SCENARIO: "The Age of Imperialism - 1903 AD" for C3C

How about getting rid of settlers all together? Even if you disallow building cities on deserts / tundra you will still have cities on every montain in Sibiria.

I've solved that problem in the new version 3.0 now by changing some of the tiles in Siberia, Canada and the Sahara region. ;)
 
I have a question though. Is the game more for gameplay or realism? I ask because right now as Germany my military isn't spectacular (shouldn't it be the world's biggest and best?), I started with flight (I think it has something to do with being scientific), and my production, while good, isn't what it should be. It says my manufactured goods is 6th in the world. Shouldn't it be in the top 3?

Yes that's it, I've tried to find a balance between accuracy and playability.

But thanks for your ideas, I'll have a look at it and think about it regarding the next version.


I think a game like that can never be entirely accurate - it's just too limited in general. So I won't make a huge scenario on a huge map with every second tile covered by a city which must be *entirely* accurate (which it then not even is), where every single turn takes an hour to compute ... but I prefer a scenerio that's accurate enough to identify with the scenario topic, which is relatively quick to play, and which is also sufficiently balanced. I hope I was succesful doing so.

Oh, and that's also the reason why I decided not to reassign Libya to Turkey ... Italy is weak enough already, and I think it's more fun that way. Of course you can always change that yourself in the editor, if you like. :)
 
I may be being HORRIFICALLY stupid here but wheres the link to version 3.0? I really really want to play this scenario and can only find the first link?

If I am acting the offspring of a blonde village idiot please ignore me!


:scan: The early bird may get the worm, but the second mouse gets the cheese! :scan:
 
In 1903 Russia controled alaska otherwise looks great
 
@SimPathy

great idea (pre-wwI) for a scenario. i guess i's missed this one in the forum.

anyhow, i added in some new units, resources, techs & improvements to this scenario. i hope you don't mind ;)

when i get it up and running, i'll post a screen shot
 
I think that you guys should just get rid off all settlers. After 1900, really, there has been no one sending out settlers. What do you have to say?

Well of course there were still new towns being founded after 1900 - ie in America, Russia, etc. Also, there are practical reasons against banning all settlers from the scenario: The Civs often raze cities, and it would be ugly if these empty places could not be resettled. ;)
 
SimPathy said:
No problem. :)
Just give me credit if you are going to release it somewhere.

thanks. i'll be sure to if i release it.

as for settlers, i've made them unbuildable inmy personal version of the scenario. instead, they're autoproduced by great wonders.

so far, i've added in 38 new units and 26 new resources.

many of the civs have their own UU and their own UR (unique resource depending on what part of the world they're in).

the bulk of the added units consists mainly of naval units...
pre-dreadnoughts, dreadnoughts, armoured cruisers, early destroyers, battlecruisers, early submarines, steam transports, steam frigates and ironclads (not the civ3 one).

obviously, the resources play a vital role in my version of the scenario. i plan on adding in improvements and wonders that correspond directly w/ certain ones. for example, sugar and glass is necessary to build 'Rum Distillery'. hops and glass is needed to build 'Brewery'. livestock is needed to build 'Meatpacking Plant'. these are just a few.

the way it's looking, my version is a complete deviation from SimPathy's version aside from the map/city placement. though, i've editied only a few cities and split up a couple of the civs.

the premise of the scenario would be to emphasize capitalism/exploitation/imperialism w/ the naval units as the muscle behind the expansion. there's a small wonder available to the imperial civs that autoproduces a 'Colonizer' unit that can, as the name implies, build colonies.

i've yet to set up an authentic tech tree yet. any suggestions on this would be nice ;)

thanks for your support SimPathy :)
 
Yes alaska may have been bought in 18.. but it wasnt admitted to union and should not have three cities on it it should have 1 with a truly small population
 
xiosho said:
Yes alaska may have been bought in 18.. but it wasnt admitted to union and should not have three cities on it it should have 1 with a truly small population

well, neither was cuba nor were the philippines.

as a matter of fact, there was what they call the last real 'gold rush' in american history in alaska at this time (1903).

i've included 1 american town (anchorage) in alaska for my version of this scenario. this is to represent the many, many miners and prospecters that flocked to alaska at this time.
 
That would be fair cuz with three cities all you do is make an airport then assualt russia through the strait which wouldnt be realistic. even though u can do that with one u cant really build n army there by itself.

For no reason You should have some russian soldiers lost in alaska but make them really bad units to resemble the russian culture that was still in alska at the time
 
here's a screen shot of part of the american fleet off of the eastern US.

there a 3 types of ships show in the pic...the one at the top w/ the dark hull is an armoured cruiser by wyrmshadow. the one w/ the stacks is an early dreadnought by smoking mirror and the one below that is an early destroyer by wyrmshadow.

i'm working on the techs now.
 
techs are completed. man, what a labourious task devising a tech tree is :crazyeye: . text entries, pcx files and the dang editor entries.

i added in a slew of wonders and removed the orig c3c ones. there are alot of nice wonder splashes out there that i found and corresponded directly w/ the scenario.

wonders included in my version are discoveries and/or breakthroughs that occurred only during the yrs 1903-1914. you might be thinking, "how many wonders could there be during that relatively short amount of time?" well, plenty. do a google search and you'd see that not only was this time period the 'age of imperialism' but the 'age of invention' as well.

just some more extended play-testing and this deluxe version of the scenario will be ready. i hope to have it uploaded within a few days.
 
i liked the original aoi but this sounds terrific
 
El Justo, how well did you decide to factor the nation's respective industrial and military might of the time?
 
here's a pic of the tech tree. many of the leading nations (Britain, France, Germany, Russia, Japanese, USA, Ottoman, Italy, Lowland Countries to name a few ;) ) have some of these techs from the start (ie pre dreadnoughts, armoured cruisers, empirialism, etc) and the other 22 countries need to catch up. i managed to get 31 total civs in :eek: . i'll have it uploaded onto a new thread in a day or so.
 
looks like the shiznight
 
Back
Top Bottom