SCENARIO: Age of Exploration (1492)

First of all i have to define how to difference Port Cities from Main Cities, like El Justo did on AOI with Colonialism and Industrialism.

I have 3 kind of paths i can take to difference each city using resources:
1) The most viable is to add different kind of society development (or Classes), this will allow to build several buildings depending on the lvl of development, also some buildings won't be allowed on the higher lvl of development, like plantations, slavery buildings, etc.
2) Use Nationality for each city, allowing you to build personalized unit of other nations if you stole their cities, but this won't allow me to separate ports from main cities.
3) Use Religion for each city, allowing several personalized buildings for each kind of culture, again this won't allow to separate ports from main cities.

For case 1 i even have unfinished graphics and classes defined.

Second I'm planning to do Manufactures, yes buildings that will produce a shipment after several turns.
To do this i plan to ask for at least 2 buildings of Plantation for the raws materials needed to produce this Manufacture.
Since oversea trade will be disabled in favor of turn speed, i didn't came up with a better way to represent manufactures.
If i implement case 1 in the City development thing, i will be able to build manufactures only in the cities that allow me, while plantations would be available in others.

What do you think?


Note:
Classes defined for Society Development are this:
Elite (Capitals and a lot of Aristocracy, Nobility and Clergy).
Craftsman (Important workforce and culture).
Merchant (Trade center with multi culture population).
Farmers (Agrarian population).
Slaves (Plantations and Enslaved populations).

This will affect all the civilizations, and what they can build in each city, so even when nations like the Safavid or the Mughals and Ottoman will start with more cities than many Europeans, their city development will be lower, so they will suffer from this at the long time, kinda marking their decline.

One big question still on my head, how to mod important ports, i have developed a Port Resource, but don't know if I'm gonna implement this.

Some art i was doing:

classespreview.jpg
 
Here is everything that I know on this matter. I do know a lot because I was going to make a mod like this.
Ideal City Locations: Ideal city locations are the only terrain that can be settled. They should be placed in places where you want cities to be built. I suggest these places should be heavy in them:
Carribean
Mexico
Coastal Brazil
Thirteen colonies.
Coastal India:
They should also be placed sparingly around the rest of the map.
Russian Ideal city locations:
This should replace volcanoes. Here is the deal though. The ruskies need their own type of settler. Call it russian settler. For the russian ideal city location you need to give it the impassable by wheeled units flag. Then give the wheeled flag to the regular colonist. Be sure to take off the wheeled flag for every other unit, and the impassable by wheeled units flag for all the other terrains. While I do reallize that this allows cannons and such to move into jungle and mountains, I believe that it is well worth it.
Colonizition: The euro's will not build colonists in europe than ship them off to the new world. I know this for a fact. (Or at least very rarely I did observe them ship off 1 or 2.)
Using the Age of discovery mod the ships with conquests I figured out that once they build their first city in the new world they will only build settlers in the new world. (Which isn't very exciting.) So you'll have to auto produce them. This in my opinion is better even if they would build settlers in europe just so you can control them. You should name the wonders or small wonders things like:
British east india company
Dutch east india company
ect.
No raze patch: Get the no raze patch. For the mod.
American Civs: American civs should fallow this rule seen not heard. They shouldn't really be built to be played as. But they should probaly start off with some treasure in their capital to make it more intesing to capture them.
Asian civs: They should all have one era of unique tech trees. To make them more playable.
Impassable Terrain:You should make flood plain impassable. Then place it in similar placement to aoi. Except for it should also contain manchuria and korea. Tundra should be passable. Wherever you want desert to be impassable just place a flood plain. Also make lm desert have the same stats as flood plain and just replace flood plain with LM desert.
Tech IconsIf you find any images in google images tell me and i can turn them into tech icons.
 
Here is everything that I know on this matter. I do know a lot because I was going to make a mod like this.
Ideal City Locations:
Russian Ideal city locations:
Colonizition:
No raze patch:
American Civs:
Asian civs:
Impassable Terrain:
Tech Icons

-Thanks for the tip you gave me earlier in the Ideal City Locations, i already implemented it in Europe, also added Muslim ports, Safavid, Ottoman, Rusia (What they had in 1492 was Muscovy, Novgorod and surroundings), and Mughals.
I also added lot of Places in the Caribbean area, i have to finish rest of America.

-About Russian city locations, do you think something different should be implemented than Ideal city Locations?

-Colonization, i only wanted the Europeans to be able to build settlers in this game, avoiding other nations to colonize, the idea of auto producing em is great, i can even emulate emigration somehow, thanks again.

-Didn't knew there was a no raze patch, i was going to make wonders for each city!!!

-Yes American Natives, won't be playable probably, in fact i divided em in 2 groups, but i think I'm gonna split em up again in 3 groups if i still have one tag free, and yes they should have cash, but only the most developed ones, like the Aztecs.

-About what to do with Asian civs, giving em their own tech tree might be a great idea, i'm really bad in tech tree matters, and had a lot of troubles for developing a basic one, it might be used for multiculture purposes, since most of the things there are very compatible with most civs.
But maybe i could allow the Asians to continue developing techs in their own tree, i don't honestly know how yet..

-Yeah i tough about making a lot of places impassable terrain.
If we think about this era, even jungles were kinda impassable for Europeans at least.
Since this mod is centered in Europe, i liked the idea of making desert, tundra and jungle impassable, but that might generate problems for non European civs.
I wanted to make several ports like the ones in the middle east inaccessible via land, this will allow them to be conquered by sea only.

-Terrain icons, well i didn't had time to take care about that yet, thanks for the offer, i will send you some images when i have time to find em!
 
You could make a Russian settler, and name it Cossack Pioneer, this would be reasonably accurate. Most of the Russian conquest and colonization of Siberia in this period was done by Cossacks.
 
The russian city locations should replace volcanoes. These are only settalable by the russians from the wheeled tags.
 
Would this be the ultimate Civ reincarnation of Europa Universalis (boardgame not PC game, never liked the latter much)? I have been waiting for this. It is looking very good indeed. Will be watching this thread!
 
Reading over how you plan to represent africa I don't think that it is a good idea.
Their should be no civs south of the sahara. Just a few Ideal city locations. Also will overseas trade be turned on or off.
Also just some advice on the resources (treasure.) You should make every treasure resource become exploitable by a different tech. With them going obsolete eventually. And later resources moving in. For instance cotton should be a late game one.
 
Would this be the ultimate Civ reincarnation of Europa Universalis (boardgame not PC game, never liked the latter much)? I have been waiting for this. It is looking very good indeed. Will be watching this thread!

Well honestly, im one of the fans of EUII (From Paradox), EUIII didn't got my attention.
Lot of ideas in this mod are inspired upon EU, and Uncharted Waters II as well.
;)

cubsfan6506 said:
Reading over how you plan to represent africa I don't think that it is a good idea.
Their should be no civs south of the sahara. Just a few Ideal city locations. Also will overseas trade be turned on or off.
Also just some advice on the resources (treasure.) You should make every treasure resource become exploitable by a different tech. With them going obsolete eventually. And later resources moving in. For instance cotton should be a late game one.

You have a point on the Africa question, i just wanted to add the non muslim important trade ports (Congo for an instance that adopted Christianity at some point), there are a few but important enough ports to be in the Scenario, maybe we can create a pagan nation, for similar ports in the scenario, what do you think?

The mod is being designed from the start to have overseas trade off, i will create shipments from different buildings.
Yeah thats a great idea to make them obsolete, one question, what will happen to the ports that don't have anything else to produce? Historically some places changed plantations from coffee to tea for example.
 
You should do it more like in the age of dicsover mods. I.E tobbaco plantation produces treasure. Different buildings for different resources.
 
You should do it more like in the age of dicsover mods. I.E tobbaco plantation produces treasure. Different buildings for different resources.

Yeah thats what i had in mind, but most places won't have more than 1 resource, my question was, what will happens if that only resource become obsolete?

Btw i have plans to make Manufactures as well, that will allow more industrialized societies to produce more resources back at home.
 
Then it will just be a regular city. :gasp:
 
Then it will just be a regular city. :gasp:

Keep in mind most Colonizable places will only have Farmer Pops, that means they won't be able to build too much.

This will change if you conquer the aztec capital for an instance.. Where you will have a Elite Pop Society..
 
Have You Played the MEM II Mod, by Yoda Power and embryodead. Beside being a great mod, it could also give you some interesting ideas on developing AoE. Embryodead and Yoda faced many of the problems you are likely to face. So in may be enlightening to look at the solutions they came up with. And the Mod pack they created is ;):p:crazyeye: very fun to play.
 
Have You Played the MEM II Mod, by Yoda Power and embryodead. Beside being a great mod, it could also give you some interesting ideas on developing AoE. Embryodead and Yoda faced many of the problems you are likely to face. So in may be enlightening to look at the solutions they came up with. And the Mod pack they created is ;):p:crazyeye: very fun to play.

Yeah i even modified the MEM Conquest Scenario to add 1 more city to Venice and few resources in places like Portugal, its a great mod, i used it as inspiration for the Medieval Tech Tree im planning for this mod.
On the other hand i don't know what kind of Game mechanics MEM can have in common with this mod.
 
Poland and Lithuania where all ready united when this scenario starts. They united in 1386, with the marriage on Queen Jadwiga of Poland to Grand Duke Jogaila of Lithuania. This made Jogaila king of both countries.
Here is a map of the two states.
 
Poland and Lithuania where all ready united when this scenario starts. They united in 1386, with the marriage on Queen Jadwiga of Poland to Grand Duke Jogaila of Lithuania. This made Jogaila king of both countries.
Here is a map of the two states.

Yes you are right they were under the same king, tough i think they were 2 different crowns and mantained certain independence at least for the first decades..

If i merge them, this will create a bigger nation than Muscovy (Rusia) or the Ottomans, let me see if i can take out some cities without leaving big empty spaces on the map, another free tag wont hurt anyway.
 
I think you should let them be bigger than all the other civs, but give them weaker and/or more expensive units, so that they will slowly start to decline against the stronger and/or cheaper units that surround them!
 
Poland-Lithuania was a monster in her time, often beating the Russians (and Ottomans) to pulp until the 17th century. It should be powerful with a tremendous cavalry. Agree that it would be good to make their units progressively more expensive to simulate their decline. Also, population-wise, it would remain a modest nation (small cities, lots of marshes and forests).
 
Yes you are right they were under the same king, tough i think they were 2 different crowns and mantained certain independence at least for the first decades..

If i merge them, this will create a bigger nation than Muscovy (Rusia) or the Ottomans, let me see if i can take out some cities without leaving big empty spaces on the map, another free tag wont hurt anyway.

Actually you are wrong. By 1500 Muscovy was a huge country, far bigger then Poland-Lithuania.
It Extended from the Ural Mountains in the East, to the upper Dnepr River in the West.
Reaching the Kola Peninsula near Finland in the North, and down the Volga River almost to the Caspian Sea in the South.
 
Yeah they should just have a weak production base.
 
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