The California Civ and Mod Project

Awesome, can't wait.
 
Cool - I was wondering if someone would start a California civ.
I have some suggestions:

- Please correct the spelling of San Francisco.

- I think the order of the cities should be based not only on population, but on relative isolation. ie, start with Sac, and then the big three, but follow with cities like Bakersfield, Fresno, Redding, Santa Rosa, Eureka, Santa Barbara, Riverside, Monterey, etc, before falling back into suburb cities even if they do have large populations (like Pasadena, Burbank, Long Beach, etc). This will give a broad representation of the whole state rather than the overconcentrated two blobs of SoCal and Bay Area. Of course, try to strike a balance with all the relevant criteria so cities like Oakland and San Jose aren't completely forgotten about). Oh well, city order is easily modifed by anyone downloading the mod anyway. I'll draft up a suggestive list, maybe.

- The map problem can be solved by rotating the California map clockwise until it's projected as more of a rectangle.. Just a thought, so you don't have to include Nevada in your scenario.
 
thanks soltras, and welcome to the boards. I see your from San Diego, the greatest city in the history of man kind.

As far as the city lists are concerned, thats basicly what I tried to do, but i may fefine it more in latter versions.

I want to include Nevada in the scenario(gotta have barbarians;)). I will need it for things like Hoover Dam, and The Strip wonders.

Also, I finaly have a working version of the basic civ mod. I will put it up tommorrow.
 
SoCalian said:
Do you even live in California? If anything, it could cost half as much but work twice as hard, and be very underapreciated.

Hmm...

Regular worker costs 60 hammers, and can build a farm in 5 turns. A new city starting next to a plains has 1 food, 2 hammers. It (foolishly, but work with me) starts right away on a worker... 20 turns later, it sends it off to farm, and finally has a farm after 25 turns.

Immigrant worker costs 30 hammers, and can build a farm in 6.66 turns. So, same city, 10 turns to build the immigrant, 6-7 turns to build the farm (depending on rounding errors), and it's done 8-9 turns sooner.

It gets better! After the first immigrant is done, I start a second immigrant. By turn 20, when those evil Texans are just finishing their first worker, I have a two-man immigrant team that builds improvements at 2/3 the rate of that Texan worker.

And yet, there's more. It's true that I need 4 immigrants to do the work of 3 workers, but they're maintenance free, which means all else being equal, my army has three more cavalry than my opponent for the same upkeep. Fear the Californianos!

But the best part is you didn't appreciate it because it appeared to work less hard than the regular worker. Sounds like the right unit to me. In fact, it may be overpowered. They could work at half speed, but as long as they were still half cost and maintenance free, I'd still prefer them to regular workers, both for the "out of the gate" speed boost and the military boost.

I say Immigrant, and not Mexican, because that leaves room not only for Mexican farmers, but Chinese rail workers and 49'ers dropping mines.

At first I was sceptical, but this California civ idea is really starting to grow on me. Can a Texas civ be far behind? If we close our eyes and pretend the Aztecs are Mexican, it's a great Wild West mod. Although I suspect no one could make a Mormon civ without offending somebody.

And, as everyone knows, California is more powerful than France, so it fits right in. (Note: Link is dated, but still funny. If you know what INWO is.)
 
I was thinking about puting in migrant workers for the Scenario, decause of the long histtory they have in California, weather they be chinese, 49ers, oakies, or mexican. Oh, and there already is a Texas mod.
 
THe file is up, simpy unzip into your mods folder and load in civ 4 to play. It is availible in the first post, and though some of the artwork doesn't quite work, it is playable.
 
Hurray! Finally! Now I can beat that Texas civ up and...I mean...What?
 
Fun so far, though I did think the gold background on the flag was weird. I do realize that it's because of the civ color though, I just changed the civ color to white (I had changed England to red beforehand).
 
:bump:

Hey, I still can't get the leaderheads to work, nor the flag. I reformated them to what whould be the correct size, and they still won't work. If some one could help me in that department, it would be much apreciated. I may just try remaking them from scratch and see if that works.
 
:bump: :bump:
I am working on the map right now, and so far the coast line looks beatutiful. I think that this map could come out very nice. the demensions are 100x100.
 
ok, 2 things:

1. for a wonder what about the monterey bay aquarium?

2. monterey should be, if not the first, then one of the first cities. it was the first capital of monterey, and while it isnt a big city, it is key in california's history.
 
I've gone through the first tutorial, and broswed over the second. I have everything workinging, expcept for the leaderhead and flag graphics. The problem is that the Alpha Channel won't save, so I have no idea what to do. Either way, The first version is availible in the first post.

@shortguy, look at the first page, Monterey is rater early on in the list. I know my California history sir, I live here.

also, I have changed the demensions of the map to 64x64. 100x100 was too big, and had far too many patches of land that were of the same terrain.
 
im not disputing your knowledge of california history. but i still think it should be higher than 6th. but maybe im biased because i live there :mischief: good work though.
 
but about a wonder being the aquarium? it is famous world wide in its field and its research department, mbari, is one of the leading ocean information collecting groups.
 
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