::Edad De La Exploracion 1490 - 1900:: version 2.0

All right. Well, I think that the most disturbing problem is that none of the Europeans ever decide to venture to the East Indies. Maybe to alleviate that problem, you could increase their value by making them denser with the treasure-producing resources, and also more hospitable. You could also try strengthening the African and North American natives, to make colonisation here more difficult.

Also, another somewhat bothersome detail is that I frequently don't want to update my older ships, as they're able to travel freely in coastal waters. Newer ships should probably be strictly preferable to older models.

These are mostly matters of gameplay, of course, and probably fall to the problem of historical inaccuracy.
 
As for the East indies I can remove a bunch of the barbs and add some more to NA, I also will make the caravel, carrack and fluyt not have ignore cost on coastal terrain any longer.
 
:p Ignoring you :p

You can't expect people to continuesly post... Especially if there's no bugs which to report. Besides, you've already got 8 pages of replies (most of which are you're posts but that's besides the point) and that is more than most scenario's get. The one's which get posts all the time are the ones which interest the most people (WWI/WWII mostly).

That's that for the whining part, now to your question: I don't know, I haven't got the time to play this or anything else relatesd to civ. Mostly because I'm (once again) a bit tired of civ. Now I'm playing Locomotion & Triplane.

btw, no offense meant by the second paragraph. You can stop making this whenever you want to ;)
 
I'm not wining i'm stating a fact. I cannot make updates without the community bringing suggestions. I'll assume its perfect and leave it alone. It seems interest in this has waned when i see "Zombie Island" getting more posts of late I have to say its pretty sad.
 
Well, yes, it's always sad when ones creations don't get any feedback. The same thing with my Pirates Scenario: It took a lot of time and only 5-10 different persons have actually said anything about it. That's where download counters come in: You can see how many times it's been downloaded.

Btw, the Zombie Island scenario is actually quite nice.
 
Yeah I liked Zombie Island. This scenario has a good premise though, I wouldn't give up. I also wouldn't complain out loud, its bad form.
 
Once again sir, I'm not complaining, for the last time.

I'm stating a fact, no feedback no more new versions. I have to have improvement in order for a new release and to improve it i need testers. I also wanted help with the civlopedia entries, no help no civlopedia. Thats that i guess.

If this were world war 2 or I were the type to dump every imaginable unit graphic in with terrain mod the thread would be 15 pages long right now, but thats my lot.
 
Ok i realized you guys are right and I'm out of line, fact is we though we love attention and collaberation, we love modding even more because we need to have things a certain way, the way of the modder...hard life but i chose it.

So let me get to the real point behind all my whining,

1. I need a dude thats as into this era as I am to help me make 3.0 the best thing, ever. Someone to help make some decisions and help with the civlopedia text.

2. I need a few testers that will play this scenario and tell me things i may have missed, I also have some specific questions that need answering such as rather or not the AI uses detector ships or not and how the balance between civs feels.

Now I want to say thanks to GRM7584 and Paasky and King Coltrain and others that I may be missing for really good help and I hope you guys would volunteer for one of these roles cause I have a vision for the best scenario this site has seen.
 
stay tuned for 3.0, after testing I've found a few crashes that will be addressed and I will be addressing gameplay and will have a completed civilopedia text. The goal for 3.0 is not to add more but to make sure everything works and fix what doesn't, its the completion patch. Stay tuned, meanwhile i could use some testers and civilopedia writers, volunteers?
 
On my download of your scenario, I made some tweeks to it, especially in Africa regarding resources but not confined to it. I can help with some other ideas too pertaining to the era. I really like this scenario and appreciate your work on it, so just let me know what help you need and I will give it a go.

Regards,

Imperialist
 
just test for playability issues by playing, buti have a new bic, I'll upload soon, i've made changes so testing should be based on that. in the meantime tell me whatever you see in the present version. Also i need civlopedia text filled out.
 
Well, here is some feedback on the bic and whatnot.

As mentioned before, I think the lack of resources in Africa in particular needs to be corrected. I could send you mine if you desire or just write out additions I have made.

On the subject of Africa, I do not think you should have a Portuguese colony as "Rio de Oro" in Africa because that was a Spanish territoy and Spain still lays claim to the territory of Western Sahara, where Rio de Oro is. I think if you give the Portuguese an outpost as Luanda (Angola) (originally Sao Paolo de Loanda), it would be more accurate as the Portuguese had influence over the tribes by 1491, as well as it representing one of the foundations of the Portuguese slave trade, albeit the trade in general. Or, the Portuguese could get a base at Sao Jorge de Mina on the Guinea coast. I am not too sure where it specifically is (modern Elmina - unsure of locale). More resources in Africa would encourage further colonization as the Guinea coast was dotted with forts and trading posts from all major colonial powers throughout the period of the scenario.

I agree with that post somewhere else on this thread regarding the lack of colonization efforts in Asia and the East Indies and Africa. The next bic should aim to correct this. One thing that I was thinking was to give some nations outposts in the area. For example, the Portuguese established a trading post in Goa on the west coast of India in 1498, so maybe if you wanted to add that in (I know, I know - the scenario starts in 1490...) as well as some other outposts for other powers in the general area, it might expedite colonization. By the early 1500s, the Portuguese controlled or held influence over large swathes of Africa (especially southern and eastern). But at the same time, we do not want to lose track of the colonization of the Americas...

OK, some things that I have altered on my own bic - unit strengths, specifically the defense of the French musketeer and the to 3 from 2 with the rationale being that early musketeers seem to have a higher value on the defensive or from fixed positions. I don't remember if I raised the stats of the Arquebusier b/c I wanted to maintain the Musketeer's "uniqueness" as a UU for France. Either way, it's a thought. Also, I increased the attack value by one for "Line Infantry" and the defense value by 1 for the Line Infantry's period couterpart whose name escapes me at the moment. (Sorry for some of the vagueness as I am not on the usual computer I play Civ on and therefore cannot refer to the game and have not played the game in a little while due to other real world activities.) I fooled around with ship movement values b/c I thought it takes too long to circumnavigate the globe (I have not yet tested my fixes though, so I do not know if it was a good idea). Also regarding ships, I agree with some other post in the thread that the later ships should have better attributes to make me want to upgrade to them. Furthermore, I have lowered the cost of producing colonists from 80 to 60 as I felt that colonizing the new world was taking a long time. This I need to test. Basically, as it turned out, I had explored most of the world with explorers and soldiers but had only 6 colonies total! Also I believe the high cost of the colonists might discourage European powers from building them - I was playing as France and noticed that the Russians ventured to build a colony in Ethiopia while the other European powers (except the Dutch) had at most 3 other colonies. I also fooled around with the date system b/c the way it was originally set up, earlier colonization was being sped through rather quickly (eg. 25 months per turn for first 50 turns or something like that). As I type this, however, I think it makes some sense as most of the powers truly began expanding in the 1600s and 1700s. I did not play as Spain or Portugal and they are the ones who expanded during the early period of colonization, so as long as they have several settlers immediately ready to sail, then that part would be settled. This just needs to be compatible with the other aspects I mentioned above regarding timing, etc, for it to work properly.

Also, just as a thought, maybe 1900 is too late for the game to "end." I have not made it that far by any means, but just a thought. Maybe more something along the lines of 1850 and I say this because you have in the game the "Holy Roman Empire" (HRE) By 1900, they were long gone. By 1850, HRE was still technically in existence even though Prussia and Austria were the dominant players within the so-called "empire." By 1873, the HRE was basically obsolete with the unification of Italy and Germany complete. Plus, ending in 1850 allows the Napoleanic era "Fusilier" to be the ending unit, so to say, of the game, and not go into the "Rifleman" era. Having it ending earlier also allows some level of avoidance of Italian and German colonization efforts in the late 1800s after unification (Italians in Africa, Germans in Africa, Asia and Pacific).

I'll probably have some other things to discuss, but I have spent a while already at this post getting various accurate (?) information and trying to organize my thoughts. Let me know what you think and we can collaborate on the next release.

Regards, Imperialist.
 
Actually Napoleon dissolved the HRE in the early 1800s and replaced it with the confederation of the rhine. But strange enough, I just completed my first real game of this, and was about to post just what you said. I found it alittle odd to have some of the earlier civs running around then..Only thing is, I like alot of turns in my games. I really loved the feel of the whole scenario though. Renaming the Mongol cities would be cool too, but not nessicary since they all get taken.
 
Goodthoughts!! I'llgo through and test the concepts as i encourage you to do as well. The year "1900" is really just a decoration anyways, fact is there is no time limit to the game because I hate time limits and the year is merely a reference, not of actually consequence.

Also were limited by the game which doesn't allow nations to change names as time progresses.


I'll look over the rest of these ideas and hopefully together we can make 3.0 awesome!! Load up your bic when your done so i can have a look.
 
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