Scenario - Italyization

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FINAL VERSION IS NOW AVAILABLE!

New: edited 03 April 2009
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Italyization

This scenario is completely set in Italy, during its entire history, from the ancient people, to the end of the Kingdom of Italy (the historical ending year is about 1945).

Featuring civilizations:
Spoiler :

Nuragic
Leader: Norax (seafaring, agricultural)
Unique unit: Shardana (archer, +50% attacking hills)
Unique building: nuraghe (monument, +15% heal rate)​
Etruscan
Leader: Tarconte (imperialist, creative)
Unique unit: Phalanx (spearman, +25% attacking cities)
Unique building: sepulchre (granary, can use 2 priests)​
Latin
Leader: Latin (financial, industrious)
Unique unit: Aborigine (scout, can attack, +200% defending against animals and warriors)
Unique building: oppidum (walls, +20% defense, +20% bombard defense)​
Gallic
Leader: Brennus (charismatic, spiritual)
Unique unit: Gallic warrior (axeman, free Guerrilla1 promotion)
Unique building: dun (walls, free Guerrilla1 promotion)​
Samnites
Leader: Gaius Pontius (militaristic, agricultural)
Unique unit: Gladiator (swordsman, can be built with copper, immune to first strikes)
Unique building: Armory (barracks, 1 extra XP)​
Roman
Leader: Caesar (imperialist, charismatic)
Unique unit: Legion (swordsman, combat 7)
Unique building: Forum (market, +25% great people points)​
Ostrogoth
Leader: Theodoric (industrious, organized)
Unique unit: Cataphract (knight with spear, 2-3 first strikes)
Unique building: Circus (+2 :))​
Papal state
Leader: Gregory the great (creative, spiritual)
Unique unit: Swiss guard (pikeman, +50% defending cities)
Unique building: conclave palace (courthouse, -60% city maintenance)​
Longobard
Leader: Liutprand (spiritual, organized)
Unique unit: Arimann (maceman, immune to collateral damage)
Unique building: Goldsmith (forge, +10% gold for gold, silver, gems each)​
Holy Roman Empire
Leader: Charlemagne (imperialist, financial)
Unique unit: Landsknecht (pikeman, targets mounted units)
Unique building: Rathaus (courthouse, gives espionage defense)​
Norman
Leader: William Iron Arm (militaristic, seafaring)
Unique unit: Norman cavalry (Knight with sword, free March promotion)
Unique building: keep (castle, -33% war weariness)​
Dukedom of Milan
Leader: Gian Galeazzo Visconti (creative, militaristic)
Unique unit: Soldier of Fortune (maceman, 15% withdrawal chance)
Unique building: Wine cellar (aqueduct, +2 happiness and health with wine)​
Republic of Venice
Leader: Enrico Dandolo (financial, seafaring)
Unique unit: Galleass (caravel, +1 strength, immune to first strikes)
Unique building: Arsenal (harbour, +2XP to ships)​
Grand dutchy of Tuscany
Leader: Lorenzo de Medici (organized, creative)
Unique unit: Bombard (cannon, requires Gunpowder)
Unique building: School of art (university, 1 free artist)​
Kingdom of Sicily
Leader: Ferdinand II (financial, agricultural)
Unique unit: Battaglione Cacciatori (grenadier, does collateral damage)
Unique building: Metal factory (factory, +100% production with energy)​
Austrian empire
Leader: Franz Joseph I (charismatic, militaristic)
Unique unit: Hussar (cavalry, 1 extra movement)
Unique building: Reichstag (Intelligence Agency, -33% city maintainance)​
Kingdom of Piemont
Leader: Vittorio Emanuele II (imperialist, organized)
Unique unit: Bersagliere (rifleman, moves 2, flat movement cost)
Unique building: Post office (Intelligence agency, +25% commerce)​
Kingdom of Italy
Leader: Mussolini (imperialist, charismatic)
Unique unit: Alpine (infantry, +25% on hills)
Unique building: Museum (observatory, +2 culture, +1 happiness per 10% culture, can use 2 artists)​



Traits:
Spoiler :

Militaristic: -50% war weariness, doubles production of barracks.
Spiritual: no anarchy, doubles production of temples.
Industrious: doubles work rate of workers, doubles production of forges.
Financial: +15% commerce in every city, doubles production of marketplaces.
Imperialist: +100% great general points, +50% production of settlers.
Charismatic: +1 happiness in every city, -50% required XP for promotions.
Organized: -50% civic maintainance, doubles production of courthouses.
Creative: +2 culture in every city, doubles production of libraries and theatres.
Agricultural: +1 food in tiles with 4+ food. Doubles production of granaries.
Seafaring: free Navigation1 promotion for ships. Doubles production of harbours.




Featuring religions: Jupiter, Christ, Odin, Meithras, Lugh, Tinia, Maymon.

Spoiler :

original post:
Featuring religions: Jupiter, Christ, Odin, Wodan, Dagda, Tinia, Maymon.


Wonders: (note: still to be balanced)

Spoiler :

Necropolis of Populonia
Requires: Mysticism. Obsolete with: Civil Service
Effect: -25% global hurry anger
Ziqqurath
Requires: Masonry. Obsolete with: ---
Effect (instantaneous): +1 population in every city
Giants of Mt. Prama
Requires: Archery. Obsolete with: ---
Effect (instantaneous): 6 free horse archers
Great Colosseum
Requires: Construction. Obsolete with: Physics
Effect: +50% great general points
Pantheon
Requires: Aesthetics, Polytgeism. Obsolete with: Divine Right
Effect: +3 gold per each religion in this city
Circus Maximus
Requires: Mathematics, Horseback Riding. Obsolete with: Constitution
Effect: +1 :) per each 10% culture in every city
The Capitol
Requires: Code of Laws. Obsolete with: Steel
Effect: allows units to fortify for 1 extra turn (up to +30% defense bonus, in 6 turns)
Consular Road
Requires: Currency. Obsolete with: Railroad
Effect: +1 trade route in every city
Thermal baths of Diocletianus
Requires: Construction. Obsolete with: Medicine
Effect: +1 health in every city
The Riace Bronzes
Requires: Metal Casting. Obsolete with: Replaceable parts
Effect: +1 extra commerce from sea plots.
Mausoleum of Theodoric
Requires: Aesthetics. Obsolete with: ---
Effect: +50% golden age duration
Plutei of Theodote
Requires: Philosophy, Literature. Obsolete with: ---
Effect: +50% culture in the city
Mausoleum of Galla Placidia
Requires: Feudalism, Aesthetics. Obsolete with: ---
Effect: acts as a Shrine for the state religion (+1 gold per each city in the world with that religion)
Basilica of St. Michele
Requires: Theology. Obsolete with: ---
Effect: the state religion spreads at 2x the normal rate
Basilica of St. Francis
Requires: Music. Obsolete with: ---
Effect: doubles production for temples and monastaries, in every city
Cathedral of Mediolanum
Requires: Engineering. Obsolete with: ---
Effect: +1 hammer per each priest in every city
Sistine Chapel
Requires: Civil Service, Philosophy, Aesthetics. Obsolete with: ---
Effect: +5 culture per each building related to the state religion
Art gallery of Uffizi
Requires: Printing Press. Obsolete with: ---
Effect: free library in every city
St. Marcus square
Requires: Guilds, Currency. Obsolete with: ---
Effect: +100% trade routes revenue in that city
Basilica of St. Peter
Requires: Divine Right. Obsolete with: ---
Effect: acts as the Apostolic Palace
David of Michelangelo
Requires: Guilds. Obsolete with: ---
Effect (instantaneous): starts a golden age
Perseus with the head of Medusa
Requires: Banking. Obsolete with: ---
Effect: 1 extra engineer in the city
Leaning tower of Pisa
Requires: Education. Obsolete with: ---
Effect (instantaneous): a free tech
The Divine Comedy
Requires: Paper, Literature. Obsolete with: ---
Effect: +50% great person points in every city
Botticelli's Nascita di Venere
Requires: Astronomy, Aesthetics. Obsolete with: ---
Effect (instantaneous): 1 free Great Artist unit
Cathedral of S.Maria in Fiore at Florence
Requires: Divine Right, Engineering. Obsolete with: ---
Effect: +2 gold per each engineer in every city
Tasso's Gerusalemme Liberata
Requires: Nationalism. Obsolete with: ---
Effect: -33% war weariness in every city
Manzoni's Promessi Sposi
Requires: Constitution. Obsolete with: ---
Effect: +33% hurry cost in every city
Museum of Science and Tecnique
Requires: Scientific Method. Obsolete with: ---
Effect: +100% science in the city
Aida
Requires: Democracy, Drama, Music. Obsolete with: ---
Effect: +15% espionage points in every city
Mole Antonelliana
Requires: Railroad. Obsolete with: ---
Effect: 1 extra specialist in every city
Vittoriano
Requires: Military Tradition, Constitution. Obsolete with: ---
Effect: acts as a Forbidden Palace
Dam of Marmore's Waterfall
Requires: Biology. Obsolete with: ---
Effect: +10% production and free energy in every city


No corporations. There are "secret" associations instead: Mafia, 'Ndrangheta, Camorra, Carbonari, Sanfedisti, Calderai, Sublimi Maestri Perfetti. They affect the game in several ways other that the corporations do: they modify the trade routes between cities with the same associations of with rival associations, they modify the chance to spread other corporations and the cost of espionage missions.

Great people are now unnamed. Famous "names" are given to "Illustrious personalities" (similar to Founding Fathers of Colonization). You can gain an Illustrious personality by adding up points in a number of ways (from your great people points, your great general points, from your civics, by using your missionaries, by fighting battles, etc), and when you reach a threshold, you receive a random Illustrious personality, depending on the type of points you have (religion, culture, etc.). Illustrious personalities have unique bonuses, most of them are brand new! Some Illustrious personalities are Leonardo da Vinci, Michelangelo, Dante, Scipione, Carlo Alberto, Macchiavelli, Vivaldi.

Illustrious personalities:
Spoiler :

St.Augustine

Effect: enemy spies cannot change your state religion
Thomas of Aquin

Effect: extra research in cities with the state religion
Francis of Assisi

Effect: decreases maintaineance cost of cities from people
Catherine of Siena

Effect: enemies with your same state religion cannot declare war on you (until 2 turns after having changed it)
Marco Polo

Effect: reveals every city you have trade routes with
Filippo Strozzi

Effect: decreases maintaineance cost for military units
Mecenate

Effect: allows extra specialists to be used in your cities
Galileo Galilei

Effect: increases Academies bonus, based on cities size
Alessandro Volta

Effect: a chance per turn to give free energy to a city
Archimedes

Effect: gives a defense bonus to your cities against siege bombardment
Leonardo da Vinci

Effect: a chance per turn to discover a resource of coal
Antonio Meucci

Effect: 1 happy face in every city, per each civ you are not at war with
Guglielmo Marconi

Effect: free Range and Sentry1 promotions to fighters
Filippo Brunelleschi

Effect: increases great people points output toward Great Engineers
Andrea Palladio

Effect: +1 happiness to every wonder in your cities
Apollodoro

Effect: increases production of wonders
Giacomo Casanova

Effect: 'Demography' and 'See Research' espionage missions enabled for every enemy leader
Leon Battista Alberti

Effect: drastically decreases cost and failure chance for 'Spread Culture' espionage mission
Virgil

Effect: starts a short golden age every time you gain a Great General
Titus Livius

Effect: a chance per turn to discover a tech already known by a civ you have met
Michelangelo

Effect: extra culture from cathedrals
Raffaello

Effect: strengthen your culture in the plots near your cities
Sandro Botticelli

Effect: increases effectiveness of culture booms
Caravaggio

Effect: decreases the required culture for cities' culture pop
Dante Alighieri

Effect: a chance per turn to instantly discover the currently researched tech (if related to Culture)
Giacomo Leopardi

Effect: no unhappiness for population, in cities with Influent culture
Alessandro Manzoni

Effect: extra culture for old buildings which become tourist attractions
Giosuè Carducci

Effect: grants a minimum of nationality in every city
Antonio Vivaldi

Effect: extra culture from theatres
Gian Lorenzo Bernini

Effect: extra production from Engineers and Priests
Niccolò Machiavelli

Effect: decreases war weariness, depending on the culture slider
Torquato Tasso

Effect: increases Great Generals Points gained outside cities
Nino Bixio

Effect: +1 cargo capacity for ships
Carlo Alberto

Effect: increases associations output in your cities
Giuseppe Garibaldi

Effect: a chance per turn to give Morale promotion to gunpowder units
Porsenna

Effect: increases gold revenue when conquering an enemy city
Publius Cornelius Scipio

Effect: gives a base defense bonus when defending in lands with no defense bonus
Marcus Licinius Crassus

Effect: increases gold revenue from trade missions (by a Great Merchant)
Gnaeus Pompeius

Effect: increases draftable units number per turn
Catiline

Effect: increases spy evasion chance when moving on enemy land
Cicero

Effect: enemy spies cannot destroy your libraries, markets and courthouses



Featuring world wonders: some of them are the Great Colosseum, the roman Pantheon, the Circus Maximus, Mausoleum of Theodoric, St. Francis basilica, cathedral of Mediolanum, David of Michelangelo, the Leaning Tower, the Divine Comedy. Some of their effects are brand new!

Some of the BTS original Unique Units are still in the game, as barbarians. So periodically some Numidian Cavalries, Janissaries, Egiptian war chariots, Dacian Tarabostes or War Elephants can appear near to your empire to attack you.

New resources, new civics, new techs, new buildings (and some of the old ones are removed; for example, there is NO incense in Italy). And some new events based upon those new items.

It features a kind of "rhye and decay" system, that will cause new and more recent civs to appear in the game, replacing an existing one. For example, while you are facing Romans and Etrusks, and when you enter in the middle ages, Ostrogoths could appear at any moment, invading Roman land with a huge army and trying to take them over. (they could even choose YOU as their victim!)

Units will be randomly given and taken bonuses of several types, at any moment. For example, when you are attacking an enemy city you could discover that your CityRaider3 Swordsman is momentarily unavailable to attack (he has been given the DefendOnly flag), or instead he's gone berserk (available to do collateral damage!!!). These special bonuses last for few turns.

Defensive buildings will be available for your workers to build. You can build ballistas (in the middle ages) or pillboxes (in modern age); these are immoble units, with a good defensive power. You can't build them. Also, you can have up to 5 units of that type (if you want more, you have to disband some of the existing ones). You will periodically be asked if you want one, and your workers will take care of it (a random worker is picked, and while building the pillbox in the plot where he is, he cannot be moved for the next 5 turns).

There are no shrines (well, there's a world wonder with the same effects applied for the current state religion. Besides, cathedrals now add the religion commerce bonus for the city where it's built).
Now holy cities are useful in a different way: they give espionage points against every rival city you know in the world.

A scenario allows to play in a premade huge map of Italy!

There are a lot of other changes. I've given a summary of the main features. Besides, the work is still in progress.

Note: The scenario will be available in English and Italian. Other languages will be in English.


Some screenshot attached.
Spoiler :

1st picture- some leaders: Lorenzo de' Medici, Tarconte, Latin, William Iron Arm, Gregory the Great, Enrico Dandolo, Liutprand, Vittorio Emanuele II, Theodoric, Mussolini, Ferdinand II, Norax.
2nd picture- some units: bastard swordsman, gunboat, shardana, tarabostes, arimann, swiss guards, mounted swordsmen, pillbox, bersaglieri, Battaglione Cacciatori, guerrilla, galleass, norman cavalry, bombard, WW1 armor.
3rd picture: the Illustrious Personalities screen, with your current progress and next personality chances, and the personalities you have already obtained.
4th picture: a city with four wonders, which are also listed in the city tooltip (you can read: Carbia: Colosseo, Pantheon, Circo Massimo, Terme di Diocleziano).
5th picture: the remade Statistics screen. Here, you can compare unit losses against any rival, and have some generic infos about your wins and loses.
 

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As far as I know, Odin and Wodan are the same god: Odin/Wodan/Wotan, depending on the germanic dialect. Also, Dagda is very Irish. Lug( or Lugh) would probably fit better for a celtic god as he was reverred in Gaul and many places owe him his name in all celtic areas. You could probably replace one of Odin/Wodan with Mithraism or Judaism.
 
Thank you for your feedback. I'll see what I can do, and possibly change these Gods.

About maps, the mod currently has a single random script, with particular settings (a kind of Big and Small, with snaky continents and some islands, to simulate the Italian lands. Also, it's a flat map.). If I can, I'd like to have also a fixed map of Italy (but I don't know how to do it, maybe it must be set plot per plot by the map script...!!!)
 
interesting project ;)
how will civs be born, all the same start ? Who's the leader of Tuscany ?
 
At the time, all civs start at the same moment. However, given the short duration of modern techs (game is over for early 1900 techs), modern civs (like kingdom of Piemont) could be a little more useless than the others.
I'd like to find a way to make them start one at a time, as the history says. Any hint about that is welcome.

Lorenzo de Medici is the leader of Tuscany.
 
have a look at Rhye's and Fall of Civs, that mod features timed spawns of Civilizations. You can even ask the creator for hints on how to implement it, he is italian.
 
have a look at Rhye's and Fall of Civs, that mod features timed spawns of Civilizations. You can even ask the creator for hints on how to implement it, he is italian.

I nearly forgot this point!:lol:

Asking Rhye is a good idea, he is sure to give helps:goodjob:
 
a fixed map of Italy (but I don't know how to do it, maybe it must be set plot per plot by the map script...!!!)
Easiest for a fixed map is to use the WorldBuilder. You can also place civs starting location etc.
As for civs spawning at given time, Rhye's and Fall from Heaven both so it. I'd like to point out however that Rhye's method is fine for AI nations, but you must wait for sometimes a long time if you want to start as a "late" nation. It's probably better for the player to allow the various ai's to get free points in an advanced start setting so you don't have to wait it over.
 
btw, I think C.Roland made an animated Lorenzo some time ago.
 
The "rise and fall" of civilizations could work in this way.

When a player selects a civ, the game will start in the related year; so, if Ostrogoths are selected, the start year will be about 200AD.
However, game length will always be the same (500 turns at normal speed, whatever civ you pick). So, even if you pick the Kingdom of Piemonte, you will still play 500 turns, in the historical period between 1800AD and 1950AD.
When the game starts, everyone will receive all the techs to reflect the starting year.

As the game goes on, and passes from ancient to classical era, and from classical to medieval, and so on, existing AI civs will be replaced by the new ones.
Here's an example. When entering medieval era, Etrusks become an old civ, and Longobards will appear, and a small Etrusk city will automatically be assigned to Longobards. This new civ will receive a strong army and will be set at war against Etrusks ("total" war), so that they are doomed to be destroyed.

However, this way, the game could become too simple for the player, for he has no real rival (every rival will eventually die). For this reason, newer civilizations could receive larger armies and more bonuses and advantages, to allow them to be competitive. The last AI to enter (maybe, the Kingdom of Piemont) will start as the smallest, but his army will be so mighty that he's quite dangerous anyway.

Any feedback?



p.s. this mechanics would work in single player only. Multiplayer will be played in the classic style.
 
Great people are now unnamed. Famous "names" are given to "Illustrious personalities" (similar to Founding Fathers of Colonization). You can gain an Illustrious personality by adding up points in a number of ways (from your great people points, your great general points, from your civics, by using your missionaries, by fighting battles, etc), and when you reach a threshold, you receive a random Illustrious personality, depending on the type of points you have (religion, culture, etc.). Illustrious personalities have unique bonuses, most of them are brand new! Some Illustrious personalities are Leonardo da Vinci, Michelangelo, Dante, Scipione, Carlo Alberto, Macchiavelli, Vivaldi.


That is Creative!! Great idea:lol:

I'm excited to see this kind of Great People cause I'm getting tired of the identical Great People system in the core game.
 
I was wondering about that too... Anyway, from the looks of it this is very promising!:goodjob:

PS: Aren't the Colosseum and Circus Maximus the same building? (I noticed them both in the Wonders spoiler.)
 
New feature:

Units will be randomly given and taken bonuses of several types, at any moment.
For example, when you are attacking an enemy city you could discover that your CityRaider3 Swordsman is momentarily unavailable to attack (he has been given the DefendOnly flag), or instead he's gone berserk (available to do collateral damage!!!).
These special bonuses last for few turns.
 
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