SCENARIO: Age of Exploration (1492)

You need to make european colonists wheeled. Russians should be non wheeled.
 
Galleys (Sea Combat Ship with no ocean crossing capabilities)
Only the Ottomans would be able to have Carracks (Ocean Combat ship)

A historical note: By 1492 all the major navel powers of the Mediterranean used Two different kinds of oar powered vessels.
(One) Small light Galleys used primarily for scouting, raiding, and piracy.
(Two) The large heavily-armed Galleass which carried Cannon and were used for heavy fighting.
 
Relatively few galleasses were built actually although they were featured here and there (i.e. at the Battle of Lepanto). Maybe better having regular light galleys and heavier galleys (lanterns= flagship galleys) and keep galleasses as a flavour units (heavy and slow) for the Venetians, Spaniards and Ottomans; these should not be built very often. Also, galleys would not rule forever in the Med; even Venice would build regular ship of the line eventually in the 17th century.

How this mod going Birdmanz? I hope it is quiet because you are modding hard :) Too many would-be Europa Universalis mods on Civ3 have failed in the past; Remember Aeon's attempt?
 
True, True, maybe Birdmans could make a small wonder that would
auto-predce them and make it avalible to the civs you just mentioned.
 
Thanks for the tips.

Yes i was thinking in having this as starter ships for Medieval era.

Cog (Tansport, Should this remain Sea or Ocean faring?)

Galleys (Combat, Sea, Might be called Light Galleys)

Heavy Galleys (Combat, Sea)

Galleasses (Combat, Sea, Similar to Heavy, but flagship kinda unit, with better stats also available for Venetians, Spainsh and Ottoman, maybe Built at a Specific Shipyard Wonder for Med)

This will be the first ship of the Exploration Era, this tech would be available from start to Portuguese, Spanish, Dutch, English and French.

Carrack (Combat, Ocean Going for Portuguese, Spanish, Dutch, English and French Mainly)

What do you think?
 
I was kinda busy this week, but yesterday i managed to advance more.. :goodjob:

The world was separated by Impassable Mountains (Vulcano), to encapsulate Europe and Eurasia from the rest of the World.
Other parts of the world have been partially separated by Impassable Mountains to generate terrain defenses.

Mountains, Jungle, Desert, Flood Plains and Tundra would be impassable for Wheeled units.

Most Land units will be wheeled, with exceptions as i mentioned before, this will force most European Nations to make naval invasions..

Spoiler :

Political Preview of what is done
preview.jpg


Territorial Preview
Areas Separated by Terrain
terrainpreview.jpg



Edit: European Settlers will be Wheeled, Russian will be Foot, so they will be able to pass most terrain in Eurasia..
Most land units will be wheeled as stated before, but maybe Cossacks will be foot, so they will be able to advance with Russian Settlers.
 
HI this mod sounds like its getting ready to become great.
I just read some online articles that surprised me alot. They said it was actualy opium that made countries like England a geat deal of wealth back in the day. Even trading it for other luxeries like tea and silk when a nation was not intrested in anything else they had to offer(ex China)

Does your mod takes place before this or is it in another part of the world that opium didn't penatrate? If not mybe you should include this plant to the lux list over one of the others

I know drugs are bad things to put in games as glamourous but we players here are a mature lot not tempted into buyin all luxeries we see in CIv3. :)

So for authanticys sake, it might make a good additon thats all IM saying Good day.
 
They said it was actualy opium that made countries like England a geat deal of wealth back in the day. Even trading it for other luxeries like tea and silk when a nation was not intrested in anything else they had to offer(ex China)

Hello thanks for your comments.

About the Opium, i think it can be moded in mid-later techs, as most resources will be released with techs and will become obsolete by em too..

But there is a problem with opium that is, the Opium boom, and wars, etc, happened after the Timespan of this mod.
We would have to see how to mod Opium within this timespan, tough I'm open to suggestions, and i will see how Opium can be added and where.

The following nfo was taken from here http://en.wikipedia.org/wiki/Opium_Wars

The Opium Wars, or the Anglo-Chinese Wars were two wars fought around the middle of the 19th century (1839-1842 and 1856-1860 respectively)

As a result of high demand for tea, silk and porcelain in Britain and the low demand for British commodities in China, Britain had a large trade deficit with China and had to pay for these goods with silver. In an attempt to balance its trade deficit Britain began illegally exporting opium to China from British India in the 18th century. The opium trade took off rapidly, and the silver flow began to reverse. The sale and smoking of opium had been prohibited in 1729 by the Yongzheng Emperor because of the large number of addicts.
 
Good to hear the progress. A comment/question about the map:

Why not just making all mountains impassable like in Rhye's map (if I remember right, has been a while) - you just make passes (i.e. hills) here and there where there were historical and significant passages. Deserts like you said earlier would be impassable for most units too no (using the wheeled tag)?

Then there is no need for volcano barriers that will look odd and not be very realistic. Just using the natural features of the map would be to me a much better solution; i.e controlling how mountains, jungle, deserts can be passed (and laying them on the map carefully)
 
Good to hear the progress. A comment/question about the map:

Yes that is a good idea, but the fact is, Volcanoes now, looks like mountains.
But i have to completely enclose Europe from the rest of the World, for gameplay purposes (Thus i will have to make a lot of terrains totally impassable to archieve this without using a barrier).
I already made most terrain non passable by wheeled units, but if i make it impassable for all units, it would be hard for me to control certain aspects.
On the other hand, if i make mountains impassable too, you wont be able to build mines over them.

I don't know, its a great idea, but let me think about it.
 
Is it possible to :confused: make it so worker units can't enter certain types of terrain. If they can't enter the terrain, they ;) can't build roads on it.
 
About the Opium, i think it can be moded in mid-later techs, as most resources will be released with techs and will become obsolete by em too..

As far as i know it's not possible to make resources obsolete, so they are not available any longer. You can only make the units/buildings for which the resources are needed obsolete, which doesn't apply for luxuries, of course.
 
As far as i know it's not possible to make resources obsolete, so they are not available any longer. You can only make the units/buildings for which the resources are needed obsolete, which doesn't apply for luxuries, of course.

Yes, my bad, i meant that the building that generate the Shipment will become Obsolete, example (Opium Plantation wich is a building that needs opium in its city radius to be built, also it will need a certain specific social type of population).
 
Opium porbally shouldn't be around. It wasn't ever to big in Europe. Tghe british were selling it in china no the other way around.
 
Is there a reasonable number of city location i must have in count finishing the map design?

I read here and there that it was 150.

I don't honestly know how many i have atm, but i really invested a lot of em in India and Indochina.
 
Its 500 something.
 
Its 500 something.

What about Turn Speed? Is there any maximum number recommended for turn performance?

BTW i have 2 tags free, and 5 Nations i might be adding (1 would be pretty out of timeline).

Nations Are this:
Another American Nation to have Inca, Aztec, and Warchief American maybe.
Ayutthaya (Thai)
Morocco
Prussia (Pretty out of time when scenario start).
A pagan nation to place here and there in few places arround the globe.

Any other ideas to have in mind, vote your 2 Nations to help me Decide.


Note: I have done a lot more of political setup in India, Indochina and Indonesia, i will have a kinda finished map once i decided which 2 nations to add.
I might say i decided to give more depth to India and Indochina, than other parts of non European world, this will represent the highly populated and political/religious complexity of this areas. :goodjob:
 
Note: I have done a lot more of political setup in India, Indochina and Indonesia, i will have a kinda finished map once i decided which 2 nations to add.
I might say i decided to give more depth to India and Indochina, than other parts of non European world, this will represent the highly populated and political/religious complexity of this areas. :goodjob:


Thank you :thumbsup: They deserve it.

You know where my first vote goes.

On for the 2nd vote.. I would keep the American northern Indians represented by barbarian camps, not that I suggest they were barbarians, just that this is the best way Civ can represent a tribal system. My vote goes for a Northern African Civ (if it has to be Marocco, be it, but I would prefer the more powerful Al Djazair aka Algeria- or maybe unite these two for the sake of gameplay?)
 
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