C3C SCENARIO Merchant of Venice (Medieval Europe)

Very very good scenario. I already loved it on CivII, but here, it is great.
Nevertheless, I had the same problem in the tech tree in the 3 table. I was said that the file TowerSmall.pcx felt.

I think I did the unzip process properly. Can someone just post this file ?

Thank you very much !
 
I also couldn't get this to work because of the Tower problem. However, I fixed it by finding the missing graphic (it's by mrtn). If I may presume, I've attached it to this post. You need to unzip this and then put the two files into ../Scenarios/Merchant of Venice/Art/Civilopedia/Icons/Buildings

Then all should work!

Also, you may notice that the arrows are wrong in the Early Renaissance tech screen. I think this may be only a problem with Conquests 1.22. If this is the case then go to ../Scenarios/Merchant of Venice/Art/advisors and change the name of science_industrial.pcx to science_industrial_new.pcx

Looks a good scenario once these are fixed, with an interesting tech tree and some good ideas. Let the Golden Age of humanity begin!
 

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Is salt a luxery or resource? It's not showing up in my city view even though I have it connected by a road and it is in my city radius. Otherwise great scenario so far.
 
Too few cities on so big map, imho... :rolleyes:
 
crash757, why must you go around critizing evrything with those sarcastic remarks punctuated with a rollong eye head. Perhaps you should be nice and stop trolling.

I'm reporting this one, i've seen enough.
 
lifeaquatic said:
crash757, why must you go around critizing evrything with those sarcastic remarks punctuated with a rollong eye head. Perhaps you should be nice and stop trolling.

I'm reporting this one, i've seen enough.
:eek: Sorry, i thought scenario author wanted some creative criticism... :rolleyes:

*edit* Maybe i should start using other smilies more if that with rolling eyes makes u so mad :D
 
Needs some kind of future tech. I've researched everything and am now stuck in the science advisor screen!

Edit: oops! firgured it out myself.
 
Have you given any thought to spliting up the Hansetic League to create either Poland or Lithuania? I was looking at maps of 1300ad, 1400ad and 1500ad Europe and they seem to have had large holdings. Also seems like they have had a UU called "Winged Knights" or something like that. This is an area of history I wish I knew more about and I found your scenario VERY educational.
 
If you're going to include the Hasiatics as one of the more important Midieval states, the Poles also need to be mentioned. They were major force until the Great Northern War, and, as such, need representation. Also, perhaps you could include the Holy Roman Empire as a single civilization, aparcelly populated but with a lot of room to expand.
 
Hi all:

Thanks for the comments, I'm glad to see there's still interest in Merchant of Venice. I'm finishing up a revision of the scenario - no new civs but 10 new cities and a new unit and dozens of small changes. Hope to upload it soon.

For crash757, I'll grant there is a lot of open space but that's what Europe looked like in 1225. Cities were still a novelty. Most of northern and northeastern Europe were just what they are in the map - forested wilderness, and the southeastern steppes were occupied by Cumanian tribes. Some of the cities on the map (Reval for one) were founded just before 1225. Plus, there's a simple remedy - do what people did back then, go out and settle some new cities! :)

Thanks again,

Joe Abbate
 
New units! Do tell! I have lots of questions about this era so it will be good to see more flavor! Are you really really really sure about not adding the Poles? I found a unit on the forum for their "winged knights"
 
While it's a minor point, I don't think pikemen should be available with feudalism. the battle of Laupen which was the first major defeat of knights by pikemen wasn't until 1339 ad. The use of the pike by relativley inexpensive and lightly trained troops against the mounted knight and the cannon against the castle keep were major factors in bringing about the end of feudalism so perhaps pikemen should come with a later tech. As a substitute perhaps the defensive unit granted by fuedalism should be a peasant armed with a pitchfork that cost a population point to build but doesn't require any maintenance. The peasant could even upgrade to the pikeman given iron as a required resource.

There's also the question of mercenaries (Landsknects or Condottieri) the problem being that the AI doesn't use them very well. One thought might be to make mercenaries a resource available for export from say Ireland, Northern Italy or Swiss areas.
 
I went ahead and made some of the changes I've mentioned. I added both the Teutonic Knights (UU Crusader) and Poland (UU Winged Knight). I also replaced all pikemen intially on map with a peasant unit (Medieval Resistor from Loulong's Armada mod 1\2\1) and made pikemen\swiss pikemen available with Division of Labor. I switched Gunpowder with Metalurgy (cannons were used before guns). I'm tempted to change the name of gunpowder to gun making. Mercenary units are now available with Contracts. I'll start play testing today. Which cites should belong to Poland and whcih ones to Teutonic Knight? I down loaded some old maps just to get started and even added one for the Poles but I am in no way an expert on the subject. I used King Jogaila for the Poles. Any sugestions for the T.K.? Would you like me to post it?
 
I'm playing the scenario as England, having a hard time to conquer those Celts. I am running behind in VP's but having fun!

For some reason I can't build Heavy Galley's... can't England build them or is there any needed resource?

I also think that ALL Civ's should be able to build an amphibious unit (even if with a low attack and with the later techs) because of those 1 square island that became unconquerable (except for the Scandinavian).

But my mains point is that I have encountered a bug, which I think to be more Civ-related than due to the scenario.

Look into the screenshoot and u can see that I'm giving iron to the Berbers for their MA vs the Iberians. BUT I still have 2 iron available (in the F2 screen iron isn't counted as exported!). Also in the screenshoot you can see that iron appears on my negotiation side, which usually only happens if the other Civ doesn't have it.
 
Hi all:

Well, it's been a while but here is an upgrade to Merchant of Venice. There are no new civs but there are a number of major changes:

-A dozen or so new cities have been added and a few old ones removed.
-New government, Autocracy, assigned to the Byzantines. You get 10 units free of support as a palace guard but a lot of corruption as well.
-New unit, Poisoner, a stealthy unit which upgrades from Minstrel.
-New Wonder, Machiavelli's Prince, which allows a Diplomatic Victory.
-New Bonus Resource, Pigs.
-No mining in Grassland tiles. To offset this somewhat, the shield bonus from Iron was increased from 1 to 2.
-Cities cannot be built on Desert tiles.
-Russia has been enlarged and remodeled to look more the way the Russian Principalities did in 1225.
-The capital of the Berbers has been moved from Tunis to the new city of Fez which brings it closer to historical reality.
-Dozens of changes have been made in geography, rivers, terrain type and resource placement. More forest has been added in central Europe and England. The Civilopedia has been corrected and updated.

If you already have Merchant of Venice 1.0 installed, just add the files from the attached zip to your scenario folder and allow overwrites. Same if you already added the 1.05 update. If you don't have Merchant of Venice installed, download the three parts from the first post above (MOV1.zip, MOV2.zip, MOV3.zip) and then add this update. This update includes the 1.05 update so you don't need to install that as well.

Joe
 

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