Earth 2012AD

stfoskey12

Emperor of Foskania
Joined
Dec 27, 2010
Messages
1,192
Location
35° 12' N 97° 26' W
I created an Earth 2012AD scenario on BtS, but it's buggy. How do you add things like the Manhattan Project and Apollo program in world builder? Things may not be completely accurate. Some cities are already producing things that I did not want them to. Diplomacy mode seems hard to work with. Feel free to discuss factual inaccuracies, other complaints, or suggestions. If you want to download the file from the downloads database, click here: http://forums.civfanatics.com/downloads.php?do=file&id=20035

Images:
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Oq6Qb.jpg

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Y7CXG.jpg

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si74m.jpg

Images current as of version 2.1.1 beta.


Version history:
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Version 2.2.1 beta Improvements (October 18, 2012):
-Edited difficulty levels
-Edited state religions
-Edited starting gold amounts

Version 2.2.0 beta Improvements (October 11, 2012):
-Added Apollo and Manhattan projects
-Changed leader names
-Improved European, Iraqi and Indian militaries

Version 2.1.1 Improvements (October 5, 2012):
-Fixed fog of war for 2.1.0 civs
-Added a few buildings and improvements

Plans for 2.1.0 beta (September 30, 2012):
-Add Canada (England under different leader if possible and vassal of UK)*^
-Add Australia (England under different leader if possible and vassal of UK)*^
-Add South Korea (US under different leader if possible and vassal of US)*^
-Other minor changes
Plans for 2.0.3 beta (September 26, 2012)
-Changed starting era to renaissance
-Changed civics
-Added Hyderabad
-Added buildings

Version 2.0.2 beta Improvements (September 22, 2012)
-Added techs new civs
-Added Pakistan (Sumeria)
-Added North Korea
-Fixed fog of war

Version 2.0.1 beta Improvements (September 17, 2012)
-Added cities for following civs
-Added Eastern Europe (Byzantines)
-Added Iraq (Babylonia)
-Added South Africa (Zulu)
-Added Indonesia (Khmer)
-Added East Africa (Ethiopia)
-Added Argentina (Maya)
-Added Scandinavia (Vikings)*^

Version 2.0.0 beta Improvements (September 13, 2012):
-Made more than 18 civs mod work

Version 1.5.3 beta Improvements (August 20, 2012):
-Added Argentina (currently part of France)
-Added a few cities
-Improved transportation networks

Version 1.5.2 beta Improvements (August 16, 2012):
-Added Indonesia (currently part of Spain)

Version 1.5.1 beta Improvements (August 11, 2012):
-Improve militaries
-Changed work boats to fishing boats
-Added oil to a few civs

Version 1.5.0 beta Improvements(August 3, 2012):
-Fix start year
-Change to marathon speed

Version 1.4.0 beta Improvements (July 28, 2012):
-Greatly increased culture of all cities
-Added religions to a few cities
-More extensive corporations
-A few more resources

Version 1.3.2 beta Improvements (July 26, 2012):
-Fixed starting year to a certain extent
-More additions
-Moved Ottawa

Version 1.3.1 beta Improvements (June 1, 2012):
-Added East Africa
-Added South Africa

Version 1.3.0 beta Improvements (May 31, 2012):
-Added some corporations
-Added lots of random stuff
-Merged Greece and Turkey

Version 1.2.1 beta Improvements (April 19, 2012):
-Added more stuff

Version 1.2.0 beta Improvements (April 19, 2012):
-Changed most civics

Version 1.1.1 beta Improvements (April 2012):
-Added buildings to most cities where I forgot them before

Version 1.1.0 beta Improvements (April 11, 2012):
-Moved Vancouver and Seattle
-Added a few cities

Version 1.0.0 beta (April 4, 2012) Improvements over the Earth 18civs map:
-Start year at 2012
-Mongolia renamed as Israel
-Persia renamed as Iran
-Rome renamed as Italy
-Azteca renamed as Mexico
-Inca renamed as Brazil
-Arabia renamed as Saudi Arabia
-Fairly accurate cities
-Did my best to have accurate military, techs, and improvements
-Removed most fog of war


Future improvements:
Spoiler :

Plans for Version 2.3.0 beta (mid October 2012):
-Change or remove city production*
Plans for Version 2.4.0 beta (mid-late October 2012):
-Work out diplomacy*
Plans for Version 2.4.1 beta (late October 2012):
-Finalize Earth 2012 AD plans
Plans for Version 3.0.0 beta (November 2012)
-Add Expanded Earth 1000 AD map to mod
-Add Americas 1475 AD map to mod
Plans for Version 3.0.1 beta (November 2012):
-Minor fixes to added maps
Plans for Version 3.1.0 beta (early-mid December 2012):
-Add Europe 800 AD map
-Add U.S. 1860 AD map
Plans for Version 3.1.1 beta (mid December 2012):
-Minor fixes to added maps
-Add Earth 1600 AD map
Plans for Version 3.1.2 beta (mid December 2012):
-Final fixes to scenario
Plans for Version 0.0.0 (late December 2012):
-Make a modpack
-Rename Earth Sometime AD
-Add Assyrians^
-Add Israelites^
-Add Congolese^
-Add Iroquois^
-Add some modern leaders^
-Add scrollbar^
Plans for Version 0.0.1 (early-mid January 2013):
-Add Middle East 800 BC map
-Add Earth 200 BC map
-Bug fixes
Plans for Version 0.1.0 (mid-late January 2013):
-Start modding existing units
Plans for Version 0.1.1 (late January 2013):
-More unit modding
Plans for Version 0.2.0 (early February 2013):
-Start adding techs
Plans for Version 0.2.1 (early February 2013):
-Mod units with added techs
Plans for Version 0.3.0 (mid February 2013):
-Mod land improvements
Plans for Version 0.3.2 (mid February 2013):
-More general additions
Plans for Version 0.4.0 (late February 2013):
-Improve global warming^
Plans for Version 0.4.1 (late February 2013):
-Bug fixes
Plans for Version 1.0 and beyond (March-April 2013):
-Create new leaders?*
-More minor changes
-Use the Giant Earth Map*^
-Change opening screen*
-Add techs*
-Make more civilization years^
-Improve UN*
-Improve global warming*^
-Add highways*^
*Need help
^Use other mod
https://docs.google.com/document/d/1DNrIVCapx5lLmmJ62c2ZMV0Ykvpd3b_tw7XN2sxKRuE/edit

Note: Dates are approximate


Credits:
Spoiler :

Creation:
stfoskey12
Mods from others:
The J for more than 18 civs mod
Ideas and help:
The J
Krugi
Dumanios
Platyping
cole98
Other:
My best friend, for introducing me to Civilization IV
My parents, for letting me by the game



Earth 2012AD Versions 1.0.0 beta, 1.5.3b beta, and 2.0.0 beta, and 2.2.1 beta:
 

Attachments

Well, it seems you can´t pre-build both Wonders via Worldbuilder. It might be possible though to open the WBsave with a text editor and edit them in where you want them.
 
The world seems bare. I think almost everyone everyone could gain a few cities.

USA gains Honolulu, Anchorage, San Juan, Guam, Baghdad(US Sphere of Influence), and Seoul(US Sphere of Influence)
South America gains Rio de Jainero, and Brasilia is moved a few tiles inland.
Saudi Arabia gains Sana'a and Masqat(though neither are actually Saudi, thet are close enough)
Russia gains various cities, including Vladivostok.
France gains Cayanne and Noumea
Britain gains Belfast, Port Stanley, and maybe make Britain representative of the Commonwealth realms(UK, Canada, Australia, New Zealand, and New Guinea).
 
just curious, since this is a AD2012 map, isn't it more appropriate to use leaders that are not buried for more than 1000 years. I am sure there are more leaders in database
 
I downloaded your scenario and started a quick game on Prince as Egypt. The first thing I noticed was my painfully slow research (192 turns to Superconductors!), and it didn't get better despite my best efforts. As stated before, the map doesn't really feel crowded enough; you should definitely add a whole bunch of cities, and what's more, make the cities larger. I think Delhi is the biggest city on the map with a meagre size of nine; you may want to make that 20+. Alexander founded Taoism some turns into the game, which struck my as amusing, but you might want to work on that. What's totally lacking (and very uncharacteristically for the time) are corporations. Definitely put those into the scenario.

Another curious incident: I wanted to raze the useless barbarian city to the south, Nyala, which had a lone Rifleman garrisoned inside. I sent some infantry there to deal with it, but the next turn, I found it stacked with 10+ riflemen/grenadiers (!), which no explanation as to where they miraculously appeared from. Not that it mattered, because those units never attacked me; the city sent warriors into my territory instead, Stone Age style.

Since I wasn't able to accomplish jack with Egypt, I loaded up another game as the USA. Again, the cities are ridiculously small and lack basic infrastructure (granaries, harbours, forges). However, thanks to the huge military at my disposal, I was able to conquer Mexico, England, Spain and France in quick succession (25 turns total). When I attacked Germany next, it turned out to be a vassal to Russia, which promptly ICBMed the holy cow out of me. Not my wisest decision! :crazyeye:

In conclusion, it's a reasonably fun scenario with lots of potential, but at the moment, the balance is totally off-key, and there's lots of :smoke: stuff happening. If you keep working on it, though, it will surely turn out an enjoyable experience! I've included a list of suggestions in spoilers below.

Spoiler :
  • As I already stated, most cities are far too small and widespread. In this kind of scenario, huge cities such as New York, Tokyo or Guangzhou should have size 20+, with lots of infrastructure, corporations and resource influx; and cities should be fairly close to each other.
  • Corporations are direly needed for this scenario, to provide food and research/commerce.
  • Cities are severely underdeveloped in infrastructure. Most American cities come with factories, but not forges, granaries, harbours or anything. New York even lacks an airport.
  • All civilizations seem to start with Stone Age civics - make it so China starts with State Property, Iran with Theocracy and America with Free Market etc. I bet you're already working on this anyway.
  • It's simply impossible to run an adequate specialist economy with such small, underdeveloped cities. It's also impossible to run a cottage economy, because there's too little towns on the map.
  • Research crawls at a snail's pace. This is directly linked to all the aforementioned problems.
  • Most countries have extremely lacklustre militaries compared to America, which makes it too easy for the human player to just steamroll everything, since they can't make the difference up with research. Furthermore, it's probably the reason why Central Europe always vassalizes to Russia on turn 2.
  • Naval forces are extremely underrepresented - Britain has no ships whatsoever!
  • The calendar is totally borked, with turn 9 corresponding to 2260 AD or something. It's because you start the game on turn 0 and set 2012 as the start year, but the calendar still progresses as if it were the Stone Age. It's a purely cosmetic issue, however, and shouldn't be your priority to fix.
  • Now for minor geographic nitpicking. "York" should be either Manchester or Liverpool. "Munich" is more like Vienna, and "Orléans" can represent Marseilles or Lyon. (Actually, York is such a horrible city that you should probably delete it anyway.)
  • Jerusalem's location is unfortunate. Move it two tiles south, and suddenly the tactical nuke inside the city becomes more potent. This has the added advantage of making room for cities such as Baghdad and a Turkish civ. Jerusalem is also a triple holy city, which seems unbalanced to me; why isn't Makkah the Islamic holy city, for instance?
  • You need more cities in certain geopolitically important regions. Kiev, for example, would fit in nicely within Russia's city grid (seven tiles east of Berlin, north-east of the wheat resource). Saudi-Arabia needs more influence in the Middle East. Eastern Europe is basically nonexistant all the way from the Baltic to Greece; nothing at all happens in subequatorial Africa, France needs Cayenne (French Guiana), and Indonesia needs some of your love as well. ;)
  • Speaking of which, the following civilizations should be in the game: Turkey, Scandinavia, Indochina, Indonesia, Central America (Maya) and non-Brazilian South America. One or two more African civs wouldn't hurt, either.
  • Where are the Buddhist/Hindu/Confucian holy cities?

If you want to, I can also help you with basic XML editing (implementing new leaders and civilizations, as well as turning off settlers - that's no big deal). In addition to that, I know how to increase the number of civilizations. Just drop me a line and I'll see what I can do! :)
 
I downloaded your scenario and started a quick game on Prince as Egypt. The first thing I noticed was my painfully slow research (192 turns to Superconductors!), and it didn't get better despite my best efforts. As stated before, the map doesn't really feel crowded enough; you should definitely add a whole bunch of cities, and what's more, make the cities larger. I think Delhi is the biggest city on the map with a meagre size of nine; you may want to make that 20+. Alexander founded Taoism some turns into the game, which struck my as amusing, but you might want to work on that. What's totally lacking (and very uncharacteristically for the time) are corporations. Definitely put those into the scenario.

Another curious incident: I wanted to raze the useless barbarian city to the south, Nyala, which had a lone Rifleman garrisoned inside. I sent some infantry there to deal with it, but the next turn, I found it stacked with 10+ riflemen/grenadiers (!), which no explanation as to where they miraculously appeared from. Not that it mattered, because those units never attacked me; the city sent warriors into my territory instead, Stone Age style.

Since I wasn't able to accomplish jack with Egypt, I loaded up another game as the USA. Again, the cities are ridiculously small and lack basic infrastructure (granaries, harbours, forges). However, thanks to the huge military at my disposal, I was able to conquer Mexico, England, Spain and France in quick succession (25 turns total). When I attacked Germany next, it turned out to be a vassal to Russia, which promptly ICBMed the holy cow out of me. Not my wisest decision! :crazyeye:

In conclusion, it's a reasonably fun scenario with lots of potential, but at the moment, the balance is totally off-key, and there's lots of :smoke: stuff happening. If you keep working on it, though, it will surely turn out an enjoyable experience! I've included a list of suggestions in spoilers below.

Spoiler :
  • As I already stated, most cities are far too small and widespread. In this kind of scenario, huge cities such as New York, Tokyo or Guangzhou should have size 20+, with lots of infrastructure, corporations and resource influx; and cities should be fairly close to each other.
  • Corporations are direly needed for this scenario, to provide food and research/commerce.
  • Cities are severely underdeveloped in infrastructure. Most American cities come with factories, but not forges, granaries, harbours or anything. New York even lacks an airport.
  • All civilizations seem to start with Stone Age civics - make it so China starts with State Property, Iran with Theocracy and America with Free Market etc. I bet you're already working on this anyway.
  • It's simply impossible to run an adequate specialist economy with such small, underdeveloped cities. It's also impossible to run a cottage economy, because there's too little towns on the map.
  • Research crawls at a snail's pace. This is directly linked to all the aforementioned problems.
  • Most countries have extremely lacklustre militaries compared to America, which makes it too easy for the human player to just steamroll everything, since they can't make the difference up with research. Furthermore, it's probably the reason why Central Europe always vassalizes to Russia on turn 2.
  • Naval forces are extremely underrepresented - Britain has no ships whatsoever!
  • The calendar is totally borked, with turn 9 corresponding to 2260 AD or something. It's because you start the game on turn 0 and set 2012 as the start year, but the calendar still progresses as if it were the Stone Age. It's a purely cosmetic issue, however, and shouldn't be your priority to fix.
  • Now for minor geographic nitpicking. "York" should be either Manchester or Liverpool. "Munich" is more like Vienna, and "Orléans" can represent Marseilles or Lyon. (Actually, York is such a horrible city that you should probably delete it anyway.)
  • Jerusalem's location is unfortunate. Move it two tiles south, and suddenly the tactical nuke inside the city becomes more potent. This has the added advantage of making room for cities such as Baghdad and a Turkish civ. Jerusalem is also a triple holy city, which seems unbalanced to me; why isn't Makkah the Islamic holy city, for instance?
  • You need more cities in certain geopolitically important regions. Kiev, for example, would fit in nicely within Russia's city grid (seven tiles east of Berlin, north-east of the wheat resource). Saudi-Arabia needs more influence in the Middle East. Eastern Europe is basically nonexistant all the way from the Baltic to Greece; nothing at all happens in subequatorial Africa, France needs Cayenne (French Guiana), and Indonesia needs some of your love as well. ;)
  • Speaking of which, the following civilizations should be in the game: Turkey, Scandinavia, Indochina, Indonesia, Central America (Maya) and non-Brazilian South America. One or two more African civs wouldn't hurt, either.
  • Where are the Buddhist/Hindu/Confucian holy cities?

If you want to, I can also help you with basic XML editing (implementing new leaders and civilizations, as well as turning off settlers - that's no big deal). In addition to that, I know how to increase the number of civilizations. Just drop me a line and I'll see what I can do! :)

Thanks. Something like this is what I was looking for. I changed most civics, but need to upload the file. I may be able to complete this by August and might need some help.
 
A most excellent guide regarding corporations, and why they are essential for your kind of scenario - especially the food-producing ones: http://forums.civfanatics.com/showthread.php?t=237717

Basically, some corporations can provide food in exchange for maintenance money, as long as your civilization has access to certain resources (seafood or grain, respectively); the food yield increases substantially with every resource of that type, which allows you to sustain fast-growing megacities.

However, a sufficient influx of magical corporation food in combination with Caste System and wealth-generating buildings (Market, Grocer, Bank etc.) makes it possible to run a large number of merchant specialists in your cities. Effectively, this negates the maintenance cost penalty; the loss of money can be made up easily as you acquire more and more food resources, which increases your population and wealth in turn - again. It's every bit as wonderful as it sounds. :crazyeye:

There's a lot more to corporations, though, so I'd suggest reading through this most excellent guide regarding corporations, by MrCynical:
http://forums.civfanatics.com/showthread.php?t=237717
 
About crowdness, you should make yours about this crowd:

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America - Globe view

Civ4ScreenShot0004.jpg


Eurasia + Africa - Globe view

Civ4ScreenShot0002.jpg


Asia

Civ4ScreenShot0006.jpg


America

Civ4ScreenShot0007.jpg


Europe

Civ4ScreenShot0005.jpg




:)
 
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