European Middle Ages Mod Resurrection

Ok, I finished putting in the New World victory. It's very different from anything anyone's posted and I hope you guys like it!

Projects:

New World Voyage
Requires Shipbuilding
+150% with Spices (first New World voyages were looking for a trade route with India)

North American Colonies
Requires Oceanic Travel and New World Voyage
4 Needed for Victory
+150% with Maize

South American Colonies
Requires Compass and New World Voyage
4 Needed for Victory
+150% with Slaves

Caribbean Colonies
Requires Compass and New World Voyage
3 Needed for Victory
+150% with Slaves

New Buildings!!! (don't require that New World Victory be enabled)

Contact with the Aztec
Requires Shipbuilding
+4 Trade Routes (in that one city)
Gives 1 Maize

Conquest of the Aztec
Requires Shipbuilding and Contact with the Aztec
World Wonder (only one can be built worldwide)
Gives 1 Slaves

Contact with the Inca
Requires Shipbuilding
+4 Trade Routes (in that one city)
Gives 1 Maize

Conquest of the Inca
Requires Shipbuilding and Contact with the Inca
World Wonder (only one can be built worldwide)
Gives 1 Gold

Contact with the Iroquois
Requires Shipbuilding
+4 Trade Routes (in that one city)
Gives 3 Fur

Conquest of the Arawak
Requires Shipbuilding
World Wonder (only one can be built worldwide)
Gives 1 Slave

Maize also acts as a food resource (gives +1 health).
 
By including the conquest of the Americas, isn't the timeline of the MOD going to be thrown off? I think you would have to take another look at the leaders, civs, UUs, etc. :confused:
 
I've been playing through another game, as Armenia, and it's pretty enjoyable. However, I'm playing on Monarch, and it's not that challenging. Very early I razed ALp arslan's capital, then grabbed jerusalem and plopped my own city down in that super-sweet site. Later I warred with Saladin over camels, grabbed damascus, and eliminated alp. Now I'm moving north again, having just captured batu's capital.
 
Broken_Hawk, you're right in that the conquest of the Aztecs and Inca didn't happen until the early 1500's, but, I think if we move the New World techs farther down the tech tree, it can be used more accurately as a victory type, if you know what I mean.
 
I understand what you mean and now I have grounds to lobby for the addition of Poland's Winged Hussars since they showed up around that time, maybe a little later. :lol: If I can get away with it historically I would like to add them to a 30 Years War scenario.
 
I think the problem is that the AI tends to fight wars in a more defensive style. Since there is no longer any uber-defensive unit, it makes it difficult for the AI to just turtle in their cities. Also, the addition of bombarding ability to nearly every unit means I don't have to worry about going for siege weapons at all. They're handy in the late game (although maybe even overpowered), but not necessary even then.

Given that statement, I would identify two other problems:

1. The buildings aren't numerous enough or powerful enough for me, the player, to worry about whether to build them or not. Either I don't build it because it won't do me very much good, or I build it quickly and then have nothing to build for a while again. This may be something unique to Armenia - after all, they seem to have tons of production with all those hills. Still, the AI is building all those buildings that don't do them much good (and may hurt them, like the walls and castle), while I'm sitting around building units. And keep in mind I normally err on the side of building things.

2. I felt like the AI didn't have enough workers, but that could be a vague mistake.


As for units: in my first war, which netted me Alp's capital and Jerusalem, I used spearmen. Once they got a few other units killed off and had the city attack promotion, they were unstoppable with their ability to bombard defenses.

For my second war, I did use nakharar, although I was still relying on spearmen then also, since I needed them for fighting the other spearmen.

Third war (with Batu): a mix, but for most of the actual combat I used foot knights, macemen, and pikemen. As far as I could tell, Batu didn't have a single maceman around, so my foot knights with city attack promotions could just tear through his defenders. Any knights he sent around outside the cities were easily picked off by my pikemen.

So what would I recommend? Maybe: make a few more buildings or make the existing ones a bit more powerful. Also possible: remove the bombard ability from a variety of early units. I wouldn't have been able to take those early cities with spearmen if they couldn't bombard (I'm not making that up, am I?) :)

however, I'm still having fun, and I'm a bit worried about how I'm actually going to get to any of the victory conditions at this point - it's not so easy, after all, that a domination victory is just around the corner. I am just about at the end of the tech tree, though...
 
Hello Ladies and Gentlemen;

I was just thinking what a great idea a Medieval Mod would be; and voila! This one is alive and well !

Anyway, I would love to help, if you have room for one more. I sometimes do web design on the side, so my HTML skills transfer nicely to XML. I'm also good at manipulating 2D graphics. I'm a fast and accurate typist, and enjoy history. Unless you need some spreadsheets, that's probably all I have to offer - I gave up on Python and SDK because it seems they cause my brain to melt.

Anyway, I only read the first five and last five pages of posts - it sounds like you are currently working on developing some new buildings. If you have anything on the to-do list that I could work on, I'd be happy to jump on in.

Sincerely,
Laina
 
No, this is civ Vanilla.

Check that the mod is placed in the right place in the directory tree. Also check that the folder that you place there is the actual mod folder, and not the unzipped folder... the mod folder will be a sub-folder of the unzipped folder and so that one, not the unzip folder, should be moved into the mod directory.

Do you have a Mac?... there are also issues with those.

Hope that helps... the mod seems to work and install ok for most people. Usual problems are just having it in the wrong location.
 
Also, I'd make Walls not depend upon there being a keep. Realisticly, walls around a city really aren't related to there being a keep there. Rather, keeps are precursors to castles and should be a prereq for Castles, but not walls.

This way, if walls are built a bit earlier (since they don't require a prereq building) they help in the early going. You could keep the experience bonus from Walls with that building, or attach it to Keep. Either way, an experience bonus to units happens a bit earlier than now.
 
I think the mint is a neat idea. You may want to consider making it into a building like the cathedral or the fair, though - where you can build more than one based on the number of prereq buildings.

Also, I was going to suggest a mod that I think might fit very well here - the cultural influence from battles mod. Are you familiar with it? It gives/reduces culture on the basis of battle outcomes. I think that would make a lot of sense in terms of the 'influence' dynamic you're going for here. If you'd like the thread for it, I can dig it up for you.

The walls thing sounds like a good idea. Maybe even give keep a +1/+2 xp bonus in addition to +1 culture?
 
How abut different types of walls? For example, near the beginning, most cities will be able to build wooden walls. Then with construction you can upgrade to stone walls if you have the stone resource, so that will give factions with access to stone more geopolitical value.

About Hamtastic's game, I think its impossible to only use one cavalry unit for your army, like the Nakharar. However, you can easily only use infantry units in your armies, like spearman and axeman. I think something should be done to change this. Mongol were overwhelmingly cavalry and they crushed European armies of spearman and axeman, however in civ that is almost impossible. An idea to strengthen the weak Eastern civs is to give regional Unique Units. For example, Tatars, Mongols, Turks, Armenians, and Hungarians should have access to Horse Archers, while Western European civs have access to more armored cavalry to offset the horse archers. Maybe for a later version.

By the way Head Serf, are you still working on your 500AD scenario?
 
Ok, I finished putting in the New World victory. It's very different from anything anyone's posted and I hope you guys like it!
It's a shame you allready have finished it, so I guess, I'm to late here. However, if you ask me, I would prefer something more medivial instead of New World things. This is, becouse you name the Mod "European Middle Ages", and not "European Discoveries" or such.

For Example you could rename (and probaly redefine) the "New World victory" to "election of emperor victory". Of cource all that needed projects should be renamed as well for that.

Here is a small example: Instead of "New World Voyage" there could be "Earldom". This will be needed for "Dukedom" and so on. The last thing may be "Electorship" or "Electoral Prince". This is some type of UN-Building, so one may become Emperor (UN-Secretary) and may initiate the diplomatic victory.
OTOH, this also could NOT working like UN, but replace the Spacerace instead. That way the Emperor is not elected, but has taken the crown by himself if he finished all projects first.

Well, I also would prefere the new buildings (not needed for any victory type) renamed. Contact with the Aztec -> replaced by "Hanseatic league" or "House of Fugger" or "House of Medici" ...
Requires ???
+4 Trade Routes (in that one city)
Gives 1 Trade good

I think, such things will fit in the middle ages much more then New World stuff. You know what I mean? If you want, I could add some more detailed suggestions.
 
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