Australia

Tickytoe

Chieftain
Joined
Apr 1, 2017
Messages
8
Forgive me if this has been discussed before, I didn't see any threads mentioning it, but why is there no Australian civilization? It always bothers me a bit that there's that chunk of resourceful land that usually gets ignored (even by Britain). I can understand that it's a bit out of the way of other civilizations and might not be a great competitor, but you could always include it as a player only Civ like Polynesia. (While we're at it, Zulus and Native Americans could be included in the same fashion, there if a player wants to try it out, because I've wanted to play as all 3 desperately)

Also this is my first time posting here, sorry if I did something wrong
 
In many cases something is not in the game not because I am actively against having it in the game, but because it takes work to add it and I haven't done it yet. I need to prioritise between the possible things that might be added to the mod, and Australia doesn't have a very high priority here imo, especially because it would only appear so late in the game. Another reason is that adding additional civilisations slows down the game, and I want to rewrite the rise and fall mechanism to avoid that as much as possible before I add new civs.

But yeah, there's an Australia modmod you can play in the meantime.
 
All good reasons. In the meantime I could always WB myself a core area there and settle some cities if I really wanted to.
 
That should work too!
 
Australia
Henry Parkes
(Flip zone over the entire continent)

UP: The Power of the First Fleet
Receive an additional copy of any unit flipped upon spawn in the capital.

UU: Bushranger
Replaces Rifleman. +25% against barbarian units. Can build farms.

UB: Station
Replaces Granary. +1 Trade Route and +25% commerce to internal trade routes.

UHV:
- Terra Nullius
Control the Great Sandy Desert by (x year). Ensure Australian or Independent control over New Zealand and Tasmania by (x year).

- Australian Overland Telegraph Line
Build a railroad between a northern coast city and southern coast city and build a broadcast tower in both by (x year)

- Imperial Protection
Ensure Australian, Independent, or Indonesian control over all cities in Indonesia and the Malay Peninsula in (x year)
 
I can't help but feel that Australia (and also Canada) are better represented as simply English cities. It's perverse that England is punished for colonizing historically while France is rewarded when history was the opposite
 
I agree they don't necessarily merit actual civilizations but massive European colonial empires lasting to 2050 bothers me. Either make civilizations out of it or improve decolonization mechanics.
 
I agree they don't necessarily merit actual civilizations but massive European colonial empires lasting to 2050 bothers me.

I'd still prefer that over them lasting only until 1860, 30 years before they even got started in real life.
 
It was not updated since June 2015. Funny thing is -- while it adds Australia it stops just before Canada was introduced.

Yeah... It was me and I got somewhat busy after that. Now I lost track of git updates and couldn't follow the changes of main RFCD mod :(
 
Do you plan to update the modcomp? I made plans to do it myself, if you wouldn't do it. But I want to do double work. (Same is true for South Africa)

Also, I saw some screenshots of a Swahili civ in the modding questions thread. What is the progress on that? I started my own Swahili civ. Maybe we could share some ideas. (And avoid doing double work)
 
Do you plan to update the modcomp? I made plans to do it myself, if you wouldn't do it. But I want to do double work. (Same is true for South Africa)

Also, I saw some screenshots of a Swahili civ in the modding questions thread. What is the progress on that? I started my own Swahili civ. Maybe we could share some ideas. (And avoid doing double work)

I changed my computer to new one and I think I cannot make any mod progress in any time soon, so I think it would not be double work.

I was working on Swahili one based on 1.12v and it was somewhat playable as swahili itself. The problem was I was also planning to add Omani civ at that time, so it is not a completely working modcomp and it contains some buggy Oman related data and files. I still have the files and I can upload it if you needed, but I cannot sure whether I can explain what was exactly going on in there or not. So it might be just a dump of arts and python files for old version RFCD.
 
Ok. I don't think I need the files. I already coded the basic stuff. But can you share the ideas you have for UU, UB, UP and UHV? I already came up with some myself, but some additional ideas is always nice. (I do need a 3rd UHV)
 
It had been a long time since I opened XML files last time :D

Here's my Swahili Civ descriptions:

The Waswahilis
Starts in 1000 AD on Kilwa

- UP
The Power of Traders: +5% trade route income per each contacting civilization.

- UU
Dhow: The Dhow is the Swahili replacement for the Caravel. Dhow comes earlier and cheaper to produce but weaker than Caravel.
Requires Mathematics and Sailing. Can enter ocean and capes after Optics. Costs 50:hammers:, 2:strength: and 5:move:.

- UB
Bantu Market: Bantu Market (the Swahili replacement for a Grocery) is available eariler then Groceryand provides merchant advantages.
Requires Currency. Provides 1 free merchant. 1 bonus :health: for Banana, Wheat, Rice and Cow resource.

- UHV
Ardhi: Control the Swahili Coast and Island of the Moon by 1400 AD
Mungu: Build an Islamic Mosque by 1500 AD
Utajiri: Acquire 2500(3750, 7500 for slower game speeds each) gold by trade (trade routes, diplomacy, trade missions) by 1500 AD


And I found UHV, UP, UU, UB texts for Omani ones too, but it is not coded yet so its just dummy data :P
 
Decolonization doesn't really suit Civ as a game, that's why I prefer European colonial empires until 2050, even though it's ahistorical. I guess if we could introduce various stages of dependency, to properly represent the way settler dominions gained their independence, it would be more palatable.
 
What would you suggest is Australia's core?
 
I would say Australia the east side (english part) the west was supposed dutch... till 1830's though little cultivated though. Maybe it would even claim the entire nation, even Tasmania (which used to be dutch too). Depends what time you make it appear, around 1900-1910 might be most accurate...

Earlier can be around 1830-1850, though a lot of struggles would arise as Victoria in general did not like it.
 
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What would you suggest is Australia's core?
i have a comment on the core and then a couple of suggestions to take or leave.

Have them spawn in 1901 w their core as the entirety of cities in Australia, Tasmania and New Guinea (not historically accurate, but it's more historically accurate than having them declare war on England), and New Zealand. Normally in my games all of Australia -- especially the interior -- isn't settled by then, so make it a UHV that they settle all of new zealand, australia, New Guinea, and tasmania by year _______(early/mid-twentieth century).

Then change imperial protection to include the south pacific islands. that'll force you to either settle them or seize them and make them independent since they must be CONTROLLED by either independents or indonesia.

Also, the telegraph UHV seems a little tired bc it has already been done twice now w canada and russia. Maybe have the uhv of highest GDP per capita in the world since its fresh and new? alternatively, australia derives a ery high percent of its gdp from exports, and i believe the resource exportation uhv has only been done once so far by columbia, but it still has code but it's a little fresh(er).
 
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