The Belgian Revolution Scenario

On another note, I am having trouble deciding on the tech tree. I planned on using the tech tree from the generic Napoleonic scenario:

Spoiler :
techtree.jpg


I plan on customizing the techs to fit the scenario, but for the life of me can't think of appropriate techs beyond simply renaming them. I had planned on several unique techs, such as the Belgian Constitution (would give the Belgians ability mobilize) and Mobilization (for the Dutch to allow drafting and MA signing), but realized that they are not needed as seperate techs.

I also am considering to populate the cities with small wonders unique to each city (sort of what El Justo did for AOI), but also am hitting a wall for ideas.

Any suggestions?
 
The Dutch ally with the British?? I dont thinks so...

During the reign of King William and Queen Anne, the Netherlands and England were united in a personal union under King William.

Even closer than allies. :D

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Hmmm, I think that Railroad would be a good tech to add. Perhaps, you could give it to the major powers so that it's possible for the dutch and belgians to trade for it from an ally?

I don't think that this scenario lends itself well to technological research, because it's going to take place over only a decade. You should think of using the techs in different ways, like maybe what you said about the "Belgian Constitution". Make each tech like a major historical event throughout the war, and you can set research at a certain rate with the min/max research times so that it occurs at the same time each game.

What about this thread: http://forums.civfanatics.com/showthread.php?t=330336
You could assign the British to an era with British specific buildings/units, an era for the French, an era for the Prussians and then the Dutch and Belgians an era with specific advances/units. This idea could work really well because your scenario is not on an epic scale, it's only 10 years or so.
 
Hmmm, I think that Railroad would be a good tech to add. Perhaps, you could give it to the major powers so that it's possible for the dutch and belgians to trade for it from an ally?

I don't think that this scenario lends itself well to technological research, because it's going to take place over only a decade. You should think of using the techs in different ways, like maybe what you said about the "Belgian Constitution". Make each tech like a major historical event throughout the war, and you can set research at a certain rate with the min/max research times so that it occurs at the same time each game.

This is the direction I am taking for the tech tree - some techs are for advanced unit production, while others would be similar to the "Belgian Consitution". The only problem is coming up with interesting effects for the techs.

BTW, how is it going on the map? I can't wait to see it :)
 
Good, good. :) I've added hills and forests to Britain, and a strip of mountains along the coast of Dover (Man it would be awesome if someone could make a "White Cliffs of Dover" terrain...Just a thought ^_^). I should be able to do some more tonight and post the progress tomorrow.

I'm not well versed in the details of this war, but it would be a great way of controlling the course of the campaign. We could flag a certain terrain type as unpassable except by certain units which are only available to the French after they research a tech called "Support for Belgian Independance" or something like that, at which point French troops can start pouring over the border to help out. In that way, you can make it so that the Dutch will have an advantage at first but as the game moves on the French will tip the scales.
 
I'm not well versed in the details of this war, but it would be a great way of controlling the course of the campaign. We could flag a certain terrain type as unpassable except by certain units which are only available to the French after they research a tech called "Support for Belgian Independance" or something like that, at which point French troops can start pouring over the border to help out. In that way, you can make it so that the Dutch will have an advantage at first but as the game moves on the French will tip the scales.

I like that idea but have no idea how to implement it, except by bizarre metheds (like surround the Low Countries with with impassable mountains). Alternately, I thought that, since the Dutch declared war that I would have only the Dutch and Belgians with standing armies, while France would have to wait for its armies to be produced via the unit wonders.

Still I like your idea better. I will have to think on this.

EDIT: I have been working on units and have compelted the following so far. Most European armies were still equipped and armed as in the Napoleonic Wars. The general unit size in the game would be battalion of roughly 800 men:

Spoiler :
Dutch/French Carabiniers
Shield: 110 Move: 2 Att: 5 Def: 4 HP: 1
Notes: foot unit, zoc, ranged attack animation, offensive

A carabinier is a cavalry soldier armed with a carbine (a short version of a musket), which is a more appropriate firearm for a horseman than a full-length musket, since it was lighter and easier to handle while on horseback.

Carabiniers saw action during the Napoleonic wars in Europe, including the Battle of Waterloo, and many other conflicts throughout the 19th century. Carabiniers differed from army to army and over time, but typically were medium cavalry, similar in armament and tactical role to Dragoons. Dutch carabiniers are equipped like cuirassiers with helmets and breastplates (though these are of brass and brass-skinned iron), and were no longer equipped with carbines.

Dutch/French/Prussian/British Dragoons
Shield: 120 Move: 2 Att: 6 Def: 4 HP: 1
Notes: foot unit, zoc, ranged attack animation, offensive

Previous to the Napoleonic Wars, dragoons were mounted infantry that fought dismounted and often assumed a cavalry role, though lighter than armored cuirassiers. Dragoons rode larger horses than the light cavalry and wielded straight, rather than curved swords. During the Napoleonic Wars, dragoons took on a more traditional cavalry role, and Napoleon had organized some twenty to thirty regiments of dragoons which were deployed as heavy cavalry. French dragoons were especially successful at the Battle of Ocana against the Spanish in the Peninsula War and British heavy dragoons preformed a devastating charge against French infantry at the Battles of Salamanca in 1812 and Waterloo in 1815.

Dragoons can be considered part of the mainstay of mounted troops for the period and are capable of either scouting or full fledged combat and heavy charges. As well as straight heavy-cavalry swords, dragoons had pistols and short carbines and these allowed them to dismount and fight on foot as highly mobile infantry.
This advantage saw them used widely in the anti-guerrilla warfare in the Peninsular War, as well as on independent roles on the army's flanks.

Dutch/French/Prussian/British Grenadiers
Shield: 150 Move: 1 Att: 8 Def: 8 HP: 1
Notes: foot unit, zoc, ranged attack animation

The origins of grenadiers date back to the armament of infantry units with primitive grenade-like weapons with fuses that would be lit and throw as an explosive. Deemed a type of elite assault force on the battlefield, physical size was considered important for grenadiers, thus height and weight was a determining factor for selection into grenadier companies. On the other hand, the British preferred to draw on veterans from the regiments of foot for appointment to the grenadier companies (one of eight companies in a British foot regiment)

By the early 19th Century, grenadiers were no longer armed with their namesake weaponry and were considered to be elite units used in shock troop fashion.

Dutch/Fench/ Prussian/British Hussar
Shield: 110 Move: 3 Att: 6 Def: 4 HP: 0
Notes: foot unit, zoc, ranged attack animation, blitz

The hussars played a prominent role during the Napoleonic Wars as light cavalrymen mounted on fast horses, and deployed to fight skirmish battles and for reconnoitering . Most of the great European powers raised hussar regiments and the armies of France, Austria, Prussia, and Russia had included hussar regiments since the mid-18th century. In the case of Britain four light dragoon regiments were converted to hussars in 1805. Hussars were notoriously impetuous, and Napoleon was quoted as stating that he would be surprised for a hussar to live beyond the age of thirty due to their tendency to become reckless in battle, exposing their weaknesses in frontal assaults. The hussars of Napoleon created the tradition of sabrage, the opening of a champagne bottle with a saber.

The uniform of the Napoleonic hussars included the pelisse: a short fur edged jacket which was often worn slung over one shoulder in the style of a cape, and was fastened with a cord. This garment was extensively adorned with braiding (often gold or silver for officers) and several rows of multiple buttons. Under it was worn the dolman or tunic which was also decorated in braid. On active service the hussar normally wore reinforced breeches which had leather on the inside of the leg to prevent them from wearing due to the extensive riding in the saddle. On the outside of such breeches, running up the outside was a row of buttons, and sometimes a stripe in a different color. In terms of headwear the hussar wore either a shako or fur busby. The colors of dolman, pelisse and breeches varied greatly by regiment, even within the same army. The French hussar of the Napoleonic period was armed with a brass hilted sabre and sometimes with a brace of pistols although these were often unavailable.

Dutch/French (Chasseur)/Prussian (Jager)/British (Rifle) Light infantry
Shield: 80 Move: 1 Att: 6 Def: 5 HP: 1
Notes: foot unit, zoc, ranged attack animation

Throughout the history of warfare, armies often relied on irregulars to perform the duties of light infantry as skirmishers. In the 18th and 19th centuries, most infantry regiments had an attached light infantry company that were well-versed in fighting in open order rather than the traditional disciplined ranks. Light infantry were used as both skirmishers as well as being deployed to advance in front of an attack to disrupt enemt formations or artillery crews.

Its members were selected from the smallest and nimble soldiers of veteran status, capable of using initiative. Of light infantry can be considered rifle regiments of Britain and Jager regiments in Austria and Prussia, while the French had voltigeurs. Some nations of the era raised entire regiments of light infantry and were considered to be elite troops. The British and Prussian light infantry had a distinct advantage over their counterparts as they were armed with rifled muskets instead of the more traditional muzzle-loading musket of the time. With a grooved barrel, the rifled musket had more accuracy and range but was compromised by a slower loading speed.

Dutch/French/Prussian/British Line Infantry
Shield: 90 Move: 1 Att: 5 Def: 5 HP: 0
Notes: foot unit, zoc, ranged attack animation

The bulk of 19th century armies was line infantry and generally were deployed in the traditional line, coulm or square formations on the battlefield. Each of these formations has its own unique purpose in attacking or counter-attacking the enemy and no doubt play a huge role in battlefield tactics. The line formation was the most favored amongst the British infantry. The line formation offered the maximum firepower to any enemy, about 1000 to 1500 bullets per minute. The French, however, favored column formation, forming a narrower front of fire but deep enough to punch through enemy lines with it weight.

While the line or column formation may seem to be the best against infantry, they are not protected from the rear. A leash of the enemy's cavalry would send the frail lines into chaos and horrendous casualties. Therefore it was necessary, to form the line into a square, as soon as possible, when cavalry was approaching. The square was the best protection against cavalry, as no horse would go near a row of bayonets three (or more) deep. Only on very rare occasions were these squares destroyed, e.g. at the Battle of Salamanca 3 French squares were destroyed by the cavalry of the King's German Legion. The bayonet was primarily used to finish an action, already virtually decided by musketry opposing regiments when formed in line and charging with fixed bayonets, 'never' meet a struggle hand to hand and foot to foot; and this for the best possible reason, that one side turns and runs away as soon as the other comes close enough to do mischief. Thus the fear of the bayonet, rather than the bayonet itself was the deciding factor. One of the few battles were the bayonet was used extensively was the Battle of Fuentes de Onoro.

Dutch/French/Prussian Cuirassiers
Shield: 110 Move: 2 Att: 5 Def: 4 HP: 1
Notes: foot unit, zoc, ranged attack animation

Cuirassiers were regarded as the decisive arm of early 19th century armies whose commitment to a battle could very well turn the tide with the sheer weight of their heavy cavalry charge at the right moment. Cuirassiers wore a cuirass (breastplate) and iron and brass helmets; to carry such a burden the trooper’s mount needed to be big and strong, adding even more to their devastating charge.

There has been debate over the value of this survival since a breastplate does not provide significant protection against musket fire. It would however have had some psychological effect (effectively making the cuirassier more willing to plunge into the thick of fighting) and would have added weight to a charge, especially in cavalry against cavalry actions. In addition, while they were not entirely bullet-proof, the breastplates usually did provide protection against the swords of other cavalry troops.
 
Hmmm, that could work too...really as long as you have a way to control when a power is influential to the balance of power it should work just fine.

We could always modify the graphics for some unused terrain types (Snow-capped mountains, tundra) into less bizarre looking ones so that you can have a "Belgian March" that looks just like grassland in-game, but you can only use troops built after researching "Support for Belgian Independance" (or whatever) to cross it.
 
Hmmm, that could work too...really as long as you have a way to control when a power is influential to the balance of power it should work just fine.

We could always modify the graphics for some unused terrain types (Snow-capped mountains, tundra) into less bizarre looking ones so that you can have a "Belgian March" that looks just like grassland in-game, but you can only use troops built after researching "Support for Belgian Independance" (or whatever) to cross it.

I have no skill in graphics work for new terrain, but here is an idea. Create, as you mentioned, impassable mountains modded to look like grasslands. The French would begin the game with only militia types that would be immoble and unable to move (since they are to be used to guard cities anyways and not front line combat troops). All other French troops would be gained through a tech called "Support for Belgian Independance" and thus produced by the unit wonders. These units will be able to cross the immpassable terrain.

This way French cities will be protected but will have to wait to build up an army to invade, giving the Dutch some breathing room.
 
For the new unit types, I am using Sandris' Napoleonic models. However, I have one question - which folder does the icon pcx files go into? I assume they go into the art/civilopedia/icons/units folder...
 
The unit icon PCXs can go in any folder you like really, you just have to specify the location in the #ICON_PRTO_ section of pediaicons.txt.

I usually put the icons in the art/civilopedia/icons/units/UNITNAME/pedia folder just to make it a little more organized/easier to find the pedia icons. :)

For the time being we could just put some placeholder impassable mountains along the borders until some talented artist (*ahem*) can make some kind of borderlands tile... If a tile is impassable I kind of feel like it should be differentiated somehow so that it's immediately obvious which tiles you can cross and which you can't.
 
You don't have to, as you specific the full path in the pediaicons.

So instead of using

art/civilopedia/icons/units folder,

I usually use

art/civilopedia/icons/units/UNITNAME/pedia

The good thing with this is I then rename the pcx to just Large and Small.

I also groupe the ICON_ and Animanme,

Much easier to maintain.

Exemple:

#ICON_PRTO_FrenchLineInfantry
art\units\Fr_1812 French Line Infantry\Pedia\large.pcx
art\units\Fr_1812 French Line Infantry\Pedia\small.pcx
#ANIMNAME_PRTO_FrenchLineInfantry
Fr_1812 French Line Infantry

#ICON_PRTO_BritishLineInfantry
art\units\Br_1812 British Line Infantry\Pedia\large.pcx
art\units\Br_1812 British Line Infantry\Pedia\small.pcx
#ANIMNAME_PRTO_BritishLineInfantry
Br_1812 British Line Infantry

I created the French infantry first, and then when adding the British, the only think I had to do was copy the French entry, and then replace the bolded parts with the name of the folder for the British unit (using copy&paste to avoid spelling mistake).
 
Ah, Steph that's perfect and very easy to organize, thanks you!
 
I wasn't able to work on it last night unfortunately, however I just uploaded the current version with the hills, mountains and forests added to Britain, along with the Thames river.

I extended the coast terrain a bit farther to the west than it should be along the Thames estuary so that London will have sea access. After all, you should be able to build ships in London!

We could do something similar with the Scheldt or Rhine rivers if you want, so that they're navigable up to Antwerp etc...I can make a few different versions of the map when I get around to mapping that section so you can play around with it.

The download is here.
 
I have completed the Dutch units for the game, including stats, allt eh pcx files and even pedia entries. Here is a combo pic for a Dutch Hussar, cropped from three different screen shots:

h1.jpg


Sandris' Napoleonic units look simply amazing!

EDIT: I have played Napoleonic miniature wargames for years (I still have my French army in a box somewhere) so so am well-versed in troops mof the time. However, I am not too familiar with Dutch troops. In all my books and OOB's, I cannot find any reference to Dutch Cuirassiers. Maybe someone else know sof this?
 
After struggling with ideas for techs to use, I came upon an idea that da3dalus had first mentioned, and that is techs representing events that historically occurred during the time frame of the scenario. Unfortunately,there is little historical events that I can use for techs, so I broadened my focus to events all over Europe during this time. I want to get someone's opnion as to this method/usefulness of these techs.

As an example, I will use the November Uprising in Poland 1830-1831. Historically, this conflict involved only Russian and Poland, but since Poland was partioned up by Russia, Prussia and the Habsburg Empire, the uprising could have spread into Prussian-controlled sections of Poland. In fact, the Prussians at the time did fear the spread of the revolution and sent troops east in case of trouble.

Of course, involving the Prussians in the November Uprising is purely hypothetical, but so much of this scenario.

The tech would be called "The November Uprising" and would be limited to the Prussians only (by requiring an earlier era 'fake' tech). The tech would allow the Prussians to biuld a special Wonder. Now, this Wonder would give so small benefit, but would also give two bad side-effects; it would make 1 unhappy face in each Prussian city and would have a high maintenance cost. These effects would simulate the massive debt Prussia was suffering as well as Prussia sending troops east into Poland. Naturally, this would all be demonstrated in an abstract way of course.

I just wonder if the AI is stupid enough to biuld a Wonder whose bad effects will outweight the benefits?
 
I just wonder if the AI is stupid enough to biuld a Wonder whose bad effects will outweight the benefits?

I'm not sure if the AI would build it, that's a good question. If they don't build it, you could always pre-place it. Even though that might make the effects come in a little early in the scenario's timeframe it might still be worthwhile.

Question: Are England, France and Prussia going to be human playable? If so, I don't think that any human player would be dumb enough to build such a detrimental wonder even if the AI is. :D


Re Techs: Just looking at this wikipedia article, I see a few events you could use:

Night at the opera: On 25 August 1830, at the Théâtre Royal de la Monnaie in Brussels, an uprising followed a special performance (in honor of William I's birthday) of Daniel Auber's La Muette de Portici (The Mute Girl of Portici), a sentimental and patriotic opera suited to fire National Romanticism, for it was set against Masaniello's uprising against the Spanish masters of Naples in the 17th century. The duet, "Amour sacré de la patrie", (Sacred love of Fatherland) with Adolphe Nourrit in the tenor role, engendered a riot that became the spark for the Belgian Revolution. The crowd poured into the streets after the performance, shouting patriotic slogans, and swiftly took possession of government buildings. The coming days saw an explosion of the desperate and exasperated proletariat of Brussels.

Perhaps you could add "Night at the Opera" as a tech available to the Belgians that would give them certain bonuses/buildings/military units that would make it easier to assert their independance (IE: Fight the Netherlands). This tech could be a prerequisite for the "Belgain Independence" followed by "Belgian Constitution". After the Constitution, you could have a tech called "Constitutional Monarchy" with a wonder buildable by the Belgians called "King Leopold I" or something like that.
 
I'm not sure if the AI would build it, that's a good question. If they don't build it, you could always pre-place it. Even though that might make the effects come in a little early in the scenario's timeframe it might still be worthwhile.
I will have to test it and see if the AI will build a Wonder like this. Otherwise, I am not sure about the pre-placement idea.

Question: Are England, France and Prussia going to be human playable? If so, I don't think that any human player would be dumb enough to build such a detrimental wonder even if the AI is. :D
I never planned on the other civs being playable in the scenario. The original idea for the scenario was for my own use in my next series of stories after my Soviet tale.
 
I never planned on the other civs being playable in the scenario. The original idea for the scenario was for my own use in my next series of stories after my Soviet tale.

Gotcha, well that should speed up development 'cause then you won't have to create detailed tech entries for the other civs and you won't have to playtest them either. ;)

I hope to get that map done for you over the weekend. I'll post an update for you on Monday.
 
Well, while playtesting the negative Wonders idea, I have discovered several interesting things. I made a fake wonder available at the game start to the Dutch, with no requires techs or resources. It offered to halve unit upgrade costs, but at a maintenance cost of 50 gold and caused 1 unhappy face in each city. I put it in the only Dutch city on the map and sat back to watch. At first, the AI would not build the wonder until I realized that with one city it simply could not afford the maintenance fee per turn. I restarted, and bumped up the starting cash. As long as the AI had nothing else to build and could afford the per turn cost, it starting working on the fake wonder. As any AI-built Wonder, I think the golden rule is that the AI will take care of building every unit or improvement that is needed then work on Wonders.

I need to find some cash cost middle ground and also test it with a larger Civ with multiple cities to see how soon a larger civ will begin working on building it. Overall, it seems that the Ai will build a wonder no matter what, even if (as in this example) its only benefit is to reduce upgrade cost even though it has no units that can be upgraded, and with negative side-effects.

However, I also realized just how stupid the AI is (did I actually just type that?). The original plan to allow militia to be produced in each city will not work. Even at the maximum shield cost of
1000, the stupid AI still insists on building units no matter what rather than drafting them,(even at a build time of 50 turns!). However, one thing that might affect this is the city population. At a higher population level (say 10+ citizens), maybe the AI will be more inclined to draft militia. In the testing I forgot to raise the city's population, which started at only 1 citizen.

The only solution (if raising the population does not work) is to make AI militia units produced only by wonders while the human player has the option to draft militia normally - this would require the ironman rule by the humand player not to build the militia normaly and only by draft. To reflect the effects of draft, wonder-produced militia will cost 1 population but with a slow time of being produced by the wonder (as opposed the the other wonder-produced untis in the scenario).

All in all, working on this scenario is teaching me alot about the inner workings of the game. It is definitely a learning experience!
 
I also realized just how stupid the AI is (did I actually just type that?).

:lol: Indeed, the AI makes some pretty bizarre choices.

I think the wonder produced units for the AI would be the way to go. You could use this too to set the timing of your scenario. If you make no offensive units available to the French at the start of the game but they are autoproduced by wonders that are only available to the AI after France researches "Belgian Intervention" or something like that, then you can make it so that France is unable to wage war until the latter half of the scenario.

I added the rest of the rivers and terrain to the map. Let me know if you see any glaring omissions or errors. :)

Preview:
preview_0_3_Mrz.png
 
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