Australian Civ

Charcoal

Chieftain
Joined
Dec 7, 2005
Messages
33
Location
Melbourne, Victoria, Australia
Get the file (v2.7) here

Starting Techs
-Hunting
-Fishing

Leaders
John Howard
-Creative
-Financial
Bob Hawke
-Industrious
-Organised

Unique Unit

Australian SASR
-Replaces Marine
-Cost: 200
-Strength: 28
-Moves: 1
-Req'd Techs: Flight and Rifling
-1-2 First Strikes
-Immune to First Strikes
-+%50 vs Machine Gun (Attack)
-+%33 vs Tank (Defence)
-Starts with Amphibious, March, Commando, City Raider I and City Garrison I
-Based off the American Navy Seal.

Pics/ScreenShots
auscivpedia2zg.jpg
hawkecivpedia0mt.jpg

howardvicpedia7wz.jpg
sascivpedia23qh.jpg

sasingame9ix.jpg
 
arrrrrrggggggghhhhhhhhh!!!!!!!!

john howard!!!!! shoot it!!!!! SHOOT IT!!!!!!!!!

and why is he creative!?!?!?!?


other than your choice of leaders... (and i use the term 'leaders' very loosely)... good work! i think SAS should have commando instead of blitz though.
 
if i read well, SAS are compared to marines:
+2 power
+blitz promotion
+march promotion
+1 movement
+1-2 first strike
- 50% artillery bonus
+8 hammers

it seems to me they are overpowered:
give them:
+1 mov
blitz promotion
(and even in this way, they seems a little overpowered to me)
 
hIdDeN_eViL said:
arrrrrrggggggghhhhhhhhh!!!!!!!!

john howard!!!!! shoot it!!!!! SHOOT IT!!!!!!!!!

and why is he creative!?!?!?!?

Well think about it, he is very "creative" :p

The only reason I put him in, is because he was the easiest one to get a big enough picture for off google.

Ryanstein said:
quick question. do the city names come up by default? I mean did you mod it for the city names to come up as Canberra or Sydney etc.?
Yep, there are >20 cities in there.

LAnkou said:
if i read well, SAS are compared to marines:
+2 power
+blitz promotion
+march promotion
+1 movement
+1-2 first strike
- 50% artillery bonus
+8 hammers

it seems to me they are overpowered:
give them:
+1 mov
blitz promotion
(and even in this way, they seems a little overpowered to me)
I"m thinking of eith nerfing them a bit, or making it so the city needs an airport before they can be built...
 
I have one major issue.

The SAS (Special Air Services) are a BRITISH unit.

Us Aussies have an Australian branch of the SAS.

Something uniquely Australian? The Lighthorseman. Perfect.
 
Boomerang Warriors?

Steve Irwins?

No seriously I think Lighthorseman may be a good unique unit but again it is a British equivalent as most Australian units would be. With John Howard instead of Creative possible alternatives would be Aggressive or Organized. Agressive, considering Iraq and Anti-Terror laws and Organized considering the new IR reforms. I would have to disagree with anyone saying that John Howard should not be a leader for this Civ as he has done alot (wether good or bad is up to the reader) for Australia. I think we should start with Agriculture over hunting.
 
Locky III said:
I think we should start with Agriculture over hunting.
That's what I thought, but a friend who helped me with it pointed out that the Abborigines really wouldn't have had it.
This version of the mod is born out of his version, where he hasd changed it...

Great_Scott said:
I have one major issue.

The SAS (Special Air Services) are a BRITISH unit.

Us Aussies have an Australian branch of the SAS.

Something uniquely Australian? The Lighthorseman. Perfect.

I was always under the Impression that out SAS was merly modeled after the British SAS.
 
Charcoal, I think you have done a great job. I think your leader selection is fine as it gives both sides of the political fence. I think your unit choice is also appropriate. Well done for putting this together.

So far though I have got two error messages when trying to run this mod :( (I won’t quote them exactly):
1. End tag “buildings” does not match the start tag “CivilizationInfo”. Line 2708, 6.
2. “Civilization_Barbarian” in info class was incorrect.

Can you assist?
 
GeneralX said:
Charcoal, I think you have done a great job. I think your leader selection is fine as it gives both sides of the political fence. I think your unit choice is also appropriate. Well done for putting this together.

So far though I have got two error messages when trying to run this mod :( (I won’t quote them exactly):
1. End tag “buildings” does not match the start tag “CivilizationInfo”. Line 2708, 6.
2. “Civilization_Barbarian” in info class was incorrect.

Can you assist?
Yeah, that's my fault.
I'm also using hte Aus Civ mod as a "play" mod.
I've added in a unique building, and forgot to comment out/delete all the references to it.
I'm uploading a new v2.6 as I type this.
just follow the link in the first post, and it should work fine.

Sorry.
 
Don't make the lighthorseman as Australian UU as it resembles my Albanian UU: Light Guerilla Cavalry!
 
Shqype said:
Don't make the lighthorseman as Australian UU as it resembles my Albanian UU: Light Guerilla Cavalry!
Wasn't going to.

I'm actually a member of another (Australian) forum, and we have a few ex-Army and ex-Navy members.
They reassured me that the SAS is ours, and it's actually called the SASR (Special Air Services Regiment). It's also tied to the Army, where as the British SAS is a force on it's own.

So, I'll be changing the name, and nerfing some of the unit's abilites soon, then putting up a new version ;)
 
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