MedievalCiv

el_hidalgo

Prince
Joined
Dec 24, 2007
Messages
354
Location
Republic of Texas
MedievalCiv
v1.0/for BTS 3.17

The idea behind MedievalCiv is to create a fully playable game where history never advances beyond the medieval era -- to use all the concepts and basic rules in BTS but translate them to the medieval era. Thus, it should have a very gently sloping learning curve.

Although I'm calling this v1.0, it's not really that. I had a more robust, earlier version, but it had problems I was never able to fix. It crashed mysteriously after a number of turns and I never figured out why. I think it had something to do with the fact that I removed techs, associated events, buildings, resources, units, etc., rather than just disabling them as I have done with this version. So I started over, beginning with the tech tree and the civics. In fact, that's all this version changes, so if you play with a "non-medieval" civ, such as the Americans, you won't get any unique buildings or units.

Future developments: turn corporations into guilds; replace non-medieval civs with medieval civs (for example, turn Russia into Kievan Rus, Ottomans into Seljuks; get rid of America and add Poland, etc.); make sure every civ has a unique unit and building (for example, replace the English stock exchange with a pub, replace the cossack with the druzhina, the janissary with the ghazi); add medieval wonders; add religious victory (to make up for the loss of the space victory); add all new medieval events. I may also want to tweak the tech-tree and the civics, based on any feedback I get here.

I have play-tested it, but I'm such a terrible player that I have no idea if it's balanced or not. :lol: But it didn't crash, and that was my more immediate goal. :goodjob:

I also took the opportunity to fix some personal annoyances -- for example, decentralization is a lame default economic civ. Decentralization was a later development, and hunter-gatherer economies could probably better be described as practicing a kind of primitive communism. Anyway, I made it Barter System instead, which makes more sense to me. Same with legal civics, where I replaced Barbarism with Customary Law. I also made the default civics a little more useful, but not that useful. Although if you're down to one city you might as well convert back to a city state....

You will also notice that I reworked the entire tech tree, even beyond the medieval era, though it's disabled beyond that point. That's potentially a future mod.... eventually, for this mod, I'd like to remove non-medieval techs if I can figure out how without crashing the game.

Credits: snipperrabbit for buttons and Dracleath for ideas about units (Medieval Weapons thread).
 

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You can remove anything you want, unless specified by the XML file (i.e. resources).

Sounds interesting once everything gets cleaned up, though. :goodjob:

EDIT: Also, I'd recommend putting this on the CFC Database; you'll get more traffic & you won't have to use you're attachment space. ;)
 
To remove a tech you need to hunt down every reference to it. For practical approach you need a program that can do search through files. One such application is Notepad++. You can search all the files in a specific folder and all its child folders for some expression. You will get a list of all the occurrences of this expression (say TECH_WHATEVER). Best thing to do is to replace each of these with NONE. After that you can safely remove the tech.
 
You can remove anything you want, unless specified by the XML file (i.e. resources).

Sounds interesting once everything gets cleaned up, though. :goodjob:

EDIT: Also, I'd recommend putting this on the CFC Database; you'll get more traffic & you won't have to use you're attachment space. ;)

I did remove resources, and maybe that's what screwed me up. It is cleaned up now, but it's just lacking all the features I would want. I think I will put it in the database. I didn't at first because it is so rudimentary at this point and I thought maybe I could get some feedback first. But it is completed in the sense that it does work as is.
 
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