The 19th Century Europe Mod

hi, i'm from abdn and need to ask a question. i'm playing the greek empire but cannot figure out how to move from one island to the other. can you help by explaining the necessary moves? (pls email at toutoungi@gmail.com)

ths
 
toutoungi said:
hi, i'm from abdn and need to ask a question. i'm playing the greek empire but cannot figure out how to move from one island to the other. can you help by explaining the necessary moves? (pls email at toutoungi@gmail.com)

ths

:confused:

I think you may have the wrong thread. But my suggestion is building a boat and loading your troops on it.
 
I really like the screenshot, it's quite swanky.

Is there anything the community can do to help you at the moment?
 
KaiserBenjamin said:
What is the current estimate for release date?

I don't know... we're probably looking at a finished product sometime next summer. A beta should be out before then (I'll be able to to alot in December).

Leif said:
I really like the screenshot, it's quite swanky.

Is there anything the community can do to help you at the moment?

Thanks. I'm not sure what could be done at the moment by others. Right now I'm kind of trodding along XMLing the buildings and resources. It's really just time consuming, boring stuff.

Thanks for the support, everybody! Sorry this is project is taking forever!
 
I don't think I need to repeat that this is totally worth the wait. I'm behind you 100% on this project. I would offer my assistance, but I don't really know anything outside of history and geography.

Edit: My computer sucks. I can barely play the regular Civ 4 game, and even then it doesn't allow me to exit the game properly. So, a lot of mods have been killing my system. However, even from my perspective, I honestly prefer the original product being luxury. Especially with an awesome idea like this one. I think a practical one can be made by someone else later, if they really want to.
 
Sohan said:
I don't think I need to repeat that this is totally worth the wait. I'm behind you 100% on this project. I would offer my assistance, but I don't really know anything outside of history and geography.

Edit: My computer sucks. I can barely play the regular Civ 4 game, and even then it doesn't allow me to exit the game properly. So, a lot of mods have been killing my system. However, even from my perspective, I honestly prefer the original product being luxury. Especially with an awesome idea like this one. I think a practical one can be made by someone else later, if they really want to.

Thanks for your support and feedback, Sohan.

The problem with the large and luxurious map is that with no units, 16 civs, no buildings, and cities all of size 1 the wait between turns is still about 15-20 seconds on my mid-grade computer. Who knows what that would turn into late game... although no new cities would be built, I bet unit moving by the AI would take up a lot of computer time. Oh well... the only way to find out is make it and see ;).
 
Well, you definitely have my wholehearted support, AG. My experiences with something as small as my civics mod and CivicsInfos SDK mod have taught me just how tough-and time consuming-even small modifications can be.
Which reminds me, please feel free to make use of my modding efforts for your Scenario AG. Check out the thread in ModComponents titled CivicsInfosplus. I have added tags for Extra yields and commerces from buildings, changes to yields and commerces in StateReligionCities (and Commerces in NonStateReligionCities). I have also added SpecialistYields and FreeSpecialistCounts. Should give you some increased flexibility. I am also hoping to finish NonStateReligionYields and TradeCommerceModifiers in the near future.
Anyway, this should signficantly boost flexibility for your own civics system (which, btw, has been a major influence for mine-especially Values!)

Aussie_Lurker.
 
Aussie_Lurker said:
Well, you definitely have my wholehearted support, AG. My experiences with something as small as my civics mod and CivicsInfos SDK mod have taught me just how tough-and time consuming-even small modifications can be.
Which reminds me, please feel free to make use of my modding efforts for your Scenario AG. Check out the thread in ModComponents titled CivicsInfosplus. I have added tags for Extra yields and commerces from buildings, changes to yields and commerces in StateReligionCities (and Commerces in NonStateReligionCities). I have also added SpecialistYields and FreeSpecialistCounts. Should give you some increased flexibility. I am also hoping to finish NonStateReligionYields and TradeCommerceModifiers in the near future.
Anyway, this should signficantly boost flexibility for your own civics system (which, btw, has been a major influence for mine-especially Values!)

Aussie_Lurker.

Thanks Aussie_Lurker.

I was looking through your new civics tags earlier today, I definitely may be able to use some. Thanks for your work! :goodjob:

Glad I could influence someone (hopefully for the better :) ), but I must admit that the idea for national values has its origins in the Paradox game "Victoria".
 
Alright, today I've had some free time and started work on leaders. I got the leaderhead art done today (thank you Google Images and Wikipedia!). Leif made several suggestions a long, long time ago that have been incorporated (thanks :D). Here's the list:

Austria-Hungary - Franz-Joseph I
Belgium - Leopold I
Denmark - Frederick VII
France - Napoleon III
Greece - George I
Netherlands - William II
Ottoman Empire - Abdülmecit
Portugal - Maria II
Prussia - Bismarck
Russia - Alexander III
Sardinia-Piedmont - Victor Emmanuel II
Spain - Isabella II
Sweden - Oscar II
Two-Sicilies - Francis II
United Kingdom - Victoria
German Minor States - none?
Germany - Bismarck
Italy - Victor Emmanuel II

Now all I need is ideas regarding leader traits. I would like to give the traits more "flavor" to the era, so any ideas on any one of these leaders is appreciated. Particular traits applicable towards any leader or even negavite traits are okay too. For example:

Victoria might have an "Imperial" trait that allows her to build "colony wonders" faster as well as a "Political Leadership" trait that reduces anarchy lengths. For now, the ideas need to be kept inside what is currently possible with leadertraits in vanilla.

Thanks for any input, ideas, or suggestions. :goodjob:
 
New traits:
Political Leadership- reduces anarchy , minor upkeep reduction
Imperial- builds colonies faster, +X free units/ +X free unit xp
Enlightened- +:science: +:health:

that's all for now
 
Just in case you're still looking for a leader for the minor German States, King Maximilian II of Bavaria (r. 1848-1864) would be a good choice. He was a well-educated monarch who opposed the Frankfurt Assembly. At first there was some possibility of his regime being a liberal one, but eventually it descended into absolutism. Most importantly, he organized and led a union of the minor German states to maintain a balance of power between Prussia and Austria.

Some images I just found on google, not sure if they'll help or not:
http://www.uni-regensburg.de/Fakultaeten/phil_Fak_III/Geschichte/MaximilianII.jpg
http://worldroots.com/brigitte/royal/gifs/max2bav.jpg
 
@Sohan
Oh yes, forgot to include Maximilian II (used the first picture you posted). Thanks.

@Leif
Used Enlightened as a trait. Thanks.

Well, I've been busy the past couple of days. Below is a screenshot of a foreign advisor screen to get an idea of what the leaders look like.

Every leader has 3 traits, in fact... here they are (these are all up in the air still)...

Franz-Joseph I: Imperial, Traditional, Absolutist
Leopold I: Reformer, Industrial, Capitalistic
Frederick VII: Reformer, Capitalistic, Enlightened
Napoleon III: Colonial, Militaristic, Cultured
George I: Reformer, Administrative, Militaristic
William II: Colonial ,Reformer, Capitalistic
Abdülmecid: Reformer, Administrative, Cultured
Maria II: Absolutist, Reformer, Enlightened
Bismarck: Militaristic, Industrial, Imperial
Alexander III: Militaristic, Traditional, Absolutist
Victor Emmanuel II: Imperial, Enlightened, Administrative
Isabella II: Traditional, Colonial, Cultured
Oscar II: Administrative, Enlightened, Industrial
Francis II: Traditional, Administrative, Cultured
Victoria: Colonial, Industrial, Capitalistic
Maximilian II: Traditional, Absolutist, Cultured

What the traits mean:
Imperial Extra Health, Extra 2 culture/city, Builds some military buidlings faster
Reformer Reduced Anarchy, Builds some National Wonders faster
Absolutist Reduced Civics Upkeep, Extra 2 tax/city
Enlightened Bonus Great People %, Bonus % science
Industrial Bonus hammers on squares, Builds factories faster
Capitalistic Bonus commerce on squares, Extra 1 commerce from trade routes, builds banks/corporations faster
Traditional Bonus food on squares, builds defensive structures faster
Administrative Bonus 10% tax, builds Tax buildings & courthouses faster
Cultured Bonus 25% culture, builds cultural buildings faster
Militaristic Free Promotion Infantry, Free Promotion Cavalry
Colonial Build colonies faster, Free Promotion Naval

The names and effects are rough (does anyone have a better name for "Administrative" - Bureaucratic perhaps, I dunno?). They must all be tested, of course, and balanced. Suggestions are welcome.

Aussie_Lurker is working on a mod that enables techs to give commerce and yield bonuses. Thus, many techs will give such bonuses. I'm really excited about this part.

Edit: attached screenshot
 

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Oh, just so you know. If I successfully finish the TechYield/TechCommerce mod (and I believe I will-just a few tweaks I need to do) then I will be tackling LeaderTraits as well-especially one which reduces city maintainance and one which reduced the time of City Revolution. Stay tuned....


Aussie_Lurker.
 
Aussie_Lurker said:
Oh, just so you know. If I successfully finish the TechYield/TechCommerce mod (and I believe I will-just a few tweaks I need to do) then I will be tackling LeaderTraits as well-especially one which reduces city maintainance and one which reduced the time of City Revolution. Stay tuned....


Aussie_Lurker.

Excellent. Thanks again for your help. :goodjob:
 
I know who I'll be playing
(better imput later)

-edit-

Do you think capitalistic is a good trait in a game where a capitalistic nation might turn into a dictatorship of the proletariat? Maybe Mercantielistic or Merchant would be better fitting, but I don't really know.
 
Just an update:

I finally got Warlords, so I'll have to redo everything for that. I will also be putting in more civs (like Ottoman Empire's vassals and some minor Germans & Italians). With more civs, I'll have to do a new, smaller map (otherwise it would be unplayable).
 
Leif said:
I know who I'll be playing
(better imput later)

-edit-

Do you think capitalistic is a good trait in a game where a capitalistic nation might turn into a dictatorship of the proletariat? Maybe Mercantielistic or Merchant would be better fitting, but I don't really know.

Hmm.. I didn't think of that :mischief:. The traits will all be redone anyway, now that I have Warlords.
 
Aww. D: And so my hopes are dashed. I guess this is one more reason for me to get Warlords. My wallet is going to hurt soon. ;_;
 
Sohan said:
Aww. D: And so my hopes are dashed. I guess this is one more reason for me to get Warlords. My wallet is going to hurt soon. ;_;

I held out too... but Aussie_Lurker made some SDK modifications for this and so I had to get Warlords (good excuse).
 
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