European Middle Ages Mod Resurrection

I know they are not UUs but what about Slaves? Slavery was a common practice in the Middle Ages. Make workers (peasants?) more expensive and slaves cheap but less productive.
 
First of all I liked your mod but I had some problems:
When I want to end my turn, even I've finished all my orders the end of turn button doesn't become red so Enter button isn't working to end the turn..
When I construct a building,produce a unit etc the city doesn't ask me what should they produce next. I have to do it always manually.
When I finish researching a tech, there isn't any pop-up explaining the technology that I researched(I mean the window with the new abilities that gained from new tech) And also my advisorr doesn't ask me what to research...
I can't give orders to units expect I went on a unit and order it smt to do manually .(Normally idle units must be selected automatically to get a new order) Please help me...
 
Very strange...?? For my next game everything went ok.. These are computers so using them without any errors would be stranger than having strange errors :D:D Sorry to disturb you. Goodluck on your mod.
 
Another problem I noticed but forgot to mention. The envoy does not seem to have the "Explore" button available even though it's supposed to be the Medieval equivalent of a scout.
 
Thanks for noticing that Drtad, I'll try and get that fixed for the next version. My main goals for 0.5 are to have a stable, completely playable and mostly graphically up-to-date mod so that new scenarios can be made and people won't have any big problems with the mod.

I've been messing around with a new skin for the Russian Tys'atsky, and I'm having trouble making anything that looks quite right. If anyone has any ideas, for any of the UUs really, please tell me. BTW, a Tys'atsky was basically a military commander position for Novgorod, not an actual unit per se.
 
I've been thinking about refinements to the spaceship (exploration) victory.

As far as I can see, there's very little to it right now, and it's sort of broken.

The victory right now involves finding the new world as the ultimate ends... while this makes sense for the Western Europeans, it makes little for either of the med or islamic civs.

So I've been thinking of the possibility of two or more different spaceship victories...

my inquiries, as yet unanswered, are in this thread...

http://forums.civfanatics.com/showthread.php?t=201422

Anyhow, if more than one spaceship victory is possible, I'd think, due to the differing goals, and end positions of the different civs, these are possible ones...

-Establish permanent colony in the new world
(this is for West European civs)
-Establish trade embassy with China
(this might be for Mediterranean Civs), and Maybe SW Europe/North Africa
-Secure the Silk Route
(this would be for civs astride this route like Persia or the Turks, and maybe Byzantium)

Things like founding a series of colonies in different places, or establishing trade missions along a route, or providing valuable gifts to various Monarchs along the way would comprise the modules and components of the "spaceship" in varying numbers.

Of course all this is moot if more than one spaceship victory cannot be created.

Nevertheless, creating some number of colonies along the West African Coast could be attached in lieu of spaceship parts to that part of the Exploration Victory, and similarly for the other stages...

Naturally, the spaceship victories should be equally difficult, though different... perhaps Spice Resources might be needed for creation of a series of Indian Colonies, for instance, while Silk might be needed for an equal number of Trading Posts along the Route. Equivalent in Tech required, and in needing a resource, but differing slightly in substance.

I'll refine the idea further when I've more info.
 
Firstly, it should be extremely simple to create multiple "spaceship" victories, the challenge (impossiblity most likely) however, is making them only possible by certain civilizations. This could obviously be unimportant if you make it so that there are resource requirements, as you said, that would favor certain victories in certain regions. Also, I might be able to do something with flavors to influence the AI of different civs to try to get different victories.
 
Isn't it as easy as Civ III, at least to assign it to a specific Civ, or Civ Group. Give each Civ (or geographical group) a starting Tech, call it "Civ Name" Cuture, make it non-tradeable, and make it and/or prereq for the Project.

For instance, prereqs for "West Africa Colony" might be Seafaring tech and any of Spain Tech or Portuguese Tech or Moor Tech. Alternatively, we could give all the civs with similar goals the same tech, non-tradable again, such as Silk Route tech for Persia or the Turks.
 
You're right, I hadn't thought of that. However, maybe the civilizations should have access to all of the victory types. I mean, if Arabia conquered and held say, Spain, wouldn't it be possible for them to make New World Colonies? Just a thought.
 
True enough... perhaps they could be made relatively more difficult for each civ, somehow? For instance, a Silk Road component that requires Camel resource, for instance, would be relatively more difficult for a Western European nation for acquire than one in Arabia. However, resource based difficulty doesn't work well when resources are randomly placed on maps, unless one is very particular about the terrains resources are generated in so geographical concerns make sense. It's easy with Camels, for instance, which always generate in desert, now, however Silk and Spices, though outside the map in reality, show up as caravan routes in game, and can appear all over the map, depending upon terrain placement.

Or, we could probably do something with tech cost, as well... for instance, Silk Route tech could have prereq "Or" techs of varying costs depending upon the civ. This would be better than based purely upon resources.

Or we could mix these together.

Anyhow, I'm thinking I'll make a list of possible victory conditions and components needed...

off the top of my head, though, the following seem vialble...

1) Northern Grand Trade Monopoly... extended Hanseatic League victory for Baltic Civs
2) New World Colony
3) Spice Route around Cape of Africa and up to India and Indonesia-sub-set of this would be Egyptian/Arab East Coast of Africa and on to Malaysia/Indonesia
4) Silk Route Control - Persia, Turks, Turkic People
5) Silk Route Trade Empire - Mediterranean civs (ala Marco Polo)

Each would have components based upon tech... for instance, New World Colony might require 3 Grand Banks fishing fleets, or if you divide off Spain/Portugal... 3 Caribbean colonies. Silk Road may require 7 gifts to Monarchs on the route, or the Persians/turks may require control of 7 oases. Hanseatic may require, after the creation of the leagut, 7 cities to join (not joining your civ on map, but the league as spaceship modules). Again, the exact requirements need to be thought on a bit...
 
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