CurtSibling
ENEMY ACE™
Dust off those pith helmets, gentlemen! It's time for the grand campaign!
Imperialism Version III v6
NEW UPDATE! - 09/5/21
Important! Requires ToTPP version 0.16
Current scenario zip is attached below:
Imperialism III features include:
Basically, the goal is the same as earlier versions, build your home nation's infrastructure, seek out new
areas to conquer or trade with. You can either build a socialist utopia, or a monarchist autocracy. Each
empire begins with a slew of capable forces and enough units to grap some territory or defend what they
have, but all have economies that are straining. Growth and science must be husbanded to gain access
to the eventual 1900s-era weapons and the supremacy these will bring...But that is a long road!
I'm hope some people will give this totally new version a roll, and be warned, this is indeed the grandest
of all campaigns so far. The adoption of Lua has really opened doors in what can be done in CIV2, working
with ToTPP, giving challenging restrictions of city development...No more increment-building dreadnoughts
in that backwater colony far from the industrial heartlands.
Now the home cities are the heart of your empire, where you will ship out your best troops to the frontiers.
The AI handles things differently too, I have seen three-way battles in China, Boer lands and the Balkans,
with empires swiping cities and losing them again. All empires present a challenge, with some being an
exercise in management, with mighty rewards to reap later, and others being in the thick of it from the start.
I recommend jumping in and trying things out. If you are unsure what units do what, take a look at the icon,
and you'll see what each unit is for. Cavalry for recon and soft attacks, artillery for city attacks, and infantry
for stack defence. Special units like generals, elites, agents and marines are useful in a myriad situations.
Look at the pedia entry and see what the unit can do. I will list a read with all unit roles and uses soon.
Finally, I wish to thank @Fairline for his peerless unit work, giving this scenario the sort of looks that bring the
era to vibrant life. And to @JPetroski and @Prof. Garfield for their endless patience with my early attempts
with Lua, and helping with advice and examples. I still have much to learn, but this is my first foray.
The scenario here is very much a work in progress, and I will add features and update as I increase my
ambition. For now, things are in a playable state, and I am happy to hear feedback or bug reports from you!
Enjoy, and may the sun never set on your empire.
Imperial glory awaits you!
Imperialism Version III v6
NEW UPDATE! - 09/5/21
Important! Requires ToTPP version 0.16
Current scenario zip is attached below:
Imperialism III features include:
- New stats and balance for all units. Battles will be more exciting and with varied results.
- Cities now grow much slower, and Republics no longer experience happiness super-growth.
- The new Lua framework makes development of cities more challenging and logical.
- City improvements now have prerequisites and population size requirements.
- Barracks must be built in order to train soldiers. Other units need certain improvements.
- Heavy industry takes a long time to grow, so becomes more of a strategic choice.
- Certain cities and areas allow you to train specific colonial units and armies.
- World wonders now all have city conditions that must be met.
- Agents are now buildable (but expensive) with one specific capital city wonder.
- Engineers can be trained at any time in the capital. They have a high cost.
- New higher difficulty levels, only for the bravest colonial heroes.
- Tweaked techs leading to the trade menu. Now available to all civs from the start.
- Updated Terrain1 and Terrain2 files featuring new rivers and oceans.
- Minor unit obsolescence tweaks and some redone resource tiles.
- New Lua features added. Mfg Goods and Truck plunder events.
- Minor edits to unit stats. Russian elite regiment power reduced.
- New buildings and wonders icons.
- New terrain graphic tweaks.
- New imperialistic City.bmp graphics.
- New easier to read People.bmp graphics.
- Tweak to Versailles wonder. Obsolete with Democracy.
- New sounds for naval and some barb wonders.
- Some tweaks to unit stats, and some barbs are now un-bribable.
- New City national UI graphics for each Imperial faction.
Basically, the goal is the same as earlier versions, build your home nation's infrastructure, seek out new
areas to conquer or trade with. You can either build a socialist utopia, or a monarchist autocracy. Each
empire begins with a slew of capable forces and enough units to grap some territory or defend what they
have, but all have economies that are straining. Growth and science must be husbanded to gain access
to the eventual 1900s-era weapons and the supremacy these will bring...But that is a long road!
I'm hope some people will give this totally new version a roll, and be warned, this is indeed the grandest
of all campaigns so far. The adoption of Lua has really opened doors in what can be done in CIV2, working
with ToTPP, giving challenging restrictions of city development...No more increment-building dreadnoughts
in that backwater colony far from the industrial heartlands.
Now the home cities are the heart of your empire, where you will ship out your best troops to the frontiers.
The AI handles things differently too, I have seen three-way battles in China, Boer lands and the Balkans,
with empires swiping cities and losing them again. All empires present a challenge, with some being an
exercise in management, with mighty rewards to reap later, and others being in the thick of it from the start.
I recommend jumping in and trying things out. If you are unsure what units do what, take a look at the icon,
and you'll see what each unit is for. Cavalry for recon and soft attacks, artillery for city attacks, and infantry
for stack defence. Special units like generals, elites, agents and marines are useful in a myriad situations.
Look at the pedia entry and see what the unit can do. I will list a read with all unit roles and uses soon.
Finally, I wish to thank @Fairline for his peerless unit work, giving this scenario the sort of looks that bring the
era to vibrant life. And to @JPetroski and @Prof. Garfield for their endless patience with my early attempts
with Lua, and helping with advice and examples. I still have much to learn, but this is my first foray.
The scenario here is very much a work in progress, and I will add features and update as I increase my
ambition. For now, things are in a playable state, and I am happy to hear feedback or bug reports from you!
Enjoy, and may the sun never set on your empire.
Imperial glory awaits you!
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