AD 1640 North America

>> Fierabras

I played with Rhye's marsh/swamp elements. I got them to work (I think). Here are the issues I ran into:

The Terrain element is labelled Mud -- when I add that terrain while in World Builder mode, I get what looks like tundra with a coast & water added. That looks bogus. I'm not sure why it's there. The only reason I messed with it is that it uses the marsh graphic button in the World Builder terrain menu. Maybe it's not intended to have any relation with the Marsh feature.

The Feature element is labelled Marsh -- OK, except it is hardly visible when added to a terrain. I think it uses the flood plain graphics.

The Bonus element is labelled Swamp -- OK. Graphically, it's easy to see the swamp on the map, but it doesn't seem to have any function. Gamewise, there doesn't seem to be any difference between the marsh and the swamp.

Maybe you can shed some light on all this when you get back!

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EDIT -- it's the Feature that's labelled MUD and the Terrain that is labelled MARSH in the info files (although both are "described" as marsh, thus the confusion). The problem remains though. Besides, when mousing over an area of the map with the marsh terrain, the tile identifies itself as "PEAK" and as impassable. I haven't figured out why...
 
hrochland made a teepee and wigwam here if you want to add them to this mod Ambreville.

Thanks! I'll check into that asap.

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Added new totem, wigwam & teepee graphics thanks to hrochland! These will be used in the next update for a variety of buildings and native wonders.

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Good Job!!! Very playable. One thought I did have was would it be possible to have another sea resource and maybe call it "Deep Ports" or something like that. The purpose would be 1) Having this resource would allow you to build European units like cavalry and cannons. It seems a little backward to have to barter with the natives for horses when it was the Europeans who introduced them in the first place. 2) You would have to protect this resouce improving naval strategy and in a sense allowing for naval blockades.
 
Good Job!!! Very playable. One thought I did have was would it be possible to have another sea resource and maybe call it "Deep Ports" or something like that. The purpose would be 1) Having this resource would allow you to build European units like cavalry and cannons. It seems a little backward to have to barter with the natives for horses when it was the Europeans who introduced them in the first place. 2) You would have to protect this resouce improving naval strategy and in a sense allowing for naval blockades.

Many thanks!

I very much understand what your are requesting -- I thought of it some time ago as well. I moved away from that idea however.

For the Euros to have cannons and horses, in the present scenario, requires them to first go after the corresponding resources. The main point of doing that is to get Euro players to duke it out with the locals early in the game without their best troops. Iron is fairly easy to get though, except for Spain. On the other hand, Spain can get horses fairly early in the game. Actually, so can the French, with the right initial strategy. Otherwise, yes, you have to use the quaint bartering approach to get horses from vassals.

I understand and agree with the historical issues you brought up -- however, this scenario's premise, as given in Post #1, is that the colonies are indeed permanently cut off from the Old World. This means, they have to live off the land they have in the Americas.

If this scenario were indeed more historical, you'd had to content with regular shipments of settlers from Europe, goods, and perhaps troops as well. Not only does the game not lend itself well to this "off the board" trade without some programming (that lies beyond my skills), but it would also be a hugely unfair advantage for the Euro CIVs -- just like in real world history. The other problem with being "honestly historical" is the impact of European diseases that probably did more to decimate Native Americans than what havoc muskets and cannons wreaked.

Another reason for the limitations is to give the Native Civs a chance to actually win (that is, when run by a player). It is possible for a Native Civ to win (or at the very least avert total extermination), although it can be pretty tough. That obviously not historical either. :p

This explains why I chose to remain only "somewhat historical". I think it's pretty easy as it is to run the Euro CIVs. I'm not likely to make their plans any easier! ;)
 
Yes, I see what you mean. Perhaps the Euro's should only start with one city? Also, if there were no land based resources, especially luxuries, inside the intial city radius then they would be forced to trade with the natives or suffer in happiness and health and their cities would be limited in size. This would of course mean that the natives would need to start with some infrastructure so they could start trading food and lux right off the bat. Doing this might even the odds some for the native tribes as well as being almost, dare I say it, somewhat historical. (insert appropriate emoticon);)
 
Yes, I see what you mean. Perhaps the Euro's should only start with one city? Also, if there were no land based resources, especially luxuries, inside the intial city radius then they would be forced to trade with the natives or suffer in happiness and health and their cities would be limited in size. This would of course mean that the natives would need to start with some infrastructure so they could start trading food and lux right off the bat. Doing this might even the odds some for the native tribes as well as being almost, dare I say it, somewhat historical. (insert appropriate emoticon);)

Yeah, I might in fact go back and add in a few roads and some land improvements to do just that. It should make it possible for Natives to trade resources right from Turn 1 (obviously they haven't been waiting for the Euros to tell them how to trade -- it had been done for centuries, if not millenia). I'll have to tweak their basic Civic to do that. This of course will immediately attract "barbs", since there are lots in the scenario. Considering how weak the playable Native CIVs are, that might be scary! :lol:
 
Nice looking changes. If I get un-burnt out from Civ I'll give them a test run.

The National Wonder solution to contraband looks good.
 
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...

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 setup has the four Euro Civs start at their max unit cap or higher. They need to capture at least one city to be able to train new units. 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.
-----> June 17th Edit -- a problem has developped with the Max Unit cap in that the AI does not seem to know how to cope with the top limit (it just stops training new units and fails to upgrade old ones, or disband obsolete units to train new ones). Until the problem is fixed or I remove the max limit, you can go into the <zMax Units Config.ini> file in the Mods folder using Notepad, and change the limit from 5 to (a very high number no one will reach -- say 50) under default, and the various world sizes. This should prevent the conflict.

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 a few libraries and monasteries, this research time will fall to a much more manageable number of turns.
 
When do we see Cham's new native city art in this scenario? :D

Waiting for Zebra9 to update the ZMaxUnits mod comp. I also want the three road options allowing dirt, paved, & rail roads -- no solution yet on that. I'm also looking for a mod comp offering naval ZoC (one that works), a mod comp allowing artillery to be used as coastal batteries, and finally a way to fix the Turn Calendar (currently set as Seasonal) so that the scenario would last 500 turns instead of 1000 now. Lots of stuff. Not sure if I'll get it all, but I've been hunting for solutions.
 
Yep, the AI cheats... that RAT!

I've disabled some wonders for the Euros. When I play a Euro Civ, these wonders are clearly not available... but when the AI plays Euros, occasionally it does build these "disabled" wonders. Hmmm...

I also got a Python mod disabling the Fishing and Sailing techs (in the upcoming update) for landlocked Civs. When I play these Civs, the techs are clearly showing as disabled in the Tech Tree. Guess what that bonehead AI does? Yup. We really want that whalehunting knowledge deep in the heart of Texas... :wallbash:

What else is it doing that I didn't see (yet)?
 
I can't get the scenario to load. I downloaded the archive file. I put everything in the MODs folder. I tried using the shortcut but that didn't work. I also put the public map file into public maps and merged the assets folder with the assets under warlords mods to see if that worked, it didn't. I loaded the mod manually and then found the scenario that way, but it says that it failed to load.
 
I just fired it up and it works fine for me. If you did what you typed above you did everything correct.

Load a Mod, select the mod. Single player, play a scenario, select AD1640 NA 20 civ. Pick your leader and it runs. I didn't have an interface, but clearing my Custom Assets should fix that issue.
 
I can't get the scenario to load. I downloaded the archive file. I put everything in the MODs folder. I tried using the shortcut but that didn't work. I also put the public map file into public maps and merged the assets folder with the assets under warlords mods to see if that worked, it didn't. I loaded the mod manually and then found the scenario that way, but it says that it failed to load.

All you need to do is unzip the mod into your mods folder, and drag the shortcut icon to your desktop. There's absolutely nothing else for you to do as far as the files are concerned.

Once done, you can fire up the mod using the shortcut on your desktop. You can otherwise double click on the file in the mod's public maps folder. Else, (curtain #3), follow the steps Woodelf gave you. ;)
 
(...) I put everything in the MODs folder. (...) I also put the public map file into public maps and merged the assets folder with the assets under warlords mods (...)

Don't start moving files around! Leave all these files as they are inside the AD1640 mod folders/subfolders. Remember that this is the mods folder in Program Files directory (not the one in My Games directory).
 
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