Napoleonic Europe

I'm having problems getting this Mod to work. The map starts at 4000 bc and NOT in the 1800... What am I doing wrong?

Check if you are unzipping the napeuro folder to C:\Program files\Firaxis games\...\Warlords\Mods, but first delete anything you previously unzip or copy anywhere else.

Check you Warlords patch is the last one.

You can start the game from single player| play scenarios, then select napeuro (months or weeks), and the game should restart to load the mod first.
 
Well, there's a 18civ limit, but I know of a .dll that raises that into 21. I just have to make those 3 extra civs, but give them no cities/units. Then just have a event pop up (no idea how to do this) and ask if you want to create a new state. If you click yes, that civ is given the cities (I know how to do this), units (this too) & neccessary culture+buildings (maybe know how to do this). After that, the civ exists, no trickery neccessary.:

The idea is great. But first the first. I agree with the hard limits, except for militia, so once you run out of regulars you can draft as much militia as your population permits. Hopefully pop sizes will be drastically reduced in the next version.

But as we're limited to 3 additional civs, how about Poland, Ukraine & Romania (which would include more than modern Romania). Also, the game calculates everything about those civs even if they don't exist.

Btw:

Sorry for Ambreville but in the case of Ireland, in my opinion I think UK hardly will see any battle or land change of master, therefore if it is only 3 more slots, my proposal for 3 new civs are: Poland (historic case), Italy (also historic) and a third one, could be either Romania or Ukraine.

I propose the following World Wonders:
Napoleonic Civil Code - +2 :) in all cities
Army Movility - gives blitzkrieg promotion to the units created in the city
Industrial Revolution - increase an accumulative 25% unit production rate
Optic telegraph - gives visibility promotion to the units created in the city

Other possible wonder XXX colonies, giving extra commodities.
 
Sorry for Ambreville but in the case of Ireland, in my opinion I think UK hardly will see any battle or land change of master, therefore if it is only 3 more slots, my proposal for 3 new civs are: Poland (historic case), Italy (also historic) and a third one, could be either Romania or Ukraine.

I propose the following World Wonders:
Napoleonic Civil Code - +2 :) in all cities
Army Movility - gives blitzkrieg promotion to the units created in the city
Industrial Revolution - increase an accumulative 25% unit production rate
Optic telegraph - gives visibility promotion to the units created in the city

Other possible wonder XXX colonies, giving extra commodities.


All very good ideas, but I prefer Romania to Ukraine if a choice between the last three.

What about as a wonder : Brandenburg Gate- +1 Drill for all units in Prussia
Tower of London-Light Cavalry +1 Movement or something

anyways, good ideas.
 
Ambreville: Where exactly do you see a "Liberate Nation" button in warlords? I don't, therefor it has to be created with python. And then there's the question about AI (fairly simple actually, just make it check if the conqueror is AI, if it is, make a random yes/no). Naturally they'd be in a Permanent Alliance.
Just start civ4 (not warlords) and load mod American Civil War.

La Ciencia: The idea behind the hard limits is to speed the game up, not cause the AI to create millions of Militia's in the end-game ;)

Ah yes, Italy. But to create Italy you'd have to remove Naples, which could be renamed into Italy. So Poland, Romania & Ukraine they are. The Baltic States & Finalnd really didn't have that strong of an independence drive at the time, and Ireland would be so small.

Keep the wonder ideas (& any new buildings?) coming, I'll add them :)

Krabban: Got it to work yet?
 
La Ciencia: The idea behind the hard limits is to speed the game up, not cause the AI to create millions of Militia's in the end-game ;)

You are right, I haven't think as AI.

Ah yes, Italy. But to create Italy you'd have to remove Naples, which could be renamed into Italy. So Poland, Romania & Ukraine they are. The Baltic States & Finalnd really didn't have that strong of an independence drive at the time, and Ireland would be so small.

Why? I don't know what will be the requirements to create a new civ, but if you conquer at least 3 cities in the italian region, you should be able to create your new ally, and then add more cities if you conquer more and more.

The possibility is very exciting and will add a big plus to this scenario. How this will affect player score?

What about as a wonder :
Brandenburg Gate- +1 Drill for all units in Prussia
Tower of London-Light Cavalry +1 Movement or something
anyways, good ideas.

I like your ideas too, however these are civ depending wonders, aren't they? I was trying to think about historic related to the period possible wonders.
 
Ambreville: Where exactly do you see a "Liberate Nation" button in warlords? I don't, therefor it has to be created with python. And then there's the question about AI (fairly simple actually, just make it check if the conqueror is AI, if it is, make a random yes/no). Naturally they'd be in a Permanent Alliance.
Just start civ4 (not warlords) and load mod American Civil War.

A button? I don't think we're communicating here. All I was saying was:

1. Need to initiate diplomacy with previously defeated CIV's
2. If so, make it possible to give them cities (which "revives" them)

In effect this is a way of "liberating" a nation. As a certain US president declared: "Read my lips: No new buttons!" :lol:

Now of course, this means the newly "liberated" state could be virtually anywhere on the map. For example, I conquer several cities in the Baltic region. I then contact formerly defeated Naples and give them these cities... we'd end up with a "new, improved" Naples... located way up there where it's too cold for an honest Bologna-maker! :king:

Technically, I don't see any reason why a player couldn't pull a rather silly political move!

For states like Poland, Romania, (etc), that aren't included at the beginning of the scenario, they would have to start off as "previously defeated" CIVs to make them available for "revival". Yes?

Again, there should be a good reason for a player (or an AI) to want to create a new state. I would think that new state would be permanently allied to its maker, and would provide its maker with a good number of victory points for the trouble (so much for every pop point or city)!
 
Ambreville, I think Paasky may be thinking of the American Revolutionary War scenario that comes with Vanilla Civ.
His example, I think, is France appearing mid game with some ships, but not having been around before.
 
Ambreville, I think Paasky may be thinking of the American Revolutionary War scenario that comes with Vanilla Civ.
His example, I think, is France appearing mid game with some ships, but not having been around before.

Oops, OK (thanks). But what you're describing isn't actually "reviving" a previously defeated state -- it's one actually scheduled to appear later in the game. Different approach, I guess.
 
Well Ambreville... What about the AI then? AI only gives cities if it's been totally beat in a war, never ever would it do that. So I think my way is better in that respect.

:blush: silly me mixing Civil & Revolutionary War. You guys had both, we had them at the same time.

LaCiencia: True, true. Napoleon could re-create the Republic of Italy, which could grow quite large. I'll read a bit of Wikipedia, to see which should get to be the Balkan nation: Romania, Bulgaria or Hungary. Or would Ukraine be a better idea?
 
Well Ambreville... What about the AI then? AI only gives cities if it's been totally beat in a war, never ever would it do that. So I think my way is better in that respect.

I don't understand how what you said above applies to the issue. I was thinking about the player giving out cities to create a state (not the AI). :confused:
 
The AI wouldn't create these civs would it? Also, if you want to create Poland & give it the South of France, that's just silly... So (if someone who knows python wants to do this) I'll stick with the python way. And dead civs can't be talked to, I'd imagine that would require SDK-coding.
 
The AI wouldn't create these civs would it?

Well, that wasn't my original suggestion. Iwas thinking purely in terms of a player-based option.

And dead civs can't be talked to, I'd imagine that would require SDK-coding.

Well, Paasky, if you had answered this specific question earlier on, the whole discussion would have been dropped from start.
 
The AI wouldn't create these civs would it? Also, if you want to create Poland & give it the South of France, that's just silly... So (if someone who knows python wants to do this) I'll stick with the python way. And dead civs can't be talked to, I'd imagine that would require SDK-coding.

In my opinion the mechanism to have access to the "revive" or "create" a new civ option is rather of minor importance for the player, so you should have free hands to do it in the best way you can.

I understood that what you were asking, talking about the "revive" button, was about the trigger mechanism. Before to figure out what would be the best trigger, first it's necessary to determine the requierements, i.e. I suggested to capture 3 additional cities, shouldn't be close together or far away. After the third city capture the option can be poped up (similar to the Rye's and Fall of civilization you can find it in the Civ4 scenarios) for example, or appears in the captured city as a "building" button. Once the player make the choice then the list of captured city could be shown asking to add more captured cities to that civ, etc. Just my ideas.

This python codding but I understand that this is not too troublesome for you, isn't it? ;)

BTW in this specific case, in my opinion it is not important that AI would have the option to use this possibility. You can save the effort in that part, the AI will score his way anyhow.
 
This approach to CIV reviving starts to look a lot like the game mechanics in Hearts of Iron II. Not sure if you know what I am talking about. It's another way to do it of course. Isn't it way more complicated as far as programming goes? (I don't know anything about how to code CIV4, SDK, or Python -- this is all new to me).
 
Actaully, I don't know any python, except for what I can copy-paste from snarko's codes. But from what I can see, the HoI2-style events wouldn't be too hard to create, as I'm sure the game has some simple code to create the text boxes. And I know how to check if the civ that gets the events is an AI or not.
 
Actaully, I don't know any python, except for what I can copy-paste from snarko's codes. But from what I can see, the HoI2-style events wouldn't be too hard to create, as I'm sure the game has some simple code to create the text boxes. And I know how to check if the civ that gets the events is an AI or not.

I guess we are waiting for the next release. Any ETR (expected time for realease)? meantime no further comments, at least for the moment ;)
 
I placed the file in the correct place but I am unable to play. I upload the mod then hit single player but the section on top to start to play is not highlighted and will not let me proceed any further. Any tips to help me out?

I am running the current Warlords patch.
 
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