Renaissance Europe 1.0 (Beta)

Civvin

Warlord
Joined
Mar 15, 2004
Messages
294
Location
GWB's 4th Reich
This scenario attempts to capture the flavor of warfare in Europe during the age of exploration, renaissance, and religious war. Still has a few rough edges but WILL NOT crash on you. Looking for a few people to play a bit and help me refine things like build costs/unit stats/tech costs, etc. Many things have been tweaked
in the editor and I really would appreciate some opinions on how things are working out. Please check the readme and credit files before playing. ALL INPUT IS APPRECIATED! For this version check editor for detailed info, civpedia entries are not in yet. Load time at start is 5 min, time for turns is fairly normal.

If you find something wrong please come post here or send me a pm, I will reserve a space below this post and list changes I have already made.

Requires Conquests

File is 65mb zipped fyi, dont be scared!

Link is below
 
These are changes made in 1.1(scenario file on page2)

Hugarians changed to Hungarians

There is an cannon unit available at game start, as cannon were used long before firearms were widely used, the saltpeter req has been removed from the 'siege cannon', other option was making saltpeter visible from start.

You will notice problems with civs switching out of their governments, as the govs in this game are set up to represent both political and religious aspects, I have come up with a work around. 4 placeholder techs have been inserted, set with no era, no trade, massive research value, they allow the different types of government, working 100 percent now, civs not switching, and those techs showing up nowhere in game screens. The placeholders have been given to the appropriate civs as a free starting tech.
:goodjob:

To prevent the moslem nations from researching the reformation/war of religion techs which gives christian gov types, these will be set to no trade and use the catholic monarchy placeholder tech as a prereq.

As a result, war of religion will no longer be prereq for muskets. (the only reason it was a prereq in the first place was to space out the pace of military advance) Muskets, and the rest of the land military line will have research costs spiked to prevent quick progress through to end units, also muslim tech rate will be dropped sharply.

This new placeholder method will allow me to use the moslem religious factions as well, shia and shiite, considering this.

Disease stat on forests removed, Grassland disease value dropped to 1, Flood plains to 10, marsh to 5. (was working as intended, just causing too much micromanagement due to hitting so often)

Agressiveness has been lowered for all civs, Ottomans have highest (midway between more/less in editor, so I guess default). As it stands now with the mpp's once the spark comes its absolute mayhem, nothing really can be done about this, just the way civ works, at least theres plenty of action.

Scenario reduced to 375 turns from 450.

Hp bonus on peasant reduced to 1 (its set on 2 for some reason, giving 1 just cause a 1 1 1 is pretty worthless already, let alone with just 2 hp)

Build costs on most buildings have been slashed dramatically, culture and happiness values have been adjusted down.

Domination Victory set to 20 land 30 population


CHANGES UPCOMING 1.2

Karlsbad changed to Prague, terrain and river changes in this area, Leipzig changed to Bautzen only because it was severely out of place compared with dresden location.

Various smaller nations will recieve an increased amount of starting gold to facilitate alliance making on turn 1.

Start date changed to 1492, first 100 turns are 4mo, 150 are 8mo, and last 125 are 12mo.

Schwyz renamed Helvetia

KNOWN ISSUES THE SCENARIO FILE CANT UPDATE AND THAT ARE BEING WORKED ON

Civlux display file
Civpedia
 
this is off the hook... great scenario when will it be done?
 
well real soon if I can get a few people playing it and giving feedback, its playable now as is, just not perfected.

few things i forgot to put in readme

Difficulty levels have been gutted, there isnt much difference, pick a SMALL nation if you want a extra hard challenge. Also map location is a factor, ive been testing mainly with austria and being in the middle can really hurt.

There are some unhistorical elements as far as territory goes, had to make compromises for gameplay and mechanics issues, still have 5 civ slots open, but want to get it pretty smooth before I add anything else.

Heres a screenie of some forces headed over to do battle with the ottomans (having problems with everyone dogpiling ottomans, might have to make em even stronger):eek:
 

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the only thing when i build improvements like churches etc. it does not tell me what it does also units to?will you update the civilpedia??
 
yes as I posted above civpedia file is still being worked on, it will be 100 percent complete when I put it out though, for now, just check the editor if you need info on stuff, city screen will also show what the church is giving you in terms of costs/happy faces.

As things stand now I plan on just releasing the scenario (biq) file(with stat/cost changes etc) and the civpedia file, when those are ready you will find them in the second post from top.

Now if some people get involved and substantial stuff gets changed, i.e. new units, etc then I will probably just upload the whole thing as a single download and have mods remove the beta version.
 
no doubt good lookin. keep the good work UP i appreciate the scenario i will play it more and give you some more feeback..
 
Thanks for the praise hehe but 90 percent of the reason it looks good is other peoples work, I can't say enough about the great graphics people put out here.

Now once I get it a little more finished, if its fun to play, then I'll let you heap praise on me, but I can't take credit for the looks, cept the borders those are mine.:D
 
I think Denmarks UU should be the one that is in the danish civ mod. (A Precisioner, a cheap Frigate)
 
I think that it takes way to long time to build things....
But it's got very cool graphics...
 
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