Age of Colonisation

Imperator if I may query how do you set up settlers? Are they auto produced or built normally.
 
Imperator if I may query how do you set up settlers? Are they auto produced or built normally.

For all civ the settlers are produced normally, but for some civ is more difficult produce settlers because I have changed the shield cost and the pop cost. And for others civs the production of settlers came only after the discover of a Tech.
 
I have upload a new version of the Mod in the first post. I have added some new units from Sandris (Thanks!) and changed some rules. I have added also the resources that in the changing of map were loosed. I have removed the VP from all the cities in Europe and I have leaved these only in Africa, America and Asia, so the european civs are forced to send settlers in those areas to gain VP. The Mod now is hosted to SormOverCiv.net and the dowload will be more fast. ;)
 
Two minor mistakes:
(1) The Hapsburg capital should be Vienna not Prague.
(2) The Habsburg Empire was ruled by the House of Habsburg, not the Hapsbourg.
 
To RedwallFortress and Dominatrix: I have searched to wikipedia and the result is:

"Habsburg (sometimes anglicized to "Hapsburg") and the successor family, Habsburg-Lorraine, were important ruling houses of Europe and are best known as the ruling House of Spain and the ruling Houses of Austria (and the Austrian Empire and its successors) where the dynasty reigned for over six centuries."
Hapsbourg is in French. So I change the name of the civ in House of Habsburg. ;)
 
I have been for sometime thinking of a Idea that could add a great deal to realism of this Scenario.

During this period, the European Colonizing Power acquired many Forts, and Strongholds on the coasts of Africa and Asia without having to fought any Big wars with the Local Powers. I have been thinking about to represent this in the Scenario, and have come up with a very interesting Idea.

You could make use of the Propaganda Spy Mission:
If you recall, it can cause a Civ’s cities to flip to another Civ.
You can set what chance this Mission has of succeeding in the Editor, if you set it to 100%, it should happen every time.
In my opinion you can use this to represent the acquiring of Trading Posts by the Europeans.

The Europeans could get a Wonder called the “East India Company”, that could allow them to Perform these Missions.

The Europeans, Ottomans, Safavids, Japanese, and Chinese could get the Democracy Tag in their Government,
which would automatically make them immune to Propaganda.

Also, you could even preplace Improvements into some Cities that would block the Mission from having any effect on them.
 
I have been for sometime thinking of a Idea that could add a great deal to realism of this Scenario.

During this period, the European Colonizing Power acquired many Forts, and Strongholds on the coasts of Africa and Asia without having to fought any Big wars with the Local Powers. I have been thinking about to represent this in the Scenario, and have come up with a very interesting Idea.

You could make use of the Propaganda Spy Mission:
If you recall, it can cause a Civ’s cities to flip to another Civ.
You can set what chance this Mission has of succeeding in the Editor, if you set it to 100%, it should happen every time.
In my opinion you can use this to represent the acquiring of Trading Posts by the Europeans.

The Europeans could get a Wonder called the “East India Company”, that could allow them to Perform these Missions.

The Europeans, Ottomans, Safavids, Japanese, and Chinese could get the Democracy Tag in their Government,
which would automatically make them immune to Propaganda.

Also, you could even preplace Improvements into some Cities that would block the Mission from having any effect on them.

Nice idea, but how then would the little nations resist simply being engulfed by the stronger ones?
 
I have been for sometime thinking of a Idea that could add a great deal to realism of this Scenario.

During this period, the European Colonizing Power acquired many Forts, and Strongholds on the coasts of Africa and Asia without having to fought any Big wars with the Local Powers. I have been thinking about to represent this in the Scenario, and have come up with a very interesting Idea.

You could make use of the Propaganda Spy Mission:
If you recall, it can cause a Civ’s cities to flip to another Civ.
You can set what chance this Mission has of succeeding in the Editor, if you set it to 100%, it should happen every time.
In my opinion you can use this to represent the acquiring of Trading Posts by the Europeans.

The Europeans could get a Wonder called the “East India Company”, that could allow them to Perform these Missions.

The Europeans, Ottomans, Safavids, Japanese, and Chinese could get the Democracy Tag in their Government,
which would automatically make them immune to Propaganda.

Also, you could even preplace Improvements into some Cities that would block the Mission from having any effect on them.


Nice idea. I would check in the editor to set up this idea. I dont'know very well this part of editor. What Improvement you think is possible to avoid the effects of Propaganda?
Also I think it's better in Asia, because in Africa there are few cities in coastal positions. There were here many ideal city locations.
 
Nice idea, but how then would the little nations resist simply being engulfed by the stronger ones?

I think to limit the effects of propaganda to coastal cities, and avoid by improvements the other cities from propaganda's effects. What do you think of this?
 
While governments can be immune to propaganda I'm fairly sure that improvements merely decreased the chance of propaganda succeeding. It might be possible that several "resistant to propaganda" cities would increase resistance but I'm not sure this has ever been done before.
 
After uploading version 19 march of my Mod I have made some modifications and I have added some improvement/wonders. Here's the list:

East India Company - Wonder - European
Waewer's Quarters - Improvement -African
State Storehouse - Improvement - African
Newspaper - Improvement - European
Trading Post - Improvement - Mesoamerican
Bronze Workshop - Improvement - Mesoamerican
Sacrificial Altar - Improvement - Mesoamerican
Sustenance Fishing - Improvement - Native American
Temple of the Moon - Wonder - Mesoamerican
Temple of the Sun - Wonder - Mesoamerican
Great Ball Court - Wonder - Mesoamerican
Ball Court - Improvement - Mesoamerican
Jesuite College - Improvement - European
Lotus Mahal - Small Wonder - Oriental
Market - Improvement - Oriental
The Rubáiyát of Omar Khayyám - Wonder - Oriental
African Barracks - Improvement - African
The Fortress of Fasilides - Wonder - African
The Rock Churches - Wonder - African
Slave Market - Improvement - African
Bazaar - Improvement - African
African Mosque - Improvement - African
African Church - Improvement - African
Kola Storage - Improvement - African

Units added:
Hapsburg Swordsman and Swedish Swordsman

Changes the name Hapsbourg in Habsburg.

Wonders pre-placed: Africa, Mesoamerica, Inca, Aztec.

Also I'm working to add some Civ Advances to Africa, Mesoamerica, Native, Oriental.
 
I think to limit the effects of propaganda to coastal cities, and avoid by improvements the other cities from propaganda's effects. What do you think of this?

But then you could sabotage the buildings and make the propaganda work that way. Why not just make the coastal cities belong to the big countries from the start?
 
There is no :crazyeye: way to Sabotage Buildings in Civ 3!?
At least I :confused: can't seem to find any.
 
No, there is isn't one.
Civ 2 had it, but :rolleyes: Civ 3 do's not.
And ;) anyway, you can choose which Spy Missions are allowed in the Editor, so in this case it would not matter :) even if there was one.
 
Well, there is a spy action that sabatoges the PRODUCTION o improvements/buildings, but not already built biuldings.
Great mod though imporator1961, but one question, how do you add those arrows in the civilization advances screen that show which advance is a prerequesite to another?
Thanx.
 
You have to manually edit the background files located in art\Advisers

Of course, you should copy the files over to your mod folder first ;)
 
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