An Update on my Put Up or Shut Up Mod

Konig15

Warlord
Joined
Nov 4, 2007
Messages
241
All right guys, time for an update. Last few times I was here I kept saying I was working on a mod....well, the problem with Civ 2 mods is you kinda need to start with a map, cause once the map is made, there's only so much you can realistically do with it, if you screw up major, you have to go map to the map editor and build EVERYTHING up all over again.

So....what was I TRYING to work on? A Charlemagne scenario. There's two great scenarios both called Charlemagne, and recently someone ported a THIRD, all of which have their charms, and I wanted to combine what I thought were the best lateral play elements. The problem, is the maps for all three are Western Europe going to Nicomedia and Carthage and nothing else. I wanted to use what's become the standard European large map, the one in various forms in Fortress Europe, Bonaparte, and Blood and Sieges, but I've yet to find a topographical map of eight century Europe and the beer bug makes going places a bit problematic. Plus my local university library is not really accessible to people with mobility problems. The whole campus is a nightmare if you've got anything less than a fully functional pair of legs and feet or an electric wheelchair.

So what were these lateral elements?
Whaling, that is you can send ships to hunt whales for profit, and I've tried to see if that's historical to no avail
Mining, in that you could take advantage of the grassland NOT having a resource to mine it and see if there was a resource under it, and if there was, there was a HUGE boon of trade and such. It was quite an interesting mechanic.
You could also battle Northmen in Scandinavia and Russia and convert them to your cause
And raiding Kugans for riches
And getting an elephant from the Caliph and using it to batter down the doors of heathens for lulz.

I wanted to introduce a drastic role playing element to the game, mostly around the Paladins, diplomacy with the Caliphates and particularly the cutting down of the Irminsul, and what the other options Charlemagne might have had.

But there's one thing I've learned in the last year and a half is that historians at least professional ones have NO fudging IMAGINATION whatsoever, and alternate history people tend to have just enough to keep fairies from dying in front of them, but that's about it. So no one I've talked to has ANY idea what alternatives might have been at hand and what their consequences might have been...but this is something I've run into with more than Charlemagne.

One of the reasons I want to create my own scenarios is because I find in Strat games, and maybe it's just me, winning isn't the point, it's....it's making the world better. Alexander conquered the world, big ****. It was the synthesis that came after, the Ptolemies building Alexandria into antiquity's greatest seat of learning, the Seleucids founding of Antioch, the Greco Bactrian and Greco Indian Kingdoms persisting for hundreds of years, creating golden ages of their own and in Greco-Bactria's case, transmitting Buddhism to China.

So why the total Europe map? Simple: while unlikely in historical terms, I played this game in CK2 where I as Charlemagne reconquered the WHOLE of the Roman Empire using the holy war mechanic on the Caliphate, and then with the Franks on both ends of the Byzantine Empire and in control in four of the five patriarchies and that little thing with Irene blinding her son and because it's three hundred years until the schism, I figured old Charlie would definitely get a claim on the "Roman throne." And hey, Caesar AND Constantine did similar feats.

It was to say AWESOME. Well that and Charlemagne discovering the earth revolves around the sun before the year 800 (a standard way of life event chain in CK2) was SWEET.

And If I can get the Charlemagne angle to work, then you know, I'll make an Age of Issuaria scenario given I've already done most of the groundwork, I simply need to retool the events and maybe the units.

And THAT would be truly novel.

I've not given up, it's just the project like most of my ambitions are going nowhere but not for a lack of interest.

I am in the process of trying to figure out the dos box, but without some good topographical maps of 8th century Europe, it's not gonna do me much good. And this is the least ambitious scenario idea I have.

Well that and the zany, tropey, take on Tootall's Vietnam War scenario I was gonna call The Nam, which despite all the movie references and tropes was really an ambitious recasting of the scenario. Instead of being Westmoreland in practice, this was you were gonna be a...more astute "President" Thieu, trying to rebuild Vietnamese civil society and drain out the avalanche of corruption that makes your government almost as hated as the Communists. Based on Thieves of States and to a lesser degree, The Dictator's Handbook (which despite the title is about the importance of democracy in keeping corruption and violence at bay)

BUT....you can imagine how many berserk buttons you get right and left when you don't follow one of the two Vietnam narratives. So asking questions and people having answers is...a slog. Research on what happened is easy, research on what could have happened is hard.
 
Sounds like Lua might be your friend for this new breed of scenario. It can allow you to do things that the vanilla CIV2 engine simply cannot handle.

I can understand you, that the amazing historical movie we all have in our heads when setting down the scenario, is then hamstrung by the restrictions of a 1990s game.

But much has moved forward in CIV2, and I think we are in a better place in 2021 to attempt more ambitious creations, if only to show what can be done.
 
The problem, is the maps for all three are Western Europe going to Nicomedia and Carthage and nothing else. I wanted to use what's become the standard European large map, the one in various forms in Fortress Europe, Bonaparte, and Blood and Sieges, but I've yet to find a topographical map of eight century Europe...
Well, many topographical features (hills, mountains, coastlines) are unchanged, right? So I assume you're mostly talking about forest cover. The climatic changes between the 8th century and today might affect growing seasons, crop yields, and perhaps suitability of certain land for crops vs. pasture; but it seems that would largely be taken into account by the stats you assign to cleared land, or the capabilities of Settlers to convert one type to another. If climate variations did affect forest cover, I believe that would be less noticeable (maybe a lot less) than the extent of the clearing done by humans.

Like you, I'm actually surprised there aren't more relevant resources online. Here are a couple that I found, in case they're helpful:

https://www.wsl.ch/staff/niklaus.zimmermann/papers/QuatSciRev_Kaplan_2009.pdf
I didn't read any of this paper (seems rather scholarly and tough to wade through) but there are interesting maps on pages 3022, 3024, and 3026.

http://geography.fullerton.edu/taylor/enst595t/darkages.pdf
Not as many nice maps here, but the writing might be a little more accessible.

Also (with apologies for the self-promotion) if you haven't checked out my Medieval Millennium mod, you might find some useful ideas there. The initial release uses random maps, not a real map of Europe, but it includes modeling of deforestation and climate change; so the terrain types and the various progressions between them might be of interest to you.

But there's one thing I've learned in the last year and a half is that historians at least professional ones have NO ******* IMAGINATION whatsoever, and alternate history people tend to have just enough to keep fairies from dying in front of them, but that's about it. So no one I've talked to has ANY idea what alternatives might have been at hand and what their consequences might have been...but this is something I've run into with more than Charlemagne.
Maybe instead of viewing this as a source of frustration, you could view it as creative freedom! "What would have happened if..." is always going to be speculation anyway, and incorporating someone else's ideas about possibilities won't necessarily result in a more enjoyable game. You shared several ideas already about actions/conquests you want to be possible. I think that if you built a game where the actual historical events are one possibility, and your dream goals are another possibility, you'll build (almost by accident) a world where players will be able to chart many courses of their own as well. At that point, if you've built a game that works and is fun to play, you'll have a solid foundation and could add in all sorts of "side quests", events, or new options later if you wish.

One of the reasons I want to create my own scenarios is because I find in Strat games, and maybe it's just me, winning isn't the point, it's....it's making the world better.
I like this perspective. Some people play Civ with the competitive goal of getting the highest score, conquering the world at the earliest date, etc. But I actually find it more fun to play when I try to build a nation that I'd want to live in. :)
 
Sounds like Lua might be your friend for this new breed of scenario. It can allow you to do things that the vanilla CIV2 engine simply cannot handle.

I can understand you, that the amazing historical movie we all have in our heads when setting down the scenario, is then hamstrung by the restrictions of a 1990s game.

But much has moved forward in CIV2, and I think we are in a better place in 2021 to attempt more ambitious creations if only to show what can be done.

Actually Curt, Civ 2 even with Lua, has some great advantages, AI not being one of them, in that it can be modified on the fly so easily. Right now I'm experimenting with a hotseat Mars TOT game which is all about cooperating and terraforming Mars and earth into something more livable by far. I can actually edit the values for all the terrains, open up new terrain possibilities (like restoring jungles) or letting in new units with ease far more than anything I've seen with any recent Paradox game.

And Lua, even though I don't understand it much at all, can be edited on the fly, which makes house rules a real possibility.

The Nam would require Lua, because of the corruption tradeoff, which would be similar in scripting to German looting of France in Over the Reich. Keeping up the corruption will absolutely lose you the game BUT transitions to a Tiger economy is SUPER hard, as you have to dismantle the Jingle tower you're sitting on, which has been done. The Charlemagne one doesn't require Lua.

Buit hey, as a designer, I keep falling into a self-made trap, the trading trap. I don't EVER want to try early or mid-game military rushes, instead of focusing on trade, "We love the leader days" if I played later CIv games, which I don't for lack of good tight scripted scenarios, I'd be going for cultural victories, and think there's like five of them. Ironically because I like war, and when you dominate early there's no prospect of war, it's just a lot of administration, which can be awesome if the graphics are with you, but otherwise not.

I'm wondering if you have any thoughts, as a designer about using airport improvements for transferring mission-critical units in non-airport contexts, like as a pony express system or Basil II putting his Tagmata forces on donkeys and marching them from Bulgaria to Antioch to defend against the Caliphate in 90 days in the late 10th century?

Or using trade in a World War II game for the axis to represent smuggling options they didn't pursue? I could go on about World War I merchant subs and how they affected the German war industry, but yeah even with modern TOTPP control on gold and beakers earned in trade, a historic trade in a World War II game could rapidly take a scenario outside of designer parameters, but at the same time, for me that's kind of the point.

But also if you're familiar with Lua, is there a way to configure land units in this game to separate attack points and movement points? I've seen this with artillery shells in Lua but the artillery doesn't engage and doesn't take damage. I think ORT has a workaround in reflective defense, but if there was a simpler way to get say an infantry unit to have say three movement points but can only attack once per turn regardless, it would make for more interesting dynamics.

Again this is for later consideration but thought I'd ask now.
 
I like this perspective. Some people play Civ with the competitive goal of getting the highest score, conquering the world at the earliest date, etc. But I actually find it more fun to play when I try to build a nation that I'd want to live in. :)

Wow, these sources are amazing. My google-fu sucks! Also Google's gotten worse over the last few years, insofar as actually giving you relevant hits.

Now I did see Medieval Melenium, is there a way to play that on a premade map of Europe by any chance?

And also, is there anyone you know who just geeks out about the early medieval period in general I could mine for story ideas and feedback? See I wanted to "homage" (shamelessly rip off) some of the best event chains in CK2 but things that didn't happen in terms of culture (establishing zoos, greenhouses, premature birth of social sciences or pre-Guttenburg printing presses that don't create mass literacy but can create/preserve more books with less scribes), all those opportunity losses that could have been but no one really thinks about.
 
But also if you're familiar with Lua, is there a way to configure land units in this game to separate attack points and movement points? I've seen this with artillery shells in Lua but the artillery doesn't engage and doesn't take damage. I think ORT has a workaround in reflective defense, but if there was a simpler way to get say an infantry unit to have say three movement points but can only attack once per turn regardless, it would make for more interesting dynamics.
Yes, and it doesn't even need Lua. TOTPP supports a patch named "Attacks per turn" -- in the launcher, it's halfway down the last page, underneath "Save file extensions". You can read the documentation there, but it enables a new section of Rules.txt where you can enter the maximum number of attacks per turn by unit type. In Medieval Millennium, I limited all units to at most one attack per turn, regardless of their movement points, and this seemed to work correctly with no errors.

Now I did see Medieval Melenium, is there a way to play that on a premade map of Europe by any chance?
I hope to add that in an update release. There were bugs in TOTPP 0.15.1 related to playing mods on premade maps, so I didn't pursue this as part of the initial release six months ago. Supposedly most of those bugs (the major ones, at least) are fixed in TOTPP 0.16 though.

And also, is there anyone you know who just geeks out about the early medieval period in general I could mine for story ideas and feedback? See I wanted to "homage" (shamelessly rip off) some of the best event chains in CK2 but things that didn't happen in terms of culture (establishing zoos, greenhouses, premature birth of social sciences or pre-Guttenburg printing presses that don't create mass literacy but can create/preserve more books with less scribes), all those opportunity losses that could have been but no one really thinks about.
Not sure about this one. Honestly you seem to have many ideas of your own already... and I respectfully submit that your bigger struggle is going to be narrowing your scope enough that you come up with a manageable list of things to implement. Medieval Millennium took me years to finish because I had such a hard time saying 'no' to every new idea I dreamed up. So my encouragement would be to pick your top 3 ideas and build a scenario in which they work well, and once that's done you can consider what further enhancements would be the most valuable.
 
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