainstorming though on expanded/tweaked features.

New Territory Model - Eliminating Culture

Someone else posted a thread a sec ago about how to stop culture from changing borders when it'll mess things up for a historical scenario. That got me thinking about the issue of culture for this game. Like Vermont for example. It'll just be one small city in this mod and surrounded by Boston, New York, Buffalo, and Montreal. Vermont could quite easily get gobbled up by the other's culture. Or they could really invest everything into culture and end up dominating all those major cities with its culture. Neither situation is terribly realistic. Linking culture with taking territory isn't a good mechanism with established civs where borders are determined by treaties.

Another example is how Canada owns a lot of western or nother canada on the map, but probably won't have settlements all through it, or if they do they will be rather small outposts. So the question would be whether we'd want the territory to be completely open with a few spotty settlements here and there, or make some backwards outposts juggernauts in culture so they can take up the appropriate amount of land. That would be awkward as well.

So one thought is that we eliminate the standard culture system altogether. I place the cultural borders at the start of the game and I remove culture from all the buildings and specialists who produce it. For frontier towns, they could instead build a building like "Suburbs" or "Urban Sprawl" or "Advanced Administrative Techniques" that would grow their borders up to level 2 so they could work the fat cross.

We'd have to get rid of the creative trait though, or find some other function for the trait. I'm sure that could be figured out. Maybe a happiness bonus, since creativity/culture has more of a connection (in the real world) to happiness than to territory acquisition.

Enhanced Forts

We'd have to think of other mechanisms as well for the western nations whose borders aren't at all defined like the more established countries. Allow culture for them, but not others? That could be abused.

Maybe... maybe we could change the effect of forts. Forts were used to hold and maintain territory. So maybe we could have them do so in the game too. Forts could start with a ring of culture around them like cities do, and you just need to string a chain of forts together around land you wish to claim. To stop abuse, we could require that a unit from that civ has to be placed in the fort to gain this effect. So lets say Deseret builds a fort, it creates nine squares of Deseret territory when they place a rifleman in it. California sends some units in and capture the fort. By placing their unit in the fort, the 9 tiles flips to California territory. This could also create the need and desire for strategic warfare instead of always fighting to take major cities. If a border fort is sitting on some gold, just take that fort and take the resource.

There could be a substantial boost for pillaging forts that we could give to the natives to highlight their strategy/motivation of stopping the white man's effort to take territory.

That could change their approach altogether. Since, for example, the land the Sioux was on was technically owned by the United States, but they lived on it. That is a tough fact to emulate. But if they lived entirely off of their camps (like in the Genghis Khan scenario) and they were allowed to pass through national borders, then there could be a civ entirely alive and contained within the borders of another civ. The Five Nations however are more settled and would have cities. But this is definitely something we could play with.

For the forts, you could invent different techs that would upgrade the forts and expand the reach of their borders. Or we could give fort bonuses to expansionist civs. They could build them quicker, or they could each hold more territory. You could have some types of military units build forts too, instead of just workers.


Advanced Diplomacy System

I don't want the map to include Europe and Asia, it would be too much clutter/too big, but certainly you can't tell the story of America without including some kind of foreign policy. So I was thinking of a creative way to simulate that without actually having any foreign civs in the game.

So I'm thinking of creating a new type of specialist - the diplomat.

I have a few ideas on how to implement it, I'm not sure which would be best. Both sound like they would be difficult to code. Maybe TheLopez could help out.

First is to have diplomat specialists produce some special type of yield. "diplo-points" or something like that instead of hammers, science, gold, etc. These "diplo-points" could be used to build diplomatic projects. These specialists could also create GPP and spawn a Great Diplomat who can finish a diplomatic project or do other elements of diplomacy (stop wars, sign permanent alliances, etc). Another thought is the "diplo-points" could be used to build regular diplomats (instead of diplomatic projects) and they could do smaller things like be sacrificed to boost relations with a civ, or sign defense treaties, etc.

To implement this first idea we'd need to create an entirely different type of yield and accommodate a second build box in the city (one for standard production, and one for diplo-point projects). That could be a bit too complicated/intensive for us. So that leads me to my second idea - replacing great people with the diplomacy system.

Instead of great scientists, engineers, merchants, etc, we could have just one type of great person - the great diplomat. You could still place scientist, priest specialists, but they wouldn't create GPP (they'd be compensated with a boost to their yields). All GPP would go towards creating master diplomats.

This would be simplier in that we wouldn't need a new type of yield. But we'd lose other great people and it'd be entirely reliant on the great diplomats instead of using minor diplomats. Unless perhaps a great diplomat could either be sacrificed to create like half a dozen minor diplomats, and/or he could create a building that spawned minor diplomats every few turns. Anyhow... one thing this system would allow us to do is create more types of great diplomats.

For example you could have an English diplomat, a French diplomat, a Spanish Diplomat, etc. And those would be able to broker agreements with those individual nations.

For example, during the Civil War (the real one), one thing that could have turned the tide for the South would have been support from England or France. They worked on it, but couldn't pull off an agreement. For this scenario imagine there are all sorts of smaller American nations all jockeying for support from the great powers.

So ok, lets say Texas is at war with California and builds a French embassy and places 2 French diplomats (or ambassadors or whatever). They build French diplomacy points and after some time a great French diplomat spawns. That great diplomat can be used for actions to help in the war vs. California like:

1. War support - Free units spawn to help Texas with their war effort.
2. Blockade - California's trade reduced greatly.
3. Sever relations with enemy - All French diplomat points that California has built up are erased. And/or all French embassies in California are removed.
4. Remove Blockade - A blockade that California had placed on Texas (like from England or Japan or whoever) is removed.
5. Trade partnership - Additional trade routes in Texan cities.
6. Supply agreement - Texas gets free resources (iron, coal, etc).
7. Sign peace treaty - The war with California ends (text could be, "French diplomats broker a peace agreement between California and Texas, Treaty of Paris signed)
8. Build permanent French consulate - Free minor French diplomat specialists placed in a Texan city

Using the Great Person system allows us to combine different nations this way. Lets say you place 2 Spanish diplomats and 1 English diplomat. Then you roll the dice to see which great diplomat you get. And there can be all sorts of buildings and modifiers that affect the results.

Oh! Another thought. Trade has always been incredibly important for the United States. International trade needs to take on more significance here too. Not just trade routes, but resource trade as well. So lets say the Confederacy has a lot of cotton it wants to sell. It is at war with the USA and none of the smaller powers can offer enough for it. The CSA could either use a diplomat, or build a building that consumes one cotton resource and produces X amount of gold. Or produces a different resource it needs. That would simulate trading that resource with a European power.

Then diplomats could be used to break off that trade, or sign exclusive trade agreements. Lets say Texas and CSA are both selling cotton to England. CSA creates a great English diplomat who signs an exclusive cotton supply deal with England and from then on no other power can sell cotton to England.

Events could be used to spice things up as well.


Various Ideas/Concepts for the Mod:
This is such a cool period in American history and there are so many cool things we can incorporate. This was the wild west gunslinger era, so I'd love to incorporate some of the famous bandits as special units who would be invisible (except for some law men who could spot them) and be able to rob banks (deduct your treasury). Maybe we could use the espionage system to implement it.

Outlaws & Lawmen:
Wild Bill Hickok
Calamity Jane
Billy the Kid
Jesse James
Butch Cassidy
W. B. 'Bat' Masterson
Wyatt Earp
Doc Holliday

Other important parts of this era to incorporate somehow:
Cattle rustling
Cattle drives
Oregon Trail
Santa Fe Trail
Gambling
Saloons
Mountain men
Buffalo Bill Wild West Show
Gold rushes
The Homestead Act
Pony Express
Railroad
Transcontinental Railroad
Traveling Circuses
Hatfield-McCoy feud
Telegraph
Telephone
Phonograph
Barbed Wire
Radio
Titanic
Smith & Wesson
Colt
Gatling Gun
Robber Barons
Labor Unions
Strikes
Pinkertons
Haymarket Riot
Second Industrial Revolution
Automobile
Flight
Assembly Line
yellow journalism
Ellis Island
Statue of Liberty
Immigration
Chinese Exclusion Act
Abolitionists
Woman Suffrage Movement
Prohibition Movement
Progressive Movement
Muckrakers
Populist movement
Dawes Act
World Exhibitions
Ku Klux Klan
Gold standard
Sherman Antitrust Act of 1890
McCormick
Great White Fleet
Assassinations
National parks
World War I
Baseball
Pro Sports

People from this era:
Christopher "Kit" Carson
General George Armstrong Custer
Crazy Horse
Pancho Villa
Alexander Graham Bell
George Westinghouse
Thomas Edison
Cornelius Vanderbilt
Boss Tweed
The Wright Brothers
John D. Rockefeller
Andrew Carnegie
J.P. Morgan
Henry Ford
Samuel Gompers
Mark Twain
Joseph Pulitzer
William Randolph Hearst
Eugene Debs
Booker T. Washington
W.E.B. DuBois
John Brown
Susan B. Anthony
Elizabeth Cady Stanton
Upton Sinclair
William Jennings Bryan
Henry Cabot Lodge
William McKinley
Theodore Roosevelt
Gen. John J. Pershing
Woodrow Wilson
Ulysses Grant
Robert E. Lee
(and many, many more civil war generals)
John Henry
Paul Bunyan
Other tall tales
http://en.wikipedia.org/wiki/Maximilian_of_Mexico
http://en.wikipedia.org/wiki/Benito_Juárez

Links:
http://en.wikipedia.org/wiki/History_of_the_United_States_(1865-1918)
http://en.wikipedia.org/wiki/Gilded_Age
http://en.wikipedia.org/wiki/American_Old_West


Immigration

Balancing this thing will be difficult since for this time period the USA and CSA are so much bigger, more populous, and better developed than any of the other nations in the game. A major northern city like Boston or New York probably had more people than the entire territory of Oregon or California.

So we will definitely need to use the immigration mod to balance things out. Does the immigration mod take population too? Or just add? It would be nice if population from back east actually left and joined western cities. It would help balance greatly.

We can script this with events as well. Like a gold rush can bring in lots of people. We could also incorporate the diplomacy system into this as well. Lets say California is hurting for people, so they use a great diplomat to sign some open borders treaty with china to add one population to each city. Or spawn X amount of settlers (no doubt covered wagons for this scenario).

I'm thinking of something special with Deseret since their nation is so tied to Mormonism we could also tie their immigration to their religion. If Mormonism spreads to non-Deseret cities, those cities are more likely to transfer population to Deseret. Maybe siphon off wealth too.

Mormonism

Oh! Idea! (if you haven't noticed I have a tendency to brainstorm outloud here). Mormonism spreads to Atlanta lets say. One or two gold is deducted from Atlanta and goes to Salt Lake City (tithing, etc). That means there is a penalty for the Confederates for having Mormonism, so they change civics or stamp out Mormonism in Atlanta (hello inquisitor mod) and that leads to a population loss that goes directly to Deseret. (i.e. persecuted Mormons flee back to safety in Deseret). So the more developed eastern nations (or anyone really) has a choice, allow Mormons to sap some of their cash, or drive them out and lose population. A win-win for Deseret (who is gonna need the help the most with their crappy land).

The other religions probably won't have any holy cities. Realistically the general protestant religions America has aren't centrally organized, or if they are, their base is in Europe somewhere. They'd still be useful for diplo-modifiers, but would only give cash to Deseret. As the owner of the only religious shrine in the game spreading it would be central to their strategy. I figure their UB would be a Mormon temple too. A beefed up temple.

Hmmm... I bet I should add polygamy as a civic option too. It should help population growth somehow since that will be a major deficiency for Deseret. Despite being land locked and stuck with crappy desert & mountain land, Deseret will definitely be one of the more interesting civs to play.

Slavery Civic

Speaking of civics.. the Confederacy and Texas will obviously have slavery as a civic, but I want to tweak it as well. It'll have the general population sacrificing qualities of slavery, but it should also give bonuses to plantations (of which the South will have plenty of). I'm also thinking of a mechanism for capturing units.

More brainstorming... lets say the United States (and other civs potentially) are able to - with a certain civic/tech/building - create Black units. Like a Buffalo Soldier unit. They could be cheaper versions of regular USA units. If a slavery civ defeats a buffalo soldier in combat there is a 100% chance they will be enslaved. However there is a civic option (or wonder or something) for the Emancipation Proclaimation (or maybe Brown vs. Board of Education or something similar) that stops the nation from building black units but gives all its regular units +1 strength (integration of the military). A definite bonus. But it comes with the downside. Now ALL units defeated in combat by a civ with the slavery civic are at risk (25% lets say) of being enslaved (since there are now Black soldiers in all units and are able to be captured and enslaved). So this is a big potential downside that has to be weighed against having that +1 strength.

I think I'd prefer it if the captured units didn't turn into workers, but remained military (or maybe the civ would get a choice). Since the Confederacy had a habit of putting Black slaves into the military and making them fight for their side. Plus it gives a larger bonus then simply having 10 million workers sitting around. OR... if they were workers, they could be sacrificed for production. Anyhow, if they become military units, then I think they should get some promotion that weakens them (Enslaved unit, -10% strength) and also has a percentage chance the unit will abandon that civ's control (Like Chaos Mauraders in FfH2).

Civics like slavery or polygamy would of course have a diplo penalty where appropriate.
 
Interesting mod, I don't know enough about modding to be of much help but I can say that this is a project that as a historian really peaks my interest. What I find really neat about it is the alternate approach to the civil war, while at the same time incorporating our issues with manifest destiny and the consequences they had in Mexico.
 
The inegrated units didn't happen for the US until after WWII. So I wouldn't use it in this mod.
 
It's an interesting setting. However the only succesful and lasting cooperation in Civ4 modding history is one between a designer-programmer and a graphical artist. If you don't want to or are unable to program your own designs, nothing is going to happen.
 
There is a lot I can do, so I'm not just throwing out ideas without getting my hands dirty. I've got a pretty nice tech tree built, and plenty of other stuff done.

The graphics needs are fairly minimal. Most of the units and buildings have been created elsewhere, it is just a matter of collecting them all.

So basically we just need another (better) programmer and this can work.
 
There is a lot I can do, so I'm not just throwing out ideas without getting my hands dirty. I've got a pretty nice tech tree built, and plenty of other stuff done.

The graphics needs are fairly minimal. Most of the units and buildings have been created elsewhere, it is just a matter of collecting them all.

So basically we just need another (better) programmer and this can work.

I tried like "heck" to get the Immigration mod to work with BtS to no satisfaction(It was in the python area), hopefully you (or other programmers) can get it to work, i think this is a good concept to the game.
 
I'm pretty sure Rhys & Fall uses the immigration mod in BTS (for America's Unique Power). So it certainly can be done. But I'm unable to even get simple things to work without crashing, so I doubt I'll be the guy to figure it out. Have any interest in taking on a new project?
 
You also forgot to add in the Indian's main religion, Native American's are pagan believers as well, and paganism been around, even in America...

The culture stucture you trying to make is a bit wierd, i'm not a fort building, since i see them as usually half the time, it even annoy me to see forts being built on resources... and realistically, who the hell decide to build a fort under a special resources?
 
ARRRRGGGHHH I was about halfway into making exactly this scenario when i saw this thread. Sucks, man. Anyways, i guess i'll share my ideas that were going to go into my scenario.

1: Make the canadian prairies and the american plains one nation. Lots of land, but give them very little resources except some wheat here and there
2: Maybe add quebec and ontario as playable civs? (call them lower canada and upper canada or something)
3: Give the canadian north and alaska a whole bunch of gold and silver, and make an eskimo civ or something.

Youve covered everything else i was going to put in :/
 
hey Ozzy, I hope you haven't stopped toying with this. Modding is a labor of love, so you should not stop, even if you do not get the responses you desire. Your main goal should be to make a mod that YOU enjoy, first and foremost.

That said, I'd thought I'd let you know that me and kevinman have an exquisite North America map in the works for the ACW mod. You could use it as well if you'd like. It features dynamic winter, it is really something to behold.

Also the issue on the immigrants a couple post up could be easily resolved with bts events. I'm doing something similar for civs using slavery, and slave shipments.

Anyhow, good luck and I hope you continue,

Shiggs
 
yea it is daunting doing this alone. I feel your pain, for the most part thats been me with ACW, and now I've did most of it twice. Maybe whenever ACW is finished I'll help you out with this.
 
well , the fort culture i seen already implemented in a few mods.

city culture being stable , road to war v3 has a nice feature , all cities have 500 culture and when conquered , it stays 500 too.

gold rush , i seen it as an event in some mods as well .

as for differentiated civs , maybe native indians can have a military civ that allows them more cavalry units with a bonus xp
Union can have artillery bonus etc.

also , you can make a global map , just to see if any of those mini states can survive in a harsh world
 
Not sure if this can be implemented, but... From 1847-1901,the state of Yucatan, having gained independance from Mexico in 1841, experienced a Maya revolt known as the 'Caste War of Yucatan.' Initially, the rebels were successful, and managed to take most of the peninsula from the creoles before being defeated. So, since this is an alternate history senario, maybe someone could add a larger North America map that includes the Yucatan Peninsula and the Caribbean, and add two new Civs, the Republic of Yucatan, led by Santiago Imam or Miguel Barbachano, and the Maya Rebels, called Quintana Roo or Chan Santa Cruz, led by Crescensio Poot. The Yucatan could have Merida as the capital and some variation of walls for the unique building (because the walled cities of Merida and Campeche were the only major cities not taken by the Maya) and the Maya could have Chan Santa Cruz as the capital with some kind of temple or cathedral as the unique building- due to the fact that the appearance of the 'talking cross' or 'Cruzob' started a new religious movement among the rebels and inspired the to continue fighting. This could also lead to the introduction of a new religion in the mod, known as Cruzob, with Chan Santa Cruz as the holy city. This would surely make the mod much more complex and fun. :D
 
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