Lesser Antilles Islands

sourboy

Awakening...
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Nov 25, 2001
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Here is a C3C scenario based upon the colonization of the New World.

Story: While European powers migrated across the ocean to the New World, many explorers settled in the tropical Caribbean Sea. In the eastern waters there is a small chain of islands - the Lesser Antilles Islands - that was settled by the Dutch, English & French. With the primary focus on North America, settlers in this region were forced to make due with the resources on the islands, as reinforcements & trade routes were not set.

This led to a small theater of war amid the three European powers, not only between themselves - but with the natives. Two native tribes, the Arawak & Carib, put up quite a fight. The Carib did so well, the area was named after them.

Control of the Caribbean is at stake - declare your allegiance, fortify your settlements - and take up arms! No one is safe on these islands.

Map size: 350 x 300

LAI.jpg

<- North

Civs:
Arawak (as barbarians)
Britain
Carib (most challenging to play as)
France
Netherlands

Enjoy!

Files:
Scenario Folder - 10 MB - this contains the units, icons, and other related files. The attachment below contains the playable biq in it's most recent version. Both files should be unzipped into the same folder.
 

Attachments

civerror7.jpg
 
What folder did you place the "Antilles" scenario folder into?

EDIT: Redownload the biq file & you should be okay. I edited it to search the same folder that the biq file is in, rather than the conquests folder.

Let me know if there are any other issues.
 
This is a good little scenario, and I had no glitches on the first runthrough.

However...

War Weariness can be a pain in the ass. Even after the first two turns some cities start revolting because of it. Also some distances take too long to cover in curraghs.
 
Left said:
This is a good little scenario, and I had no glitches on the first runthrough.

However...

War Weariness can be a pain in the ass. Even after the first two turns some cities start revolting because of it. Also some distances take too long to cover in curraghs.
Hmm, okay, I can cut war weariness some. That was something I was thinking too. I can recheck naval units as well. Curraghs, IIRC, were only for the Native Caribs - and they should be much weaker than the European vessels. IF you're referring to their limited movement over longer hostile waters (ie - sinking), that's more accurate. Keep in mind they can make a safer, more long range boat with the proper tech. The Carib were more limited to the southern chain of islands at first.
 
looks sweet, wil d/l and try soon
 
This might be a really cool scenario...but.....

Its lacking a lot. Unit types, improvments, etc. Also, the forest graphics makes it seem very un Caribbean. And, I think there shouldn't be any WW whatsoever. And perhaps remove the always at war factor, except for perhaps the Caribs. Just some suggestions, otherwise, great concept!
 
That's basically the whole point. This isn't just some island scenario - it's a scenario based on the way it was. A few European powers isolated from their mainland (and supply lines) essentially having to reinvent basic needs in a foreign land - one filled with hostiles.

It's like a survival of the fittest in a dire situation.

The graphics were a last minute change just to make it look better. I didn't even think about the fact that I used pine instead of standard forest overlays. I'll patch that as well. Shouldn't be any WW's, but rather only SW's.
 
I get the intent, but more variety in what can be built inside of towns would add a lot I think.

Maybe a way to import horses to your colonies? Would that be historically accurate..hmm
 
They had nothing. There were no trade routes, they used what they found - that's it. They were setting up initial colonies, that's why they only had the basics: barracks, grain mill, workshop, walls, religious monument, harbor, and a basic market. That's no different than one age worth of improvements in the epic Civ game. This scenario is not even an age worth in time. I actually embellished some to allow as many improvements as I did. I understand the concern, but than maybe this scenario isn't for you. It's meant to be bare-bones, kill or be killed. That's the challenge. Not to grow, but rather fight - survive.
 
im finding it very hard to keep my people even remotly happy. Things only even remotly work once u have insense distribusted throughout .... until everywhere is stuck at a max of 4 population... surely there were some kinda luxurys to be found?
 
also, surely if were locked in these wars, we shouldnt have to suffer war wearyness?
 
Someone already pointed out the war weariness issue. I plan to resolve the issue. I suppose it wouldn't hurt to add a couple luxury resources to help balance things as well. The colonists weren't happy, but they weren't this mad.

Also, the size 4 [cities] is correct. Remember, these are camps growing to settlements and finally colonies. They never reach city status.
 
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