The Napoleonic Age - Creation Thread

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This should be the creation thread for my latest project: The Napoleonic Age :king:

This will be a scenario which I had long time in mind. Creating a typically civ2 game with a complete new technology tree, using mostly all of the improvements and allowing goverment switching for the human player. Diplomacy to all other Civs are allowed.

Also Fairline´s latest Napoleonic Units sets inspired me to create a Napoleonic Age scenario.

The game will start in January 1793, when the First Coalition was created and declared war against Revolutionary France.
I´m not trying to create a historical scenario, I only use the Napoleonic Wars as background for my scenario.
Your goal will be to conquer all other Civs on the map. By conquering some Provinces or a whole country you gets presents like new special troops or more money.

I´ve adopted the idea of polution using like civil disorder from JPetroskies Germanicus on the Rhine scenario. More industry and factories in your cities means more unhappy people as the cities getting dirty and rusted. Building Public Parks or Heroic Statues of Napoleon will make the people happy (Decreasing pollution).
This is one of the ideas I have. :)

Currently I´ve completed the units stats and all improvements and wonders. I´m now to design a complete new technology tree. :)
 
Sounds interesting, a bit like a Civ2 version of the Real Time Strategy Cossacks in a way. I liked that game years ago but got frustrated when I had built up a kingdom and the level ended and I had to begin again on a new map :lol:

Will you be using a European map?

By the way people don't rust, unless of course they are metal people but I don't think they were around in the 18th/19th centuary like they are now. :D
 
Will it be for ToT?
I was just thinking that with the extra slots, and the scenario starting so early, could it be an idea to have two tech branches for the French? One leading towards Republicanism where you might get the solar plant improvement and one towards a Consular dictatorship where you get Napoleon, and when you reach one tech, an event fires that removes the prerequisite for the other, so you can't have both.

Not sure if it would work well with what you had in mind, it's just an Idea I got.
 
@McMonkey:
Cossacks was also one of my favorites with building a nice small economy and conquering the enemy. Unfortunatelly on every new campaign you started with nothing only some Peasants.

Cossacks II was also one of my favorites which completly covered the Napoleonic Era. Nowadays I can´t play the game because Windows 7 doesn´t support the game. :(

I´m currently using one of Curts great Eropean maps he made for his scenarios. They have a good size, not too big and not too small and though detailed. :)

@rapps:
Yes the scenario will be for ToT. :)

I´m only using the Napoleonic Wars or rather the Napoleonic Age as a background.
I´ve designed the scenario only for playing with the French and Napoleon. This game should be very open for the players strategy.

Events will only start if you conquer an appointed city. For example if you conquer one of the cities in Spain the Peninsular War will start. This means that you will have a long and hard guerrilla warfare in Spain until you`ve conquered all other spanish cities.

The same for the German cities westwards of Prussia. Conquering them all will create the Rhine Confederation and gives you on random turns German Mercenaries for your army.

You will get more benefits by conquering other nations and bringing them under French rule. :D

This will be one of the concepts of the game. But believe me it won´t be an easy way to put down Europe :king:

At the start of the game the French government is Republic, until you researched the tech "Empire" (replaces Communism). After this you can switch to the more appropriate government. Buildings for peoples happiness (Theater, Church, ...) are very expensive.


City placements are done. Here is a screenshot of Revolutionary France. :trouble:

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Looks interesting, looking forward to this. Especially interesting seems to be the relative freedom you have as player.

Or to say in swabian: Siagd saugschmoidig us :)
 
@rikki84:
I´ve stopped working on my WWI scenario but maybe I will continue the work sometime. :)

@Hans99:
I´m trying to give the player as much freedom as possible. I think the Napoleonic Age can represent this fact very good as it was a time of war and diplomacy. The new tech tree will give the game a little Civ2 gameplay :)
 
I´ve a little problem with the event structure, maybe someone can help me :):

If France (player) conquers several german cities an event will trigger the foundation of the Rhine Confederation. Historically the members of this Confederation had to send troops to Napoleons army. I will represent this with an event: Until the Confederation is founded and the player has researched the tech "German Mercenaries" (maybe I will rename the tech) the player should get in random turns event spawned units in the occupied german cities.

Unfortunatelly I don´t really know how to realize this as the Random Turn and Give Technology tech are both triggers. Is it possible to make a event structure like this?

@IF
ReceivedTechnology
receiver=French
technology=69
@AND
RANDOMTURN
denominator=5
@THEN
...
 
Thanks, it works :goodjob:

Unfortunatelly I've now another problem with the events:

I've made a event like this one:

@IF
CheckFlag
who=Neutral Alliance
mask=0b11110000000000000000000000000000
Threshold=2
...


and it doesn´t work. The report file shows me the following message:

@IF CHECKFLAG found
looking for [continuous],who=,flag=,[mask=],[threshold=],[count=],state=,[technology=]
found who=Neutral Alliance (king id=4)
found mask=0b11110000000000000000000000000000 (mask=0xf0000000)
found threshold=2 (threshold=2)
Illegal CHECKFLAG statement


I don´t know what the illegal checkflag statement is because I don´t see anything wrong. I always thought that "threshold" is a valid trigger. :confused:
 
This sounds good Sebastian. Here are some unposted and unsorted Nap units you may find useful:

Great, thanks very much, Gareth :goodjob:

I like the British rocket unit, I have an idea how I can use it in the scenario. Also the flagbearers, they will represent the garrison units of Prussia, Russia, Britain and Austria. :)
 
Use 'Count' instead of 'threshold'.

I´ve tried it but it doesn't work. The reports shows me the following message: :(

@IF CHECKFLAG found
looking for [continuous],who=,flag=,[mask=],[threshold=],[count=],state=,[technology=]
found who=Neutral Alliance (king id=4)
found mask=0b11000000000000000000000000000000 (mask=0xc0000000)
found count=2 (count=2)
Illegal CHECKFLAG statement


I don´t know what's the reason for this message. Maybe I should make a new installation of ToT.
 
@IF
CheckFlag
who=Neutral Alliance
mask=0b11110000000000000000000000000000
Threshold=2
...


and it doesn´t work...
No State parameter. The trigger needs to know what it's checking: whether the flags are on or off.

[Edit: Oops, I'll learn to read.
Some of the CheckFlag events don't have a line indicating their state, eg. state=on.
]

Use 'Count' instead of 'threshold'.
They're the same and they're both valid.
 
Thanks, the events working now :goodjob:

Is it possible to avoid the AI to attack a specific Civ?

I would like to avoid the AI to attack the Neutral Alliance (they representing all these small countries, Italy and Spain in the scenario) and also avoiding the Neutral Alliance to attack the AI.
 
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