Napoleonic Europe

Well they certainly know how to build units, and that compensates for a lot.. I just wish the militia would go home after a while. :lol:

Overall a pretty fun scenario. :p
 
Well they certainly know how to build units, and that compensates for a lot.. I just wish the militia would go home after a while. :lol:

I feel the same way as you do. You can avoid the Armies of Infinite Militias syndrome. Check this thread for a way to limit the total number of units a CIV can actually build...

HERE
 
Is that why there is a limit on Ship of the Line? I didn't see one but after a while I cannot build anymore.. That in itself is ok, I totally dominate the Channel, there is no way that the French are making a invasion into my land (Though it wouldn't be so bad if my army were back there).
 
Originally Posted by Paasky
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!"

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!

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)!

Wasn't it in the Europa Europa mod that you could return a "liberated" city to the original owner? Wouldn't that work better and be more realistic? Would that "revive" a civ?
 
Wasn't it in the Europa Europa mod that you could return a "liberated" city to the original owner? Wouldn't that work better and be more realistic? Would that "revive" a civ?

Actually I got that from Hearts of Iron II (same idea I'm sure). If that can be done in a similar manner in CIV4, great. I thought it would be easier to simply give a city to a Civ to achieve essentially the same result. At least you have some control over what actually goes over to the revived Civ. In HoI, you had little control over that, and ended up sometimes making major blunders as result. ;)
 
But what would be the reasons to liberate these civs? In HoI2 for example the entire USA has a 30% rebel-rate, so re-creating (or chopping into 3) is practical.

In civ they cost a lot of money, so if I tweaked the civics a bit it would make sense.


I thought I included Jägers...? Or did I decide to have only the elite forces (Guard Inf & Cav) as civ-specific?
 
But what would be the reasons to liberate these civs? In HoI2 for example the entire USA has a 30% rebel-rate, so re-creating (or chopping into 3) is practical.

In civ they cost a lot of money, so if I tweaked the civics a bit it would make sense.

The reason I originally brought up this option was to get extra Victory Points for "liberating" a Civ. In any case, it would be cool to be able to either liberate a defeated Civ or create a state that wasn't in play at the start of the game (say, Poland for example).

If you don't want to do it, or think it's just impractical or a bad idea from your point of view, that's ok! I was just through ideas around. ;)
 
this may become easyer to impliment in BtS, they seem to have a simmilar feature already; From the BtS Info Center:

Colonies

A "Colony" is just a civilization you split off as a vassal. It starts out as your vassal, but depending on how you treat it, they may become completely independent. You can also give them their independence, as overseas colonies cost gold to maintain. Most civs have another civ they create by making a colony. America gets created by many European civs.
 
One other reason to liberate them would be that they may be somewhere that the culture overwhelms them if you keep them. But, a liberated city(if I recall correctly) was not in revolt. It could also create a buffer, and/or get you a relations bonus with them and their friends. Maybe you could mod in a cash bonus commensurate with the size of the city?

For example, Russia captures Warsaw from Prussia. You as Austria liberate it. Austria gains a +2 bonus in relations with Prussia and +1 with all civs that consider Prussia a friend.

It is also much more historical. If you like that sort of thing. :-)
 
this may become easyer to impliment in BtS, they seem to have a simmilar feature already; From the BtS Info Center:

Colonies

A "Colony" is just a civilization you split off as a vassal. It starts out as your vassal, but depending on how you treat it, they may become completely independent. You can also give them their independence, as overseas colonies cost gold to maintain. Most civs have another civ they create by making a colony. America gets created by many European civs.
Wowzies! Can't wait for BtS, it's even got paratroopers (for my wwii).

I like the idea very much Ambreville, I just have to make it feasable for anyone to actually want to liberate civs, and not get the extra production from the cities. You might be pleased to know that I'm through with adding cool new stuff while not sure if they do anything, or if they're even stable ;)
 
I just realized that I cannot build a Military Academy in Warsaw because the "Polish" is considered a National Wonder and I build the Hermitage or something there.

Given the limited number of good cities one might have (especially if playing a "minor" power), I th ink that it would be a good idea to increase the limit on National Wonders to 3.
 
Good idea. I actually had to increase the limit to 5 in my WWII scenario, because of all the national wonders.

Open civ4\warlords\mods\napeuro\assets\xml\globaldefines.xml with notepad. Then search (ctrl+f) for MAX_NATIONAL_WONDERS_PER_CITY and change the number from 2 to 3 or even 4.
 
Thanks!

I have no modding skills, but I'm full of ideas for you to implement :-)


PS Diplomacy in Civ Iv sucks! As Prussia I fought off first Sweden and Russia early. Then I fought off France after an ill conceieved defense pact with Britain. Then Russia attacked me again with hordes of troops, Sweden and Denmark had a defense pact with me but have been worthless. Then Austria, Bavaria, and Austrias vassal the Ottomans have jumped in on me.

Britain is Friendly with me but is not willing to help or even make me its vassal. Spain is cautious and sat on the sidelines the whole time. I'm thinking Prussia can be a very bad starting point since you get jumped from all sides.

Maybe I should have switched religions?
 
I'm playing as Austria now and the -10% strength is a pain in the a**. If it is only in there to help the Ottomans not get their a**es kicked, then perhaps giving a +25% city defense bonus for the Ottomans would be better.

The -10% puts you at a distinct disadvantage against everyone else.

Also, I don't seem to able to build Staff Infantry in my capital even after building an elite barracks. Any idea why?
 
OK I figured out the staff infantry problem (no military academy). Apparently I built a new one elsewhere and that city's vanished. I only seem to have 2 even though the statistics page says I have 4.

Perhaps the Military Academy could be scaled, like 4 Elite Barracks allow 1 Military Academy?

Also, back to the Ottoman and Austrian question. According to Wikipedia, in the time frame of the scenario, the Ottomans spent alot of time building defenses. So, perhaps the creation of a new Ottoman only building, Ottoman Fortress +50% defense; and giving the Ottoman units +50% defense and lowering their strength by one would help them hold territory. Plus making their units cheaper and giving them more to start.

Then you could remove the Austrian penalty.

I will admit that I just played as Austria on the weeks scenario and by the end of 1801 I have completely conquered the Ottomans, Papal, Hanover, Saxony, 1/3 of Russia, Germany, and Holland. I am removing Denmark from the continent, and have massive armies poised to remove Prussia from the map in probably 4-5 turns. I also got a few French cities in the beginning.

So they seem slightly unbalanced. 1. Because they can conquer the Papal right away. 2. Because the Ottomans provide nice cities early as well and nice resources. 3. Being Catholic, nobody else attacks them (except maybe Russia) once they make peace with France.

But, if the Ottoman Empire was harder to take cities from and France also attacked, then they would have a tougher time.
 
One idea concerning Austria and Papal might be to give papal lots of defensive pacts (like Sardinia?) with catholic states. Because perhaps in reality it would be a bit unappreciated by the rest of the catholic world if you invade their holy cow-city-thing...
Kindof like when Israel grabbed Jerusalem and got the whole organized arabic world on their neck?

The problem with that might be that papal could become too untouchable due to their automatically quite healthy economy due to founding catholic and their few cities? Thus also strengthening Napels by undermining the possibilites for other states to fight or threathen their way through the Italic peninsula. Idonnu.

I have had some problems with this scenario. It appears great in terms of mapping, units etc, but sometimes units become really weird and their movements stand at like... 0/-3609366364 (lots of numbers anyway) and their stats are the same. (strength 0/-3459873549 line of sight 0/-53345367).
This (I think) causes my computer to after turns sometimes load and load and never stop loading. If I save that very turn the same thing seems to happen matterless of my efforts of deleting all the corrupted units. OR it's just my computer that's really not working as it should. (I play with single-unit graphics so it can't quite be due to those fancypants formations I saw earlier)
I'll download this performance pack-thing and check if it works better.
 
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