Modern Korean Peninsula Scenario

1jax15

Chieftain
Joined
Jun 11, 2011
Messages
16
Okay, so this is only my second mod, and I made it in just a few days and not much complexity. I hope to improve upon this, and I would appreciate it a lot if anyone is willing to test it, as I'm very new to this.

The mod is already in the mod database within the game itself, but if someone can tell me how to post the file, I'd be glad to post the file here too.

The other question I would like to ask is how to post a screenshot of the map.

Now, on to the explanation. I will start with the map itself. I worked with about four maps to create a fairly accurate physical map of the Korean peninsula... the problem that I encountered was that civ 5 doesn't allow for maps that are more tall than they are wide. So, the peninsula is stretched a little bit wider. The good thing is, in the interest of fitting eight cities per korean country, that actually worked out well.

The other inaccurate thing that I'm sure someone will point out is the lack of Japan right below South Korea. I had Japan originally, but then removed it due to diplomatic complications. I might put it back in a later version.

The modhub description, as you will see, outlines the two challenges that North and South Korea are faced with. Here, however, I will basically outline the scenario itself.

- Playable civs are North and South Korea.
- Unplayable civs are China and Russia: they are mainly there for the purpose of trading. the Koreas are not abundant in resources (aside from some in North Korea) and as a result, they must trade to obtain resources.
- North Korea has a somewhat bigger army than South Korea, though they each have four infantry units at the line of demarcation.
- China and Russia are made to be invincible. Seriously, no attacking them. That's not what they're there for.
- North Korea does not have as many workers as South Korea. In fact, South Korea is nearly overflowing with workers. North Korea has more resources, but can't take advantage of them as well.
- North Korea isn't too far behind in South Korea overall in tech, but it has some serious holes (mainly holes in nuclear tech, etc.)
- I'm still trying to figure out a way to mod a path to victory. I want it to be a time victory or domination victory required, but the problem lies in Russia and China. You can't win a domination victory without destroying Russia and China (which should not be necessary,) and you can't win a time victory because Russia and China will always win pointwise. I wish there was a way to have them not considered. For now, please play the scenario for fun and recommend how I can fix it.
 
Darn... China keeps wiping out North Korea without provacation. I gave China an extremely large army because it should have one, but that makes it too tempting for China to put it to use. Is there anyway to edit personalities of leaders?
 
Just opened this map and it looks quite promising. I had a problem with it though, when I enabled the mod, the map didn't appear in the list of maps when I went to set up a new game. So, I went to your .modinfo file and modified:

<Files>
<File md5="CAA9B1D3446F7F203F23EA75DD4DEFB0">korean peninsula.Civ5Map</File>
</Files>

before you had import=0 there.

I also added

<EntryPoints>
<EntryPoint type="Map" file="korean peninsula.Civ5Map">
<Name>Modern Korean Peninsula</Name>
<Description>KOREA MAP</Description>
</EntryPoint>
</EntryPoints>

which is probably redundant, but just in case. After doing these things your map appeared in the list of maps. It would be a shame if some people had the same problem and couldn't play your map as a result.


A quick other note is that you say North should have more resources, but I see 6 coal and 5 iron for South, and less than that for North.

About Leaders and Victory: each leader has an XML file in
Program Files\Steam\steamapps\common\sid meier's civilization v\assets\Gameplay\XML\Leaders
and
Program Files\Steam\steamapps\common\sid meier's civilization v\assets\DLC\DLC_01\Gameplay\XML

where the traits are specified. To make domination victory possible, maybe you could set it up as if China and Russia have already lost their capitals as the game starts, I dunno if that's possible though.

Yeah, so nice map :goodjob:
The only other thing I wish is that Jeju island had some kind of wonder :)
 
Just opened this map and it looks quite promising. I had a problem with it though, when I enabled the mod, the map didn't appear in the list of maps when I went to set up a new game. So, I went to your .modinfo file and modified:

<Files>
<File md5="CAA9B1D3446F7F203F23EA75DD4DEFB0">korean peninsula.Civ5Map</File>
</Files>

before you had import=0 there.

I also added

<EntryPoints>
<EntryPoint type="Map" file="korean peninsula.Civ5Map">
<Name>Modern Korean Peninsula</Name>
<Description>KOREA MAP</Description>
</EntryPoint>
</EntryPoints>

which is probably redundant, but just in case. After doing these things your map appeared in the list of maps. It would be a shame if some people had the same problem and couldn't play your map as a result.


A quick other note is that you say North should have more resources, but I see 6 coal and 5 iron for South, and less than that for North.

About Leaders and Victory: each leader has an XML file in
Program Files\Steam\steamapps\common\sid meier's civilization v\assets\Gameplay\XML\Leaders
and
Program Files\Steam\steamapps\common\sid meier's civilization v\assets\DLC\DLC_01\Gameplay\XML

where the traits are specified. To make domination victory possible, maybe you could set it up as if China and Russia have already lost their capitals as the game starts, I dunno if that's possible though.

Yeah, so nice map :goodjob:
The only other thing I wish is that Jeju island had some kind of wonder :)

That's odd... before I go in and do some trial and error, I'm going to see if someone has the same problem with loading it.

I just noticed the problem with resources, you're right. It appears I put in the wrong amounts when editing the resources.

As for the leader traits, I already knew how to find out what they are (that's how I chose Mongolia and Siam for their roles) but is there a way to edit it for a specific mod?

I have to be honest, the one thing I didn't consider enough when making this was victory. :blush:
I was more focused on just making a scenario that would be fun to play. A definite ending was more difficult.

Thanks for the feedback! Once I figure out what is going on with the loading problems, I'll probably make an updated version with fixed resources, and if possible, fixed leader traits.

Let me know how gameplay works out for you with the current version! I'll make a prediction right away... China will take out North Korea in the first forty turns. :P
 
Ok, it's time for a battle report :D

On turn 3 China offered me to go to war against North Korea. I am scared of China:cry:, so I say ok, give me 10 turns.
On turn 4 North Korea declares war against me and starts pushing across the demarkation line.
On turn 5 China declares war against North Korea.

I played on Emperor, and had about 20 unhappiness, so my troops had a 20% penalty. I thought it was the end already. I fortified behind the river next to Seoul, and North was attacking me across the river instead of attacking Seoul. Somehow, I survived it.

Then I looked at the minimap and realized that there was an unpopulated land between China and North Korea: 2 of North Korean cities were already razed. I made peace with North Korea, they started being very friendly:)

A little later, Russia offered me to go to war against North Korea. I agreed, and took 2 of their cities with 4 infantry units. I have never seen any of their units since the first war. The last of North Korean cities was taken around turn 100 (Marathon speed), so they did much better than you predicted!

As soon as that happened, both China and Russia denounced me (cause I was a warmonger now!) and soon declared on me. I struggled for some time, and had to give up when China arrived near Seoul with 10 units. I had none by this time.

It was a quick and fun game overall. I think, to balance it out, you could make the terrain between China and North Korea much rougher: you know, put hills, forests and rivers everywhere. That would somewhat negate China's force advantage and make them less willing to attack. The North Korea's city which is next to Russia was the last to be taken, I would say because of the terrain.

North Korea is at a big disadvantage because of it's location. Maybe it could start off with the declaration of friendship with China?

Lastly, some of South Korea's cities like Pusan have 1 hammer from terrain and no chance of getting any more. If I had a nuke, I'd nuke them out of their misery:(

So, I hope you keep improving it. I really want to try North Korea, but with the map as it is now I really don't feel brave enough :sad:

About XML modding: search for Kael's guide, it explains this part very well.
 
Ok, it's time for a battle report :D

On turn 3 China offered me to go to war against North Korea. I am scared of China:cry:, so I say ok, give me 10 turns.
On turn 4 North Korea declares war against me and starts pushing across the demarkation line.
On turn 5 China declares war against North Korea.

I played on Emperor, and had about 20 unhappiness, so my troops had a 20% penalty. I thought it was the end already. I fortified behind the river next to Seoul, and North was attacking me across the river instead of attacking Seoul. Somehow, I survived it.

Then I looked at the minimap and realized that there was an unpopulated land between China and North Korea: 2 of North Korean cities were already razed. I made peace with North Korea, they started being very friendly:)

A little later, Russia offered me to go to war against North Korea. I agreed, and took 2 of their cities with 4 infantry units. I have never seen any of their units since the first war. The last of North Korean cities was taken around turn 100 (Marathon speed), so they did much better than you predicted!

As soon as that happened, both China and Russia denounced me (cause I was a warmonger now!) and soon declared on me. I struggled for some time, and had to give up when China arrived near Seoul with 10 units. I had none by this time.

It was a quick and fun game overall. I think, to balance it out, you could make the terrain between China and North Korea much rougher: you know, put hills, forests and rivers everywhere. That would somewhat negate China's force advantage and make them less willing to attack. The North Korea's city which is next to Russia was the last to be taken, I would say because of the terrain.

North Korea is at a big disadvantage because of it's location. Maybe it could start off with the declaration of friendship with China?

Lastly, some of South Korea's cities like Pusan have 1 hammer from terrain and no chance of getting any more. If I had a nuke, I'd nuke them out of their misery:(

So, I hope you keep improving it. I really want to try North Korea, but with the map as it is now I really don't feel brave enough :sad:


About XML modding: search for Kael's guide, it explains this part very well.


Thank you, it's good to get some other battle reports. I have been playing many games myself, much with the same result.

Do you have any recommendations on how to up production in a city from the start?

As you can tell, I'm a novice modder, but I'm trying to get better.
 
Do you have any recommendations on how to up production in a city from the start?

Well, production comes from terrain. So, if the city has many hills or forests next to it, it can have high production. If it has lots of plains/grasslands, then it can have high food, but it's hard to increase production. So, you can add several hills/forests next to a city. Also, if you move coal and iron mines so that they can be worked by a city (some of them are too far now), that will improve production even more.

Also, just IMO it would be good to add some variety to the map in general. Plop some forests/jungles here and there, maybe some wheat fields, an atoll/fish off the coast. I'm not sure if Korea has jungles, but assuming it does :mischief:

Hope this helps!
 
I don't know for sure, as I just started modding myself, but I think what you could do to change the leaders personalities a bit would be to go into modbuddy, copy everything from Firaxis's original leaders, and search for the leader flavors (warmonger hate, etc,) and change the numbers (I think they're 0-9, with 9 being more likely to use the trait suggested).
I.E., China's personality for war is:
<Row>
<LeaderType>LEADER_WU_ZETIAN</LeaderType>
<MajorCivApproachType>MAJOR_CIV_APPROACH_WAR</MajorCivApproachType>
<Bias>4</Bias>
</Row>
Which is actually rather low (I think- I've been using Montezuma as a template for the mod I'm working on, so that might actually be a normal number, on China's part). Either way, changing it to 1 or 2 should make them more docile.
After that's been done, I think you would use the mod in your scenario, and choose the leaders with those settings.
I think it might be a little more complicated to actually be able to use the civs after you make the new leader personalities, though.
And I'd really have a third source confirm anything I just posted. Wouldn't want to mess you up with my misunderstanding of the topic.
 
Also, is there any reason I can only get to use Mongols or Siam in this mod? Is there actually a Korean nation mod to use or is it just the map?
 
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