Ambreville
Deity
Another North American Colonization scenario... or not!
Version 2.5 -- August 6th 2007 For Warlords 2.08
Version 2.5 -- August 6th 2007 For Warlords 2.08
European powers by now have established a few colonies in North America. Ships just arrived from Europe with news of a horrendous plague there. Everyone in Europe is dead and the land is poisoned. The crews and their passengers are the last survivors. The colonies are now on their own. No further shipments are to be expected from Europe. Meanwhile the native tribes struggle to survive and plan their own continental hegemony.
The initial setup is (approx.) historical. This scenario is otherwise intended as an alternate history. The map covers the northern continent from the Eastern Seaboard to the Mississippi, and from Quebec down to Florida.
This update includes 20 playable CIVs. Four are Europeans (France, England, Netherlands, and Spain). The other 16 are Native American nations, plus a number of "barbarian" tribes. The four Europeans are pretty even. If you plan on trying out the American Indians, the easier ones should be the western tribes, the Abenakis, and the Eries. The others will be more challenging, especially Iroquois, Hurons, Algonquins, Shawnees, Choctaws, etc.
See Post #3 below for updates, known issues, and other wishful thinking!
For screen shots, see the download page.
For screen shots, see the download page.
Installation
To download the scenario, click here: AD1640 (new download link updated Mar 05 2008)
====>You will need the WinRar software to unpack the scenario. To install WinRar free of charge, click here: C/Net Downloads. Unpack the scenario folders into your Warlords Mods folder, in your computer's Program Files section. Scenario folders should be as follows:
Main folder: Warlords\Mods\AD1640 North America
Sub Folders: Assets, Public Maps (plus various .ini & readme files)
When done downloading the scenario, drag & drop the shortcut icon from this scenario's mod folder to your desktop. Launch the scenario directly by double-clicking the shortcut icon on your desktop, or by double-clicking the WBSave file in the scenario's Public Maps folder. Otherwise, load the mod from the game's menu. After the mod is loaded, go to Single Player, Play a Scenario, and select AD 1640 North America.
Note: DO NOT install anything in MyDocuments\MyGames\Warlords. The installation should remain in the Fireaxis section of your program files as indicated above.
Game Hints
Tech Research: On Turn 1, the time needed to research anything appears as hundreds of turns. Don't be spooked by that. As soon as your Civ builds libraries and monasteries, and starts growing, this research time will fall to a much more manageable number of turns. Also note that tech trading has been completely disabled in this scenario.
Supplies: From update 2.2 on, when playing a Native American Civ, remember that it now needs access to a Supply resource to train musket warriors (and cannons later on). This resource is NOT on the map. You can only acquire Supplies from Europeans (if they built an Arms Dealer National Wonder, which comes with the Colonial Exploitation tech), or from a Portuguese Mission (a World Wonder available to Native American Civs with the Great Sachem tech). This means that not all American Indian Civs may have access to Supplies, and therefore Diplomacy becomes vital in this game. Know your friends. Make sure one of them is a colonial power. Do what it takes secure the vital Supplies from an ally! Colonial powers will often be willing to trade Supplies for something precious to them, like Horses. You can find the list of Diplomatic Alignments here.
There is the odd chance that Supplies will pop up on the map anyway (since I simply renamed the otherwise unused Aluminum bonus). If so, rationalize this by assuming that a foreign trader gets what the mine really produces in exchange for which the owning Civ receives the extra Supplies.
Max Units: Another major change is the addition of two more Civs to bring the total playable Civs to 20. As a result of the extra computer resources needed to run a 20-Civ scenario, I've included a city-based limit on how many new combat units can be trained. This is to prevent Civs from training huge, memory-gobbling armies. A unit counter runs on the upper left corner of the screen to let you know how close to its max limit your Civ is. The present limit stands at 15 combat units per city (although I had intended it be to at 5 per city). I've also put a hard 4-worker-cap per Civ, for the same reason. The only way to get additional workers is to capture them from the enemy.
-----> The present maximum units limit is set at 15 for the first city, and decreases by 2 for every additional city (13, 11, 9, etc...) down to a minimum of 3 new units per additional city thereon. You can change this limit to a lower number if you wish, but be aware the AI may become unusually inactive as a result. To alter this limit, open with Notepad the <zMax Units Config.ini> file in the Mods folder, change the limit listed for the HUGE map, and save the file.
Regarding BTS: There seems to be some conflict between BTS's auto-update of Warlords to v 2.13. This scenario is written for Warlords v 2.08 and it won't work with the later patch.
Have fun!
Credits
Ambreville, Woodelf & Fierabras (invaluable technical assistance), John "Trip" Shaffer (map), Zebra 9 & Jeckel (Python coding), Theron, Tremo & Fierabras (Dutch mod), Californiano, Chugginator, Sepamu92, C.Roland, GarretSidzaka, Rabbit White, AlazkanAssassin (new units), Arma (new resources), Chamaedrys (city graphics).
My apologies if I missed anyone. Let me know!
Here's a preview of the units available in version 2.0 (see below). More have been added since then. See the forum's old download page for more screenies.