Earth 2014

Joined
May 4, 2010
Messages
346
Mod/scenario of Earth in the present day. Play as one of 24 nations as you compete for dominance in the modern age. Includes 7 new technologies, 2 additional unit classes (and 20 new UUs), 5 new building classes (and 9 UBs), 4 scenario variations, and more.

CFC Database Link (Note, this file is too large [23.17 MB] to be hosted on CivFanatics and so is hosted externally)
Steam Workshop Link

Details
Spoiler :

Civilizations: 1) USA, 2) China, 3) Russia, 4) Japan, 5) Germany, 6) United Kingdom, 7) France, 8) India, 9) Brazil, 10) Indonesia, 11) Australia, 12) Canada, 13) Mexico, 14) Argentina, 15) South Africa, 16) Saudi Arabia, 17) Turkey, 18) Pakistan, 19) Iran, 20) South Korea, 21) Egypt, 22) Nigeria, 23) North Korea, 24) Israel

Scenarios:
Earth 2014 (Standard): Standard size map, 22 major civs (#1-22), 24 minor civs
Earth 2014 (Standard - Enlarged): Standard size map with slightly enlarged Europe and Japan regions, 22 major civs (#1-22), 24 minor civs
Earth 2014 (Huge 1): Huge size map, 22 major civs (#1-22), 36 minor civs
Earth 2014 (Huge 2): Huge size map, 22 major civs (#1-20, 23, 24), 37 minor civs

Technical Note: Requires Brave New World and Korea DLC

Installation: Extract to your MODS folder (standard location: Documents/My Games/Sid Meier's Civilization 5/MODS)

Setup: When setting up a game, the scenarios are in the "Additional Maps" menu. Make sure you check the "Load Scenario" option. Attempting to play other maps will result in errors/crashes due to scripts used to set up the game for the 2014 scenarios.

Credits:
7 new building icons, Australia map by TPangolin
Canada, Nigeria, North Korea, South Korea, South Africa, Egypt, France, China, Japan maps by Viregel
Jet Bomber mod by Ekmek, KnelRivendare, Jinzor
UAV mod by Ekmek, asioasioasio
Other unit models from the CFC database by snafusmith, Wolfdog, blazekid87, coyote, Sharick, and Refar
Mexico, USA map by janboruta (from other mods)
Israel, Saudi Arabia, Turkey, Pakistan, Iran map by Davey_Henninger (from other mods)
Argentina map by Pouakai (from other mod)
Synagogue icon by Leugi (from other mod)


Korea DLC Patch
Spoiler :
For those of you who do not have the Sejong's Korea DLC and do not plan to purchase it, I have made a small patch that removes the dependency on that DLC. This patch changes the Korean and Pakistani UA and changes the Korean music to Japanese music (as well as a few other, minor edits), so that the scenario can be played with just BNW. The patch is attached to this post, entitled "Korea Fix". Download it, and then extract the files to your MODS folder (default path: Documents/My Games/Sid Meier's Civilization V/MODS) and agree to overwrite the existing files. Whenever I update the mod on Steam, you will probably have to reinstall this patch. I will not be removing the dependency on Korea from the mod itself; I like being able to use all the assets available to me.
 

Attachments

  • Korea Fix.zip
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Wow, I somehow missed this thread, perhaps you should merge this and the other one.

Is there any option to avoid buying Korea DLC and still try this mod? Standard map in your other thread was not playable as of yesterday -- trade system was messed up.

I am surprised nobody commented yet :dunno: Modern scenarios are allowing to see every aspect of the game (because most things become unlocked and available) and therefore one can experience civ in the most complex way possible and pass the final judgement about the merits of the game. Therefore I am surprised so few people are excited about modern day scenarios...
 
Wow, I somehow missed this thread, perhaps you should merge this and the other one.

Is there any option to avoid buying Korea DLC and still try this mod? Standard map in your other thread was not playable as of yesterday -- trade system was messed up.

I am surprised nobody commented yet :dunno: Modern scenarios are allowing to see every aspect of the game (because most things become unlocked and available) and therefore one can experience civ in the most complex way possible and pass the final judgement about the merits of the game. Therefore I am surprised so few people are excited about modern day scenarios...

The trade route bug is a known bug (although I failed to mention it, which is an oversight I will soon correct), but it is not a game-breaker. Sometimes there will be wild science transfers in the trade route setups (as you've noticed), but the bug doesn't turn up consistently and I've only ever seen it in the first turn (turn 0). If you get this bug, just put your trade units to sleep and set up your trade routes the next turn and everything should be fine. If, however, you find this bug on any turn past the first one, please let me know, as that would make the bug more serious than the mere annoyance that it is now. I have not been able to figure out a solution to the bug so far, but I will keep looking.

Concerning the Korea DLC, I could be able to create a version that did not require it, but I'd probably have to change Korea's UA because I don't know if I'd be allowed to distribute that UA to people who don't have the DLC. However, it sounds like you have already loaded up the scenario once (when you tested my beta version), so if you are willing to help me out I'd appreciate it if you'd try out my scenario (loading the beta you've already downloaded would be sufficient) and report back to me on how the South Korean civ appears in-game for people who don't have the Korean DLC. I'd be interested to know how much it would need to be changed in order to make it work for those in your situation.

can you post more screenshots? thanks

I have two up at both the CFC Database link and at the Steam Workshop link, and I will be adding more shortly. :)
 
S. Korea appears as Nigeria, with it's leader and everything. Basically one will get some random "regular" civilization every time when he has no DLC civ.

Why is it N.Korea represented by Seoul on Standard map? Has to be Pyongyang. Seoul could be a city state then.
 
S. Korea appears as Nigeria, with it's leader and everything. Basically one will get some random "regular" civilization every time when he has no DLC civ.

Why is it N.Korea represented by Seoul on Standard map? Has to be Pyongyang. Seoul could be a city state then.

That's interesting. North Korea should not be present on the Standard map, so I'm assuming it just happened to be the random civ replacing South Korea, as you said happens for those without the Korea DLC. South Korea is the only civ based on the Korean civ from the DLC. If you're willing, could you test out my fix for those without the Korea DLC? I have attached a zip file to this post with the files I think should allow those without that DLC to play the scenario. Just extract the files to your MODS folder and say yes when asked to overwrite existing files.

EDIT: Removed old, non-working patch
 
Some things worked, but now many things don't!

Worked -- South Korea is in the game now, but Seoul looks bugged (banner does not appear properly). The rest of the diplo screen and scoreboard messed up. I can get S. Korean lady as a picture only, no options for diplo , not even a greeting!
 
Thanks for testing it. I'll use your feedback to work on it some more and see if I can figure out what else I need to do to implement a working fix.

EDIT: OK, I think it may have been something with the color. I have addressed that issue and am attaching the updated patch to this post. Installation is the same as before. If you could test this and tell me what works and what doesn't, that would be great.

EDIT2: Old file removed
 
Yes, I can talk to her now, banner is fine. There is another problem though. See, before this fix I was able to see only 21 civs to chose from. S.Korea was never there and was only available for AI. Now ... I cannot even scroll down the leaders when I set up the game. Has to be Egypt or Arabia or America or Germany, lol.

Can you also please work a little on Standard map? Some cities do not look right. For example Madrid could go 1 tile East, now it looks like Lisbon. Port Morsbi is not on the island! We badly need Jerusalem even for a such a small map, etc.

Yes, and the most obvious oddity is that on Standard map every single CS is militaristic and all civs have :c5war: sign on their banners! I do use enhanced interface mod, so perhaps that is the reason...
 
Pyongyang

Something is going on with this city :crazyeye:
 
Ok final update on situation.

After deleting UI mod and cache I was able to chose leaders normally. I can see S. Korea. Game shows empty screen when you try to chose S.Korean leader and start the game. Perhaps it has to do with absence of UA, currently it says "Civ specific bonus 2". Obviously one needs more thorough fix, but you are on the right path.

I have 2 suggestions to go around stupid civ 5 limitations and starting bugs. First, do not provide any civ with trade units on the turn 0. Make it like they have in Scramble for Africa scenario, both AI and human player has to build caravans and cargo ships if they want to trade. Second -- please try to work around 1 upt limitation by representing some troops embarked. This way N.Korea can start with more troops and in general one can distribute starting troops proportionally to actual present day size of military by country.
 
could you please upload it in another place Barbarian King? half of the world can't download at gamefront :(
 
@Tigranes
I've done a bit more work on the fix, and hopefully it works better now (fingers-crossed there are no errors this time). The new file is attached to the end of this post. Thanks again for testing this out. Pyongyang was empty because I forgot that North Korea actually had a dependency on the Korean civ (it's city art), so I've fixed that too. Concerning the city states on the standard map, this is all due to an error that occurred with the city states that was crashing the map. The error was somehow due to the map file having the city-states pre-founded, and the work-around was to found the city-states after the map loaded. Unfortunately, this means that all city states must follow the distance rules, being more than 3 hexes away from any other city. My original version of the standard map had the city states in their correct places and also had Rome, Kiev, Jerusalem, Hanoi, and Taipei on the map, but things had to be shifted around/removed. I'm leaning towards the idea of removing the starting trade units (like you suggested) and simply providing the players with more starting gold to compensate.

@rgw
I did not know that gamefront is restricted for a lot of people/countries. The file is also hosted at steam, although I forgot to include that link on the CFC database page (it is there now). Hopefully that will work for you. Link

EDIT: Removed outdated file
 
Ok, I can see both cities now. Pyongyang appears as CITY_TXT_ etc style. S. Korean UA does no show again, because it one cannot select South...
 
Alright, I think it may have been something to do with the Science per Specialist part of the trait. I suspect that the underlying XML function for that trait does not exist for people who don't have the Korean DLC. I've gotten rid of that part (and the similar trait I gave Pakistan), as well as addressed the TXT_KEY issue, so hopefully this new patch will do the trick.

EDIT: Old files removed
 
I just checked, and I can't believe it but I put the Traits file in the wrong folder. Therefor it wasn't overwriting the old file and consequently none of my trait changes were taking effect. I have fixed that error and hopefully now everything should work.

EDIT: Removed old file
 
I don't know why but after I've subscribed under the scenario and it has been downloaded by steam automatically my game doesn't recognize it and I can't check in into the mods to play it. It's simply not there. It's sad, I'd love to try this scenario, it looks really good to me
 
It is hidden in your additional maps "directory" :) Just select and scroll down to find the right maps.
 
The trade route bug is a known bug (although I failed to mention it, which is an oversight I will soon correct), but it is not a game-breaker. Sometimes there will be wild science transfers in the trade route setups (as you've noticed), but the bug doesn't turn up consistently and I've only ever seen it in the first turn (turn 0). If you get this bug, just put your trade units to sleep and set up your trade routes the next turn and everything should be fine. If, however, you find this bug on any turn past the first one, please let me know, as that would make the bug more serious than the mere annoyance that it is now. I have not been able to figure out a solution to the bug so far, but I will keep looking.

This isn't a bug in anything you've done. The game core DLL doesn't initialize its data structures for trade routes until the end of the first turn (assumes you can't get a trade route on turn 0, since you don't have a city, and none of the Firaxis scenarios give you a turn 0 trade unit). You can fix it with a DLL edit, which is something I did in my SiegeMod pack/scenario.
 
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