C3C Scenario/Mod: Rising Sun

OK, here is the the 1500 AD beta3. I tried to beef up wimpy France and solve the problem in SE Asia by, somewhat prematurely, giving the Franch Saigon and Hanoi. I also added a few buildings to speed up global research. This can be further extended. A few more civs have also been discouraged to build settlers, which should prevent some unexpected colonies. Want to give it a try?
 

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I'm back Pawel :D I reinstall the three Civ-PtW-CRC US and i beta test !

Have you found the problem of leaderheads names which was always Tokugawa ?
 
Nice to see you again! :) Unfortunately, I haven't found a solution to the problem with the leader names. It seems that since Japan is set up as Player 1, Tokugawa is the default no matter which civ you pick. You can change it yourself when selecting the civ by clicking at the civ properties below the leader picture, which gives you a popup window. It isn't very nice, but it is the only way I know right now. :(
 
Great game, however I have hit an error message. When the germans develop infantry I get the following missing file error.
Art/units/german heavy machinguner/german heavy machingunner.ini

Do you have this file?

Thanks

David
 
I am glad you liked the scenarios, David!

The reason for your problem is that you don't have the [ptw] units. When beginning a game, you can choose not to use them (see the installation instructions), or you can download them from the official Infogrames site. You may also want to have a look at the recent posts by Bob1475 and Dunedin. Once you install them you can just continue your saved game.

Have fun, and don't hesitate to post a screenshot! :goodjob:
 
Unfourtnatley my computer got screwed up and I had to get my hardrive reformatted so I have to download this again.
 
Well right now I'm looking at the editor and contemplating what country to take. There are several that look intreasting and I can't decide.
What do you think?
 
Well, let me put it another way. Since I changed the Americas a lot, it would be nice to see how the AI handles the situation. A smart human player can be too much of a challenge. ;) Also, I want to see if the Arabs and Mongols are indeed in decline, as they should be historically, so don't pick them either. I think that still leaves many interesting picks. Which ones are you thinking about?
 
Well I was thinking of one of the European colonial powers. England, Portogul perhaps but I can't decide.
 
Civ: England
Difficulty: Regent
Agression: Highest
Variant; British glory-Recreate the British Empire as best as possible


England2.JPG
 
Many commounications are exchanged. Everyone knows each other by turn 3.
I suggest that commounication trading be pushed back to a later tech so that Poland does'nt know the Aztecs in 1500.

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Livy decided we don't deserve to be on that list. We decide he should be hung, drawn, and quatered.

Also I notice some tech problems. China, Persia and Korea are all as advanced as the European powers. Unrealastic Persia did'nt even exist and neither Korea or China should have banking.

India lacks gunpowder which is unrealstic considering that this is when the Mughal Empire was rising. Babar used guns and cannons to conquer India. He lashed cannons together and used it as a sort of massed artillery. He managed to destroy an army of 100,000 with just 10,000 men because he had guns.

Japan also lacks gunpodwer. I believe this is around the time when the Ducth came to Japan and introduced firearms.

I have founded embassies with everyone in the world another reason why commounication should be sclaed back. Nubia founding a embassy in England? Very, very unlikley.

Anyway I have played 4 turns so far and thats just a few suggestions. So brace yourself for more. let me know if I get too carried away with realaisim and history.
 
These are very good points, silver! The reason for making the first turn 1000 years is just to age the pre-placed wonders, but the time scale needs adjustment.

As you point out communication trading is a key point. Right now it requires Printing Press (which nobody has in the beginning, even though the Germans have Gutenberg's Bible). The problem is that scientific civs sometimes get it as a bonus tech at the start. Once people get that - well, then soon everybody knows about everybody. For instance, Poland probably got the Aztec connection from the Germans, who in turn got is from the Spanish. And since the AI values maps highly, technologies are traded quickly. Nobody actually starts with Banking, but I suppose that some scientific civ, like the Germans or the Russians, that start with Education got it as a bonus and traded it to China. I can remove Education for China, Korea, and Persia, but I fear this will not change very much once everybody starts trading. Since the worlds is now connected, the techs will spread even without communication trading...

Firearms were introduced to Japan in 1542, which is why I didn't give it to them at the start. The Chinese have Gunpowder, but not the Koreans. I will give it to India!
 
I have downgraded the five Scientific civs a little so that the chances of unwanted 1st turn discoveries diminishes. They now start with the following:

Germany: Theology, Education, Gunpowder
Ottomans: Theology, Gunpowder
Russia: Theology, Gunpowder (no Chivalry)
Korea, Persia: Monotheism, Invention

I have updated the file at the top of the page.

EDIT: I also added Light Cavalry. In beta4 it has correct upkeep.
 
Well, since you only played four turns, maybe you could see if the changes had any effect? And perhaps you could also play on average aggression level? I suppose most people will, so it makes it interesting to test. :) But I am also very curious about how things develop further on!
 
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