Australia

Leoreth

KEL
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The Australian civilization is available on the develop branch now.

Birth: 1851 AD
Coat of Arms: Commonwealth Star
Colours: yellow/green
Leader: Curtin
Unique Units:
- Light Horse (Cavalry): counts as gunpowder unit, can receive defensive bonuses, +25% strength on Plains, Semidesert, Desert, starts with Mobility and Desert Adaptation
- Digger (Infantry): +25% open terrain defense, starts with Amphibious
Unique Building: CSIRO (Laboratory): +1 scientist slot, +1 free scientist
Unique Power: The Power of Mining: +3 commerce from Mines on resources
Unique Historical Victory:
- Federation of Australia: Control 18 Mine resources by 1900 AD
- ANZAC Spirit: Have 30 level four gunpowder units by 1940 AD
- Imagine, Collaborate, Innovate: Be the first civilization to discover five Global technologies and have twelve Forest Reserves and eight Marine Reserves by 2000 AD

Civ4ScreenShot0681.JPG
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They also require at least one city on the Australian continent.
 
I've been on a break from Civ since 1.18 released (working my backlog of other games) but this might get me back...
 
I rolled a 3000BC Monarch/Normal start.

In 1850 the English had settled Perth and three cities in New Zealand. Of those I only got Perth. I then proceeded to expand as quickly as I could with my undeveloped core, and played until 1900. At that time I only had connected 7 mine resources. As there are only 25 turns from spawning to UHV #1 I think this goal would require more English cities in Australia. The number of English cities is obviously subject to some variation, but having two more with slight development, as in the above screenshot, should make this possible. That the first 50 years are spent basically entirely on expansion and workers is not a problem. (Well, it might be for UHV#3 ...)

For UHV#2, what is your imagined path to achieve it? Level 4 is 10XP. This means it is unlikely to be achievable through building units only and thus would require major wars.

UHV #3 is again a different thing, requiring teching. As I see it #2 can only be detrimental to #3, as a war (beyond maybe New Zealand) would make you fall behind.

I will probably try a bit more on different starts if I can get UHV#1 and #3.

I also have a comment regarding the UP: Currently the commerce bonus applies to a mine on any resource, e.g. calendar resources, not only mining resources. I guess this is not intended?
 
- ANZAC Spirit: Have 30 level four gunpowder units by 1940 AD
Just to clarify, does the Light Horse start as a level two unit, given the Mobility + Desert Adaptation promotions? Getting thirty units to five experience would be a lot easier than reaching 17 experience with each of them!
 
Just to clarify, does the Light Horse start as a level two unit, given the Mobility + Desert Adaptation promotions? Getting thirty units to five experience would be a lot easier than reaching 17 experience with each of them!
No, free promotions never come with a level.
 
Haven't played through yet because of the starting errors/bugs, but I did take a look at Australia's core and noticed it ends one tile short of both Brisbane and Adelaide. These are Australia's third and fifth largest metros nowadays, so I think they can be considered 'canonical' cities, but the current core incentivizes tile maps that wouldn't settle them. If the core is intended to exclude these cities (and it seems it is), then I'd suggest removing the westernmost column and northernmost row of the core.
 
What is the flipzone for AI Australia? Do they flip all cities in mainland Australia, Tasmania, and/or NZ?
 
A very biased suggestion but now that there is an Australian civ and Melbourne is a canonical city we need fresh water in the southeastern-most mainland state of Victoria!!

Australia could probably use a few more agricultural resource spawns too:
-Wheat is a must have as it's one of the biggest wheat producing countries in the world (5th largest according to Food and Agriculture Organization of the United Nations), this would best spawn on the plot NW of Perth.
-There is a also a relatively high production of citrus, I would probably put the orange variety 1NE of Adelaide (there are potentially better locations but currently other more important resources occur there (Edit: I just noticed there is already citrus near Sydney).
-I would move the gold 2N of Melbourne to 1SW to better represent the location of the Australian Gold Rush, and in that original tile I would have rice spawn to represent the Riverina region of southern NSW.
-The last crop I would add is cotton to somewhere in Southern Queensland, maybe 2E of Brisbane, as Australia is one of the world's largest cotton producers and exporters (5th in the world, I couldn't find the specific source the many websites that display cotton growing stats use but there is at least this consensus among them).
 
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What is the flipzone for AI Australia? Do they flip all cities in mainland Australia, Tasmania, and/or NZ?
All of continental Australia and Tasmania, no New Zealand. This is the same for both human and AI Australia.
Wheat is a must have as it's one of the biggest wheat producing countries in the world (5th largest according to Food and Agriculture Organization of the United Nations)
There already is a wheat spawn in Victoria in 1900 AD.
 
Testing the first UHV, I think with Australian cities + a Tasmanian one, minus the Rare Earths (you don't have time to get to Electronics, though Electricity for Aluminum is possible), you can get up to 16 Mine resources.

Capturing foreign cities is pretty difficult with that timespan, so you might have to settle on whatever resources you can find in unclaimed territories.
 
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I did it with Tasmania and New Guinea. You can also get some from New Caledonia or New Zealand if England leaves one of its islands open.
 
There already is a wheat spawn in Victoria in 1900 AD.
I somehow overlooked that in the resources.py file when I was making my post... for significant crops/livestock when there is a conflict between the two following ideas is there more of a priority to have them represent the historical/irl locations of the activity, or, as they provide food, is it more important to have them do so for the most important cities? I feel that the current 1900 wheat spawn may not achieve either (as it will be closest to the city of Adelaide), if the mentality is to go with the most productive region I would go with the Western Australian wheat, if the it's to buff the important cities, I would perhaps move it to the tile I mentioned in my last post that currently has the gold, and then that food tile would be able to be shared between Melbourne and Sydney.
 
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