Rick´s Battleground

Hmm, that is an interesting idea have a non-playable civilization control those areas. And I like the idea of the treasure unit for rushing production. I have thought about adding a special colony ship that carries several units and has a high shield value that could be autoproduced by a Small Wonder. Then, when the colony is founded, you disband the ship and use the shield boost to immediately build something.
 
Hmm, that is an interesting idea have a non-playable civilization control those areas. And I like the idea of the treasure unit for rushing production. I have thought about adding a special colony ship that carries several units and has a high shield value that could be autoproduced by a Small Wonder. Then, when the colony is founded, you disband the ship and use the shield boost to immediately build something.

I used the cotton/tobacco/wine and so on shipments for that, improvements like the Cotton Plantation or The Gold Mine autoproduce one of these babies every 10t or such and they can be disbanded for shield output, if the player desires to disband it in another city, it must be escorted, and if an enemy wants to capture it, it has worker strenght and no defense, so it can be captured or even "traded" to friends, the ancient treasure as the difference of beeing unique to the barbarians and a much higher value of 600 shields (stole the graphics from RaR mod).

The colony ship ideia is interesting, but would it be available to all civs, since it was autoproduced in small wonder i guess so? or just seafaring? and at what time in the tech tree would you add it? with what stats? it would provide a boost in production to allow seafaring civs to catch up with the continental ones....interesting....:mischief:
 
The colony ship ideia is interesting, but would it be available to all civs, since it was autoproduced in small wonder i guess so? or just seafaring? and at what time in the tech tree would you add it? with what stats? it would provide a boost in production to allow seafaring civs to catch up with the continental ones....interesting....:mischief:

It could be available to all Civs via a Small Wonder, and I was thinking of having it available with Navigation, as that is when the European colonization effort exploded. Require it to be built in a city with a harbor, and if you wanted it limited to only Seafaring civilizations, have a special Sea Faring Advance assigned to those civilizations at the beginning of the game, which is not available for research by other civilizations. That would allow you to restrict the Curragh to only the Sea Faring civilizations as well. For stats, give it something like my modified Carrack stats, Attack of 3, Defense of 5, carries 6 to 8, moves 3, with 2 to 4 additional hit points, so that it is not easy to capture. Have it generated every 2 to 5 turns, and have it go obsolete sometime in the Industrial Age.
 
I'd love to test the map but for some reason the download speed is ridiculously slow (about 2 hrs ETA and always crashing). Could you please upload it to the database?
 
Thanks for your interest Ares, i´ll post an update soon, still fixing some bugs, i´v tried to download it and it said 1min ish for me, could you please try again, maybe its your internet connection, "rush hour" and all that....
 
I just found this via the announcement thread. I guess I missed it because it's in the maps forum. This is definitely a scenario, based on RaR I see :)

It looks really cool! :thumbsup: There have been a few projects with decorative and interactive maps, but nothing on such a huge scale.

:) I´m glad you like it, this is a work in progress, i have so many things to change that i´ll be updating this as i go....so for now, enjoy version 1.2, next update is in December, and a lot is already done.

Yes, the unit´s roster is based on RaR and other mods..., but i´v also changed a lot of things, so i´ll have to post a guide for the basic rules soon.
 
I've noticed something VERY unusual with your map: While building cities on every river crossing on the eastern continent, I noticed that the cities along the river will have full control over all resources even WITHOUT harbor and WITHOUT road connection as soon there are harbors on the two coastal towns.

Anybody ever seen something similar?
 
I've noticed something VERY unusual with your map: While building cities on every river crossing on the eastern continent, I noticed that the cities along the river will have full control over all resources even WITHOUT harbor and WITHOUT road connection as soon there are harbors on the two coastal towns.

Anybody ever seen something similar?

:confused: Ares, could you upload a save please?
 
I tried to play it, but created 3 settlements & retired.

:(
Rick, you took a tech tree from the other mod (Double Your Pleasure? Got it out of my head right now) - and, it's a pity, I disliked it there, I couldn't accept it in your mod as well. :( What exactly I'm talking about - tech tree is very big & unclear. I already said to the beginner Hornets - "more" not always means "better" and this is a case.

:)
Anyway, I looked through the map, units and other stuff - and I was truly amazed. :) Once I got a thought about the Great Wall consisted of the units (aaglo's?) - you've done it! And Golden Cities - a very cool trick. :) Can I use this idea in my own mod? Please!? :)
 
:confused: Ares, could you upload a save please?

Won't help you much since it's using my mod's set of rules BUT I can do some screenshots over the weekend.
 
I tried to play it, but created 3 settlements & retired.

:(
Rick, you took a tech tree from the other mod (Double Your Pleasure? Got it out of my head right now) - and, it's a pity, I disliked it there, I couldn't accept it in your mod as well. :( What exactly I'm talking about - tech tree is very big & unclear. I already said to the beginner Hornets - "more" not always means "better" and this is a case.

:)
Anyway, I looked through the map, units and other stuff - and I was truly amazed. :) Once I got a thought about the Great Wall consisted of the units (aaglo's?) - you've done it! And Golden Cities - a very cool trick. :) Can I use this idea in my own mod? Please!? :)

Of course you can, but you have to give credit :D!

The next revision will have a diferent tech tree and unit roster, don´t worry, i´v thought of that also, thank you for confirming it :)

I´m always welcome to sugestions for improvements if you have more.
 
No, it's not a problem. If we can reproduce it, it's another milestone discovered. :) Thank you!
 
Looks like it has a lot of new and very interesting thing in it. For the polar cap terrain you might add a few resources like block ice, polar bears, seals or walrus to make them useful. The first map shown looks good.
 
Block ice? you mean icebers? i´v already added them for the upcoming version.

Polar bears, seaks and walrus are good ideias, i´ll see what i can do, thank you.

Next version is due to be released in December.
 
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