Empire Of Liberty [Scenario Mod]

Here's my impressions from playing up to the 1840s.

At this point I would argue you should prioritize fixing things and making the basic mod work before you introduce new scenarios.

Although I am always a bit wary of "more is more" kind of mods, because they tend to be convoluted and not very balanced, I loved the idea of visiting the North American continent during this period of history.

It is clear that the author has invested a lot of love in historical detail, when it comes to buildings and wonders available.

However, here are some problems that interfere with me having fun with the mod at the moment.

general issues:
- multiple crashes to desktop (also happens upon loading saves)
- too many of the same icons in the build queue make navigating it very annoying
- cottages/towns etc do not show up on the map
- civilizations don't feel unique at all. Not only do the Europeans and colonies have no significant differences but also the Native Americans play exactly the same way.
- a bit weird: the decision to not be able to build cottages on grasslands
- the civics don't really give you a choice i.e. some are clearly the best
- documentation isn't existent

balance issues:
- There's way too few happiness buildings compared to many technologies that just drop your overall happiness
- bomber balloon units that have no counter are a very bad idea
- having no road movement bonus and all early units at a movement of 1 (even mounted) makes for very limited tactical options and a boring fight system
- unit balance in the early game isn't balanced at all: 12 strength artillery is kind of the strongest unit for a while (whilst you have infantry and cavalry at strength 6 only)

Tips/ideas:
- I'd consider working with fixed resource spawns: Having sugar near Boston just feels weird.
- make civs more unique by giving them unique units. There are enough unit models out there you could pinch if you ask those modders nicely. ;)
- happiness management should be a top priority. Right now total religious diversity (and Neutrality) is kind of mandatory.
- remove bomber baloons and the early air building (air castracine?)
- give some movement bonus to roads (2 for roads, 5 for railroads)
- slight map changes to give certain cities give a chance to grow at all (Albany comes to mind for example)

I really like the idea of this mod, so please don't take this post as me nagging but as constructive criticism.
 
hey,
that sounds nice, i had thought about such a mod while working on this mid actually.
just America, all the cool native tribes, very cool theme.
but in the end i was drawn more to the American history.
always had an attraction for the civil war, so im thinking to finally set a 1v1 scenario mod for it.
 
so im continuing my work on EOM1860.

already started working on the mod infra.
im gonna create a map , small size for start, i wanna do a focused scenario.
the tech tree will be mid part of this mod, Empire of liberty with some adjustments. gonna rip it.
im trying to think of some elaborate way of marking the states on the map somehow.

some ideas:
creating a border on the map using a specific terrain to act as border line.
maybe its effect will be to stop movement or something, cost.
or,
have a different terrain per state :)
with different bonuses to home units?
wish i had an idea to apply some region mechanics.

units:
gonna do similar unit sets to this EOM maps.

im using an old american civil war mod for civ4.

gonna base my code on advc + doto by the way.
 
coming along nicely:

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im trying to think of some elaborate way of marking the states on the map somehow.
Visually, some colored overlay could be used (CvGame::updateColoredPlots in CvGameInterface.cpp). Don't know if any of the available PlotStyleTypes would look good though. And you wouldn't be able to place borders in WorldBuilder this way. Well, extending the WBSave format doesn't look difficult; one probably just has to add another parser.findTokenValue call to CvPlotDesc.read in Python\pyWB\CvWBDesc.py, and another f.write call in CvPlotDesc.write. Still no GUI support this way, would have to edit the scenario file.
 
hey guys, thanks for the interest.

interesting ideas f1, neee to play with it.
i came up with a new idea ill try tobwork around:
each player will have his basic core cities,
each side of the us map.
in the middle, there will be the border cities.
players will not be able to attack that region of core cties.
the fight will be for the border states.
this, will make the game as such that no player could be killed off.
keeping the battle till the end score or dominion of the border states or maybecsone other vic.
other units will be able to pass to harras, spies, sucide units, etc...

for regions, i thought as said to create terrain type for each region, but that might cost me with lots of terrain entries.
but it can give me abilities of creating some bonus.
best thing if i could define 2 culture types on the same tile... region and cuture.
ofc, these are all meant as a scenario file.

ray,
in empire of liberty, i used some religions,
Christianity, baptism,, protostant and such.
u havnt decided on religious implementation in this civil war mod.
maybe do some ideology, not sure, maybe nothing to avoid flooding of concepts for a smaller scale scenario.


----

OK unit composition plan:
upgrade cost of units will be reduced
new units will get promotion to give them advantage over upgraded ones.

unit combat will be for infantry:
Enfield Rifle
Springfield Rifle
Spencer Rifle

unit combat for horsed units:
Cavalry
Dragoon
Mounted Infantry

Artillery:
field Art'
Siege Art'

air balloon for scouting and maybe some missions.

naval ill do later - but for now its not the main mod focus.
 
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update

more changes to tech tree to more historical aligned for certain techs.
unit model is somewhat ready :

- there will be 5 core units, of rock paper scissors between them
the rest of the units - will be limited units, lets say 10.
so army composition must rely on the core units,
ill add code that will link the limit of the limited units, to the city size and amount of cities.

upload_2021-8-6_0-57-17.png
 
i have a Dilemma,

the tech tree, now, is quite rich, a bit longer then the pics above.
i tried to build it historically.
in terms of units, there are 3 unit tiers, or upgrades if you will:
city defending unit
city attacking unit
city attacker counter
city attacker counter counter..
cannons with more unit damage focus
cannons with city focus damage

now,
my alternative thought is to make the tech tree smaller,
pre war techs that give stuff to improve the cities,
and a post was declaration that most techs will give units and promotions (with military buildings)
in this unit tier there will be the unit setup above as the core units.
but the other units will be limited units 5-10 limit plus a code that ill add to enlarge the limit based on total cities and population.
this will be a less depths, shorter game in terms of techs but there will be some stratigic value on using the limited units along with the core free units.

suggestions?
 
hello people,

im pushing on my Civil War mod,
i finished many issues, f1rpo helped out with some advc fixes,

heres my USA original map for the scenario (44 by 39 - small map):



if anyone wishes to assist....
 

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