1861 ad

nokmirt

Emperor
Joined
Feb 14, 2009
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This mod is for Civilization 4 BTS 3.19. These are my changes to the 1860 AD scenario, of the GEM mod. My plan is to go up through history from the outbreak of the American Civil War through World War One. This is only the first step towards that goal. I will play the mod, and update more as I go.

I have added units to make the game more diverse, and I went in a different direction with the tech tree.

I would love to give credit to Genghis Kai for an excellent mod, and to the unit creators at civfanatics forums, and there are several that created excellent units. Special attention to many of the changes go to my friend BenGee171, for adding resources, and reworking many units within the game. For instance, he reworked the coloring of the Confederate Rifleman, and did an excellent job on the CSA Cavalry unit. Many other units were redone by him, to make each civ more diverse from each other. I owe to him a debt of gratitude for his feedback, which changed and simplified the mod itself, helping it to not be so complicated. He helped me by suggesting a more compact techtree, which seems to flow into itself and make more sense. Ben also, created a few very interesting intro screens, of which one we picked, to represent the nature of this mod. All units added, work and look good. This version of 1861 AD runs 38 civs. Australia and Canada are added as playable civs. They are at the beginning of the scenario, vassal states of Great Britain. I have turned off vassals otherwise. My own choice, but you can turn them on easy enough. Just go to the Assets/XML/Technologies folder in the TechInfos.xml open as notepad, find TECH_FEUDALISM and change the 0 in the vassaltrading to a 1.

This will be a complete overwrite of the 1860 AD mod, it is now called 1861 AD. Anyone who downloaded 1860 AD can keep it. This new version will have its own folder, and is seperate from the old download.

If there are any questions or concerns, let me know. I will try to help. If you have any feedback or suggestions for the mod please tell me. Feedback is very important. There were alot of ideas we had planned on adding to this mod. This is as far as we got to this point. But I plan on adding a further update at some point. I am still learning, and there are a few things I would love to add, such as intro music, and a few more intro screens. I have not figured out how to do that yet.

As far as the techtree goes there is of course, room for improvements and additions. I want to get this era done before I start moving more closer to WWI. This mod is of course for, BTS 3.19. Enjoy!

Everyone can download the mod here. 1861 AD Version 2.5

http://forums.civfanatics.com/downloads.php?do=file&id=14962
 
I have had alot of fun playing it. And yes it is big. I also, wanted to add that I have it so if you sink a galley, trireme, galleon, privateer, or a paddle steamship, you get gold added to your treasury. Its a simple Piracy mod Voyhkah came up with. For this mod I relate it too commerce raiding as well.
 
Not workin for me :cry:

What is the trouble? Is it not loading? Did you put it in C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods?

I am using Civ 4 Complete, but you just put it into the Civ 4 Beyond the Sword/ Mods folder.

I will download it and try it.

There seems to be no trouble downloading it, I did not play though. Rammstein start playing as it got done loading via my music folder. If it still does not work or if anyone has any problems, let me know.
 
I was thinking of making some changes to this mod. First, I think I am going to change some unit stats between artillery and siege mortars. For instance, siege mortars should have a lot less accuracy(half as much), a lower combat rating, but a higher bombard rate. I am also thinking of adding a howitzer, as well. So, I will look those over.

Then, I want to add one figure to the grenadier and cavalry units, so each has four figures. After that, I want to add division commanders, and corps commanders. And one army commander per civ. This unit would be irreplaceable, if General Lee gets killed, General Lee is dead, that sort of thing. I was wondering if you can make it so if you build the West Point National Wonder, you get you Great Army Commander. If not maybe these should be available from the outset. I also was going to rename the generals, so you don't get a Union general named Sun Tzu, but I will look into the feasibility of this. If not players can rename them themselves if they wish.

One final thought I have, would be to make it so, if you sink an enemy vessel, you get gold. It kind of makes war an easier way to get cash. We could call it prize money or whatever. I have applied this to a 1500 AD mod I am currently messing with and it works fairly well. It gives naval operations a bit of importance, and helps the ai as well. I was going to see about ships being captured, but I figured this would be better, it would eliminate units from the map better. It keeps the clutter down, and there is already going to be plenty of ships on the map. :D
 
1861 AD version 2.1 is added.
 
:wow: omg looks like a massive scenario :wow:.

Congratulations on becoming a new moderator The_J. I have a question. This mod is 1861 AD, but what I did of is add over the 1860 AD mod. Now 1860 AD got a four star rating, but this new mod in it's place 1861 AD, has not been rated. Because, it's in the same place as the old mod. Is there a way this new mod can be re-rated?

The other question is that the original mod 1860 AD has a size of 19.56 MB. The new mod has about 245 MB, and I was wondering can that be changed to the correct value(19.56 is shown in parentheses, under File Title:, on the download page.. Neither question really matters all that much, but I was just curious what you guys can and cannot do, when it comes to things like this.

In any case, I am trying the mod out as the French. The French are at war with China and Mexico. It is hard to supply both places with reinforcements. China, and some other minor civs, are at war, but not really attacking me. Knowing this, I am going concentrate on Mexico first. I have taken the city of Merida, and sending reinforcements there, from Marseille.

I also had a stroke of luck, there was a French revolt in Brussels; talk about a gift. The Danish troops there are in a bad way, and the Germans have a sizeable army invading the Netherlands from the east. They are close to the French border, but I can take and hold Brussels first, before the Germans can get there. So I moved three small army groups into the vicinity south of the city. I don't even have to use my cannon, my troops can take them out with ease. So I declared war, and next time I begin play, Brussels will be mine. The Waterloo campaign in reverse, lol! But anyway, this will cause the Germans to divert their forces to the prize Amsterdam.

I have just started the game and do not have anything as far as a spy network setup, yet. I am in the dark about my neighbors' military potential, for the most part. I am fighting two wars in each direction, on the other side of the world. I will take Brussels, and run with it, I do not want a major war in Europe. Especially, with Germany.

This game is so fun, and I cannot wait for Civ 5. I have a feeling that we all are going to be hard pressed to get out of our chairs when that comes out...ha ha! :)
 
Congratulations on becoming a new moderator The_J.

Thanks :).

I have a question. This mod is 1861 AD, but what I did of is add over the 1860 AD mod. Now 1860 AD got a four star rating, but this new mod in it's place 1861 AD, has not been rated. Because, it's in the same place as the old mod. Is there a way this new mod can be re-rated?

As far as i can see at the moment, no.
I don't have more options in the database than anyone else it seems, so i also can't change anything there.
If you want it to be rated separatly, you have to create a new entry in the database.

The other question is that the original mod 1860 AD has a size of 19.56 MB. The new mod has about 245 MB, and I was wondering can that be changed to the correct value

When you edit the file and link to an external source, you can manually set the value, how many kb the linked file has.
Seems, that you just forgot to change it ;).
 

Thanks The_J! I will just add a new entry after my next update, but that will be awhile. I am busy with life, school, and now work very soon. However, I am thinking of writing a civ 4 story, based on this mod in my free time.
 
I get a CTD when playing the 1861 scenario when I try the Civics

All I can say is that I am playing as France and just changed my civics to Representation, and Theocracy. I had a revolution for two turns and my government was re-established. No CTD as yet. A friend and I tested playtested the mod about six months ago, and we had some bugs around turn 80 or so but took care of them. After that we never had a problem.

Give me more info, for instance, what civ your playing as, where you are in techs, what civic you are trying to change to. Anything useful I can use to look into the problem.
 
@Nokmirt
Shiggs was working on American Civil War mod (check the latest threads as he had to restart the mod) but it has a lot of great unit graphics and such you could use for yours.

Yes indeed, I added his Commander and Lieutenant. I just call them Army Commander, and Major General. I have looked at his units, and I applied alot of his Artillery stats to mine. The thing is I am running a world map, and I have tons of diverse units. But you gotta figure I have to go all the way through WWI, so I don't want to add to many unneeded unit types.

BTW I am trying to get ahold of Shiggs, anyone know where he might be?

I was re-playtesting yesterday, and I noticed a problem with my corporations. They work fine, but some corps. are advanced for the time period at the beginning of the scenario. This I will take care of soon, and add an update for asap.
 
Corporations are updated. Now I will restart my playtesting.
 
Have you updated the download?

Yes yesterday, the new download is called version 2.3. I want to playtest fully now, and make sure there are no hidden bugs or anything. Then I may apply some more things from the American Civil War mod, by Shiggs.

After that, I am moving on to the age of protected cruisers, and I will add some more modern infantry, and cavalry, including the Boer Commando, and Australian light horse. Then we have to start upgrading recon balloons and get into airships and zeppelins.

The thing is, I am not in a rush to do this. I want to take my time and do some research into that time period from 1895-1905. Those will be the years covered in that next update. The military stuff is easy, what I need to concentrate on is filling in the blanks of the techtree, with inventions that came out during those years. Things that improved everyday life. This will balance the techtree out, and make it more realistic. If anybody has any input or suggestions, I am all ears. That's what makes the forums great, all the ideas and feedback.

I am thinking of having some new protected cruiser units created. We can never have enough ships. Also, a gatling gun would be just awesome to add to the last update. And artillery a real mountain gun, or howitzer. A diverse unit set of infantry set just prior too, or right around 1900-1905, would be a godsend for this mod. There is just so much that can make this mod really become unique. I wish I knew how to make units, and I wish I knew SDK and Python. I have the imagination, but to learn the other three will take alot of time and patience.

The other thing I wanted to do for the American Civil War era update, is add some more corporations. One could be a cotton corp, the other some type of manufacturing. Another could be a corp based on science or invention. Industry, farmimg, textiles, could be some choices. I have to figure out if Corps can be added and how to do it.

I also wanted to work on some scenarios for the next update. The three big ones would be the Spanish-American War, the Russo-Japanese war, and the 2nd Boer War(1899-1902). I have a novel about that I want o read about the Boer coflict called Rags of Glory. That book should give me some ideas. I also have a book on the Russo-Japanese war, and one called Russian Battleship vs. Japanese battleship. As for the Spanish American war, I have a book called the Battle of Manila Bay, which should help some, and it deals with American landings as well. I have alot reading to do, but it will be well worth it.
 
This is tons of fun! I kind of wish the map wasn't the ginormous size though, so I could play it for longer (as I don't have the hottest computer on the block).
 
This is tons of fun! I kind of wish the map wasn't the ginormous size though, so I could play it for longer (as I don't have the hottest computer on the block).

I know, even my own was lagging some the other day. But I was having a blast playing! I am glad you like it. I used the Giant Earth Map mod as a base. I think it had 36 civs to begin with, so it does not slow you down as bad as the mod that has all 50 civs at once. Even though I have a 50 civ DLL. I am still playtesting it and seeing how everything interacts as I go.
 
Ok, I have been playtesting and it seems the American Civil War does not last a year. So, I have given each side a -75 attitude penalty towards the other. If they did not really hate each other before, they do now. If that does not work, I'll make it -100. I think that -75 should have the the desired effect, because even though they hated each other, they were still American.

I also was going to add the SS Great Eastern, as a kind of advanced paddlewheel steamship, that will become available with Improved Coaling Techniques. I want to test these changes first and see what happens before I add an update.
 
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