The status on that Medieval Phantasies mod is: 'Tragedy' (and I don't mean that I never found a suitable leaderhead for Satan). I did massive amounts of work on it but took a lengthy break from civving before I ever got to complete it. However, I made sure to save it all in a harddrive because I don't like unfinished business. What I did not make sure of though is that it was all properly saved. I actually went to that harddrive to find all those files about a month ago and discovered that there was some 'orphan folder' tragedy which had taken place. So all those files, everything, the whole caboodle, has been lost. However, I do still have print outs of all the plans I made for that scenario. So who knows...
But I'm not the kind of guy who enjoys having lots of projects on the go at once and never finishing any of them. So I'm very much focused on gathering feedback from players on Hegemon and getting it to a properly polished state and releasing that before I do anything else. I hope you'll agree that this one isn't that far off now.
Hope you're having fun with this. Just posting with a status update and a request for some assistance with info.
Update:
The new and improved version is quite far progressed now in the workshop of Rambuchan. I've implemented lots of new features that I was planning on doing. These now add the further strategic and historical detail I planned to bring in. I have also managed to fix certain things that needed to be. Amongst these new features and fixes are (and please feel free to chip in with thoughts/criticisms/new ideas):
- Disabled sea trade and gone for the old 'palace air trade' trick to speed up turn times further (islands will still be able to trade, don't worry and thanks to King Coltrane for his insights here).
- Cropped the map, removing the far north and south.
- Found and added very nice icons for the Hegemonic Resources. These are either based on the episema of a city state or coins from the times, depending on the nature of the resource. Some screenies in the spoiler.
Spoiler:
Clan Resources: Attic Tribes (yellow spiral), Argives (snake), Corinthians (Pegasus), Dioscuri Cult for Spartans (the white with red arch shaped instrument).
Hegemonic Resources: Delian League (Athena's owl) and Argive Ally (Medusa head).
Clan Resources: Macedonians (shield with Sun of Vergina), Thesprotians (horse coin), Pythia (prophetess tripod round Delphi), Thebans (bottom right), Phocians (black and white episema)
Hegemonic Resources: Aetolian Ally (javelin head bottom left), Thessalian Ally (green horse head)
Clan Resources: Ionians (lady's head on coin), Lydians (lion head coin), Islanders (Arion riding dolphin - this allows improvements on islands for trading with mainland)
Hegemonic Resources: Samians which is part 4 of the Delian League (double facing lion head)
- Added a whole new line of strategic "Clan Resources", which also use episema for icon graphics. These do three things:
(a) Align each of the significant civs more closely to their geographical homeland, thereby leading on to...
(b) Give rivals an extra level of complexity and strategic targets to go for during war.
(c) Add further flavour and character to each of the significant civs by allowing the building of unique 'Camp' improvements, such as 'Theban Camp' or 'Epirotes camp'.
?(d)? I'm debating whether to link these clan resources to the unique units. It'd be great if they were, meaning you can deny a civ their UU if you kick them out of their homeland. I'm just a bit wary of crippling the significant civs too much by doing this, as the minor civs don't have clan resources nor units requiring them. Any thoughts?
- Added a new line of Unique Improvements for the significant civs in the game; the camps mentioned above. These are only buildable by the relevant civ in the region where their Clan Resources are to be found (resource required in city radius). These camps do two things really:
(a) They auto-produce the new Champion unit mentioned below, the only way of getting them. The more powerful the civ, the more clan resources and therefore camps and champions they can produce.
(b) Give each significant civ a unique flavoured building too. So, for example, the Lydian Camp boosts commerce and reduces corruption, thereby aiding them in the building of a large and wealthy empire.
- Added three new powerful units, which are only built by wonders and improvements:
~ Champions: Supermen of the Archaic Era with the Stealth Attack ability, allowing them to pick out other champions and have a showdown, or just take out the specific unit required.
~ Confederate Hoplites: Hardcore multi-units (see Serpent Column note below).
~ Phalanxes : Also hardcore multi-units (auto-produced by Phillip II's War Academy). It'd be great if there was a multi-unit that somehow combined Pezhetairos and Companion Cavalary for the Alexander's Conquests wonder, but I couldn't find such a thing.
- Added a new wonder: The Serpent Column, which represents the confederation of city states that came together to repel the invasion of Xerxes. It becomes available from Unity tech, requires Democracy to build and also some clan resources from the region of Delphi and the Peloponnese. Once built it auto-produces Confederate Hoplites and does other funky stuff. (The other two late game wonders that produce hardcore units now also require the Macedonians clan resource.)
- I'm also working on cleaning up the unit upgrade paths, which is tricky given the fact there are quite a few units which are available to many civs and should then upgrade to different units. El Justo has shared some of his wisdom here, so I'll get there!
- I'm also cleaning up the icons that need to be, thanks to the insights of Blue Monkey.
Info Requested:
- Population Head artwork. The only Greco-Roman pop head graphics I found are a bit too photo real looking and therefore clash a bit. Does anyone know of any good pop head graphics please?
- Governments. Insights and ideas on the features of the governments and getting AI to use them. As I mentioned, this area isn't really a strength of mine. In my test games, I've pretty much always run with Monarchy. This is because I conquer or build lots of cities, which support all the units I need and the commerce works just fine. So much so that I don't need to switch to Imperialism in the final era as I'm able to walk it home with Monarchy. I have noticed the Thracians go with Diarchy for the communal corruption to aid their large kingdom and I've also noticed civs switch to Monarchy to build their unique wonders that require that government. Sparta, however, don't choose Diarchy, which is a shame.
- Pedia and Unit32 Icons for the new multi-units. The two multi-units I've introduced are in posts #1 and #11 in this thread. However, they don't ship with either pedia or unit32 icons. I'm fairly sure folk have used these before in mods, but wonder what those guys did about icons.
- Radar towers. I jumped back into Herodotus and noticed an interesting detail worth adding in. At the Battle of Salamis, some guys were sent to fetch the 'images' of certain heroes, to aid, encourage and bless the Greek army. This seems to me the best thing to put in for radar towers. However, I'm struggling to find any artwork that may be suitable to use for this kind of radar tower. Any ideas or knowledge of existing graphics that can be used here?
- Leader names. I've been looking at sorting these out but there will likely be some ideas from knowledgable folk, so I thought I'd ask. This is the list so far, with gaps:
Spoiler:
Sparta: King Leonidas
Macedonia: King Alexandros, or I might go for Phillip II.
Athens: Not sure whether to go for General Pericles or a more administrative kind of guy, such as Solon or Cleisthenes. I'm leaning towards the latter as they would both fit with the leaderhead, which looks nothing like Pericles, and also to provide something different.
Lydia: King Croesus
Thebes: Statesman Epaminondas
Corinth: Tyrant Periander
Argos: King Pheidon
Thessaly: Tagus Jason of Pherae
Phocis: General Onomarchus
Epirus: King Pyrrhos
Lokris: ????
Aetolia: King Toas? (He led the Aetolian contingent in the Trojan War)
Mycenae: King Agamemnon?
Elis: King Augias?
Messenia: King Aristomenes?
Troy: King Priamos
Aiolia: ????
Ionia: ???? Probably some tyrant?
Caria: King Mausole?
Phrygia: King Midas
Bithynia: King Phileas?
Crete: King Minos?
Cyclades: King Eurypilos?
Dodecanese: King Kleobulos?
Euboia: ????
Kerkyra: King Alkinoos?
Ithaka: Penelope
Thrace: King Tereios??
Illyria: Queen Teuta
Chalkidike: ????
Chersonesos: ????
According to Oswyn Murray (historian) Aristagoras was an Ionian leader. I've placed a link here which mentions Aristagoras; it might be worth your while browsing the website for other info.
Quick thought on turn times / map : There's a whole lot of empty sea - basically the whole lower section has no islands. Trimming the map will speed up things on several counts.
Diarchy vs. Monarchy - I consistently choose Diarchy and stick with it until better gov'ts are available. The other stats are worth the wonder trade-off. Is the AI's behavior in tests due to resource availability? No resource, no Wonder. Sometimes I research branches on the tech tree based on what resources are in my territory or easy to take over.
I would go with Aristagoras (over Histiaeus)... he had more of a role in the Ionian revolt (although there are some cool stories associated with the latter too).
I would honestly argue Pericles. Make Cleisthenes (and Solon) great scientists/builders/whatever. Pericles is without a doubt the most important leader of Athens (even if you dont like him). Theres plenty to be said for the others (and Peisistratus, draco, etc) but i think pericles makes the most sense.
Overall the changes look good and i can devote some time to testing in the next few days. will report back!
The changes largely look good, but I'm a bit confused by the, "palace air trade" bit. I've also noticed that that entire region of Greece is no match for Sparta, when it has a few Palaestra, the spartan wonder, and possibly the Temple of Hermes. I'm aware Sparta was a bit of a power house, but I wonder if this uber early strength is intentional.
I found this little gem online; whilst it might not be something you could put in a mod, it's quite interesting really. Perhaps it could lead to an espionage/secret messaging tech for an improved worker? Here's the except (which could be a civilopedia entry ) :
Tattooing has been used as a way of smuggling secret messages across enemy lines in times of war.
The 5th century BC Greek historian, Herodotus, records how Histiaeus of Miletus, who was being held against his will by King Darius of Susa, sent a tattooed secret message to his son-in-law, Aristagoras. Histiaeus shaved the hair of his slave and tattooed the message on to the man's head. The slave was told that the procedure would cure his failing eyesight. When the slave's hair had grown back sufficiently to hide the tattoo, he was sent to Aristagoras, who shaved his head and read the hidden message. The message instructed Aristagoras to begin a rebellion.
Very helpful feedback and suggestions my good fellows. Thank you kindly. I'll respond on leaders right now and the other points a bit later.
Aristogoras of Miletus is definitely the man for Ionia's Leader. I read the suggestion and immediately did a face palm. How could I have forgotten? As King Coltrane points out, he was a key figure in the Ionian revolt against Persian rule and led the attack on Sardis. I shall make it so.
I can understand why Takhsis thought there was more than one Aristogoras. There are in fact three men of that name who appear in Herodotus's Histories. The other two are Aristogoras of Cyzicus and Aristogoras of Cyme. These guys were involved in the debate, led by Miltiades of Athens, over whether the tyrants should start an uprising against Persia. Confusingly, Herodotus mentions that the latter Aristogoras was "the only distinguished Aiolian present" at the debate - but I ain't going to have yet another Aristogoras as their leader in game, even if it does seem the name was something of a "Dave" in its time!
Regarding Pericles, yes, I'll just have to go for him as the Athenian leader. He is of course the outstanding figure in their history and I would be foolish to 'try and do something a bit different' here just for the sake of it.
Rob - I suppose there's a leaderhead for Pericles somewhere already? Do you know who that grey haired character I'm currently using as the Athenian leader is supposed to be (and who made the LH)? If that info is known, it'd be good to get him in the right place for the right civ. If not, then I might switch him to be the leader of Thebes, Statesman Epaminondas, as he looks like quite a distinguished statesman, political maestro type of a guy.
Still lots of gaps and questions in the leader list above that need filling and answering. Do please shoot with further ideas.
Quick thought on turn times / map : There's a whole lot of empty sea - basically the whole lower section has no islands. Trimming the map will speed up things on several counts.
Yes, that's been done already with the updated biq that's in the workshop here.
King Coltrane - FYI, I cropped the latest (unreleased) version with the following settings:
X axis: 0-180
Y axis: 14-156
I haven't yet test played with the cropped map, as I'm busy implementing all the things I posted about before I do so. You might want to go ahead and crop before you play though. Shouldn't make too much difference to game play. Turns times are much faster on v1.12 already, but doing this will obviously go further. And the next version with palace air trade will do even more.
geminisama - I'll explain more about this air trade thing and how it changes things for the better and what one must do (slightly) differently when I get time. Let me know more about Spartan power please. They've done very well in my more recent games too, though crumbled in much earlier versions. Definitely the top dog down there at the moment. Might just be little tinkering that's needed. I need to decide whether to curtail their power, or beef up competitors like Athens and Argos and Corinth, or do both. Your insights and advice on this would be highly valued.
BTW, I've got a very good game going on with the Macedonians with v1.12 of the biq attached in the OP. I faced heavy raids from Thrace, who are belligerent in the extreme, and kept the Illyrians from doing the same with diplomacy. I managed to fend these two (and others) off and keep my eastern holdings intact long enough to get through to the super hard Macedonian troops that kick in in the Hegemonic Age. I'm now routing the Thracians and making heavy inroads towards the Greeks in the south. Muahahaha.
Macedonia: King Alexandros, or I might go for Phillip II. Everybody goes for Alexander. Pick Phillip. Athens: Not sure whether to go for General Pericles or a more administrative kind of guy, such as Solon or Cleisthenes. I'm leaning towards the latter as they would both fit with the leaderhead, which looks nothing like Pericles, and also to provide something different. I vote for Solon Lokris: Ajax of Trojan War fame Mycenae: King Agamemnon? Of course Elis: King Augias? Augeas? Only if he comes with a stable. Aiolia: ???? King Attalus Ionia: ???? King Gyges Ithaka: Queen Penelope Illyria: Queen Teuta - You just want to use Rob's sexy leaderhead Chersonesos: ???? Tyrant Spartocus
Rob - I suppose there's a leaderhead for Pericles somewhere already? Do you know who that grey haired character I'm currently using as the Athenian leader is supposed to be (and who made the LH)? If that info is known, it'd be good to get him in the right place for the right civ. If not, then I might switch him to be the leader of Thebes, Statesman Epaminondas, as he looks like quite a distinguished statesman, political maestro type of a guy.
Piernik did the original Athenean leader Demosthenes; I did a revamp of some of Piernik's work - you can find Demosthenes here.
Other leaderheads (of mine) that you might consider are pictured below; they're all in the Civ III leaderheads section of the downloads database. I think you may be using one or two of them already.
Brilliant Rob. Thank you so much. Loving that Pericles. He's going in for sure. I've already got a bunch of others of yours from the ADII demo. I'll be sifting through those and putting them in the upgrade. Some truly great LH options thanks to your creativity that will surely polish up this baby further. Thanks for pointing me to the DL database for the LHs too. Still remembering and finding my way around the sprawling riches on offer here!
I found this little gem online; whilst it might not be something you could put in a mod, it's quite interesting really. Perhaps it could lead to an espionage/secret messaging tech for an improved worker? Here's the except (which could be a civilopedia entry ) :
Tattooing has been used as a way of smuggling secret messages across enemy lines in times of war.
The 5th century BC Greek historian, Herodotus, records how Histiaeus of Miletus, who was being held against his will by King Darius of Susa, sent a tattooed secret message to his son-in-law, Aristagoras. Histiaeus shaved the hair of his slave and tattooed the message on to the man's head. The slave was told that the procedure would cure his failing eyesight. When the slave's hair had grown back sufficiently to hide the tattoo, he was sent to Aristagoras, who shaved his head and read the hidden message. The message instructed Aristagoras to begin a rebellion.
Yes, I love that gem too and remember it well. There's another (not quite as dramatic) example of such discrete message sending in Herodotus. Something to do with wax over a wooden board. The wax was melted, a message carved into the wood, wax put back on and sent. When it arrived at the other end the recipients were mystified until one lady realised what must be done. This sort of thing happened a lot it seems.
I've fished out another truly memorable story from Herodotus for people's general interest, not the greatests translation sadly, but at least you get the story. It's not that I have a fascination with castration or anything, it's just (a) a very striking and horrifying story and (b) a shining example of one of Herodotus's main themes: Revenge.
Herodotus: "The Revenge of Hermotimos" said:
"Of these Pedasians was Hermotimos. And this man of all persons whom we know up to this time obtained the greatest revenge for a wrong done to him.
For he had been captured by enemies and was being sold, and Panionios a man of Chios bought him, one who had set himself to gain his livelihood by the most impious practices; for whenever he obtained boys who possessed some beauty, he would castrate and make eunuchs of them, and then taking them to Sardis or Ephesos sold them for large sums of money, since with the Barbarians eunuchs are held to be of more value for all matters of trust than those who are not eunuchs.
Panionios then, I say, made eunuchs of many others, since by this he got his livelihood, and also of this man about whom I speak: and Hermotimos, being not in everything unfortunate, was sent from Sardis to the king with other gifts, and as time went on he came to be honoured more than all the other eunuchs in the sight of Xerxes.
And when the king, being at that time in Sardis, was setting the Persian army in motion to march against Athens, then Hermotimos, having gone down for some business to that part of Mysia which the Chians occupy and which is called Atarneus, found there Panionios: and having recognised him he spoke to him many friendly words, first recounting to him all the good things which he had by his means, and next making promises in return for this, and saying how many good things he would do for him, if he would bring his household and dwell in that land; so that Panionios gladly accepting his proposals brought his children and his wife.
Then, when he had caught him together with his whole house, Hermotimos spoke as follows:
"O thou, who of all men that ever lived up to this time didst gain thy substance by the most impious deeds, what evil did either I myself or any of my forefathers do either to thee or to any of thine, that thou didst make me to be that which is nought instead of a man? Didst thou suppose that thou wouldest escape the notice of the gods for such things as then thou didst devise? They however following the rule of justice delivered thee into my hands, since thou hadst done impious deeds; so that thou shalt not have reason to find fault with the penalty which shall be inflicted upon thee by me."
When he had thus reproached him, the man's sons were brought into his presence and Panionios was compelled to make eunuchs of his own sons, who were four in number, and being compelled he did so; and then when he had so done, the sons were compelled to do the same thing to him.
Thus vengeance by the hands of Hermotimos overtook Panionios."
Anyway, as you say, it's difficult to see how one can weave such details into the game. Though I'm still hanging out for someone giving some insights to the 'holy images' for radar towers idea. I suspect that's easier to bring in.
geminisama - I promised you some explanation of the 'palace air trade' trick that will come with the upgrade and here it is:
Basically, one of the things that happens during the inbetween turns is the computer calculates all the possible trade routes in the game. When you have a lot of civs, with a lot of cities and thus a lot of harbours conducting sea trade, and on top of that a lot of tiles, this takes quite some time and thus you get lengthy inbetween turn times.
So, one of the tricks to pull off to get those turn times down (and I've implemented many others already in the released biq) is to reduce the 'points at which trade is conducted'. In other words, get rid of sea trading altogether. Instead, you set the palace to conduct air trade. This means trading is effectively done out of just one city per civ and all that computer calculation work is very much reduced.
Now there are of course consequences in doing this and that's why I initially held off doing it. The two consequences of significance are:
(1) Your palace acts as the trade hub for your whole empire. If a city isn't connected by roads to your capital then it doesn't get any luxuries or resources that are coming into your trade network. So do bear this in mind when the upgrade comes. It's not too big a deal actually.
(2) Islands are obviously a problem when doing this, as you can't connect them to your capital by roads and harbours ain't an option either. Given the Aegean and Mediterranean as the setting for this scenario, I was naturally very concerned about this. The workaround for this, however, is to bring in improvements that allow air trade - but only on the islands, so you don't have too many trade routes coming back into the game for the computer to calculate. (My hearty thanks to King Coltrane for suggesting this workaround).
That's why the upgrade will have the "Islanders" resource you can see in the screenies I posted above. They appear only on islands (of course!) and the improvements that allow air trade on these islands require them within the city radius. Once you've built these improvements, your island holdings will then be able to trade (via air) with your capital and thus luxuries and those key Hegemonic Resources can be accessed by the rest of your empire.
At present, I've called these island trading improvements "Exchanges". It's a pretty lame name and I'd be open to suggestions from others for a better name for them.
Hope that makes things clearer
7Ronin - Many thanks for the LH input. Very helpful in filling in some gaps.
If I can find a suitable free LH for Phillip II then I will go with him. The whole Hegemonic Victory is very much designed around what he achieved anyway. Definitely going with the sexy Angelina Jolie styled Queen Teuta. What's wrong with that?
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