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Topic: Civilization 2 Mod? |  |
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15 Prince United States, Iowa Nov 2000
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posted blank , 20-100 00:00
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1 Settler
b.02-15-99
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posted blank , 20-100 00:00
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20 Settler
b.02-15-99
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posted blank , 20-100 00:00
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Knight in Shining Karma Settler
b.02-15-99
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posted December 09, 2000 01:08
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Why don't we make a Civ2 mod for CtP2? Original techs, units etc... or not? |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted December 03, 2000 14:46
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Title: The Impossible Maps v0.1Description: Official and Unofficial maps on Impossible difficulty level Included maps: - Samurai The map from the Samurai scenario, with random civs on impossible difficulty level - 6 Continents A (not official) random map that looked nice to me... - Small and Agressive Command the Greeks against 7 agrresive civilizations on a small map - The Craddle of Civilization The Mediterranean Sea, made by hexagonian. Civs: Greece, Rome, Egypt, Persia, Assyria, Phoenicia, Israel, Zulu Download from: http://apolyton.net/ctp2/downloads/maps/Impossible.zip Notes:
1) It's far from complete, i'm posting this basically to show that you CAN offer a selection of civs in the start(see the Craddle map) 2) I'm sure that at least the Craddle map works as it is supposed to. The others I havent touched for a week and i'm not if there any problems with them...
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MrFun Prince United States, Iowa Nov 2000
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posted December 06, 2000 10:13
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For anyone who downloaded my North America map from OmniGod's link, if you have any comments good or bad, please post them under this post.thanks  |
TheLimey Prince
May 2000
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posted November 26, 2000 13:41
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It seems to me that a good game story should be divided in to 3 acts; The Start, The Struggle & The Winning (or Close Losing)It seems as though every game can only 'dish out' a finite challenge, so while a beginning or intermediate player can get a good game, with generous helpings of each of the above 'acts', an experienced player who knows and exploits the limitations of the game engine cuts the middle act short. Then its only a question of mopping up. That becomes tedious awefully quickly. I was thinking about this problem towards the end of the CtP1 product cycle, and looking forward to being able to maybe accomplish something in CtP2 towards this end. It seems as though, by all accounts, the AI is defending well, but generally attacking badly. This could be due to the fact that these players are getting the AI onto its back foot, which as you can see in the AI files, minimizes its offensive capability. Something needs to be changed in the game dynamic, and its unlikely that any game design company will do this, because they are in the business of catering to the lowest common denominator. Difficulty levels should sort this out, but never do, since they are just 'resource modifiers or multipliers' for the AI and player. If a player can achieve a greater critical mass than is necessary to overpower one single region then thats all that is necessary. In short, a human has a critical military advantage; Divide and Conquer. A human doesn't wage wars on all fronts, but power projects in a narrow sense. The AI of the computer also 'power projects' since single targeted city attacks 'work'. What the computer does BADLY is defend against power projection. It doesn't predict troop movements or see paterns. It doesn't understand interdiction or any grand strategy at all. What to do? Keep the status quo? In my opinion, no, at least in a mod for those that choose to have a challenge. There are some specifics that may be helpful in resolving these game play issues; 1) Eliminate the game engine exploits. The key exploit in Civ games has been and is still ICS. If you're not sure what ICS, please search for ICS... I won't repeat whats been said here a hundred times before. CtP2 is interesting in that it uses a different dynamic of resource gathering for cities. Essentially you gain a percentage of resources within a ring until you get to a new critical size, then you start getting increasing resources within that ring. The reasoning behind this new model was a move away from micromanagement towards abstraction, that I am all in favor of; it allows the player to deal with the empire level stuff, yet still allows for a degree of micromanagement by city and tile improvement placement. The ICS problem still exists because 10 size 1 cities are more beneficial than 1 size 10 city. This is easy to solve by changing the properties of improvements upwards in general, making it ultimately detrimental to keep cities small. Bigger cities should be just plain better. There should be some amount of struggle to get them going and growing, so building that settler at size 2 will drop you back another 20 or 30 turns. Unmodified cities in deserts or tundra should either starve or grow so weakly without serious tile improvement placement. The PW/Tile Improvement scheme of CtP is a great component of an ICS solution. 2) The rich get richer. This topic was started by myself in the following topic Wonders o' the world... the root of all evil? and continued to some degree in a Civ3 General discusion. I won't repeat this topic over and over, except to say that Feats of Wonder are more of the same with regard to the rich getting richer. I'd advocate keeping FOW's, but limiting Wonders to one per Civ, per age. That would seem to be a happy medium. 3) AI Fudging=GOOD & AI Cheating=BAD There were two main ways Civ2 made up for the weaknesses of a finite state AI. First were the player limitations and decreased starting resources. Secondly and to me most annoying, was the way the AI players cheat; ignoring game mechanics blatantly. These are well known by now, and have been documented. I am not opposed to playing withly handicapped rules versus the AI, but there is a critical point; the point at which reality is stretched, that the game starts to be flawed. CtP1 was a positive step in this regard; the AI didn't cheat but had increased resources and multipliers for food and science and so on. Since they are 'hidden' they do not offend the senses in the same way. The level at which the AI fudges will need to be adjusted based on what other changes are made. I think that perhaps the most important will be the production bonuses; EVEN IF the AI can stay in the game, keep offensive it's USELESS UNLESS it be given the units to put in the stack, by appropriate bonuses. I believe that this can only make for a more satisfying tactical and strategic experience. 4) Guns vs. Butter It seems too cheap for the player to build and maintain large armies in CtP1&2. Since ultimately military strength was for the majority of history the key to power and sucess, its key that the human should not be able to easily get into a lead this way. For the reasons I mentioned above, having twelve good units, and 'enough mobile defenders' is enough to conquer the world in CtP2. Building (and perhaps more so keeping) large armies should ultimately be more difficult for the human player. There should be a clear choice between serious defense spending and a productive society. 5) Defenders should have a serious advantage. In the Medmod, it was plain difficult to take a town defended in strength by the AI . You were going to take losses, inevevitably. This felt *VERY* right, particularly the counter bombarding and so on. I have a memory of some of the tactical situations that 'turned the tide', in a way that I never did in Civ2. Thats the mood that you want to capture in a civ game. I think its clear, that the advantage should be with the defenders and to this end, the defensive bonuses should be 'beefed up', along with introducing more rounded unit choices, that the AI can use too. [This message has been edited by TheLimey (edited November 26, 2000).]
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MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 14:45
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quote:
 Originally posted by TheLimey on 11-26-2000 01:41 PM It seems as though, by all accounts, the AI is defending well, but generally attacking badly.
 | what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"? quote:
 The ICS problem still exists because 10 size 1 cities are more beneficial than 1 size 10 city.
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the ai doesnt use ics. therefore the problem of ics is left on the human. if the human wants a more challenging he just has to stop "cheating" through ics
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Phalanx2000 Settler Dallas Tejas Dec 2000
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posted December 06, 2000 15:07
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Please forgive my ignorance, but I found two mapes at the link you posted in a thread on this site. Currently I am playing the one that supports 14 civs. Would that be yours?If so, I dig it, but I would have added more trade commodities to it. Are they random? I started as the Native Americans, killed off the Mexicans and the Americans and am doing ok, but all I have is tea in the rockies, a couple hardwoods towards florida and emeralds somewhere else... need oil in Texas, man!!! Lots 'o oil!!! (or whatever commo works for that)  If yours is the other map, it'll have to wait.  |
skorpion59 CTP Maps Webmaster Tulsa, Oklahoma, USA, (GMT -6) May 99
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posted December 04, 2000 07:57
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This is great, I will check it out.You know if I spend enough time learning CtP2, by the time I am done, all the map work will be done.  On a more serious side, which of the Start Location options did you use on the cradle map. It would help in finding out what works and what doesn't work when creating map scenarios. BTW, loved your readme file that came with it.
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Metamorph Warlord Commack, NY, USA Mar 99
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posted November 26, 2000 14:50
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ICS.It's been a very long time since I uttered those three letters. The bane of all enjoyment I ever hoped to glean from any civlike game I'd ever played. That evil, nauseating concept, which every single game designer I've ever encountered seemed to simply shirk off as a mythical, magical fairy-tale. Well, I've fiddled with CtP2 for a few days now, and I have to say that I'm slightly impressed. While ICS is not eliminated, it's certainly hampered by the new resource design model. So I concur heartily in that respect; it's a great idea, and is a bold step toward eliminating ICS altogether. Furthermore, since "specialization" of tiny cities early in the game is no longer a feasible option (i.e., thowing workers on high food tiles for population, then switching to production tiles to build units), pumping out massive amounts of settlers is no mere feat. So as a cumulative result, building a huge hairy horde of cities is additionally difficult. Throw in the fact that it's a bit more difficult to advance in government, as well as the presence of more strict city totals per government type, and we're coming along nicely. Many of these concepts, in fact, are clearly derived directly from various mods that were made to try desperately to render CtP1 into an almost playable condition. Suffice it to say, I tried to ICS, and failed -- and am pleasantly surprised by the fact. I of course intend to go back, learn the precise nicities of the radius production model, and go about attempting exploitation on the micromanagement level and see how that goes. But all in all, so far, things are looking much brighter. On the ICS front, that is. Wall of Flesh still seems to be a problem. But one nightmare at a time, I suppose... - Metamorph |
Phalanx2000 Settler Dallas Tejas Dec 2000
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posted December 06, 2000 15:11
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Ignore my last post, i am ignorant... I didn't realize you did the N. America one only |
MarkG Apolyton CS Co-Administrator Macedonia, Greece b.02-15-99
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posted November 26, 2000 15:10
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hey Metamorph, long time no see...  it's glad to hear you syaing this about ics. i'm one of the guys who just play and dont get into experiments and close looks in the game mechanics  |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 06, 2000 15:18
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If your talking about Omni's World Map... the goods are random, until someone comes up with a way to implement more than just monetary changes for goods... hopefully in the near future...Omni (sorry didn't mean to interfer with your review thread) |
MrFun Prince United States, Iowa Nov 2000
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posted December 06, 2000 23:39
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Don't cha worry Omni - I won't go and nuke your cities for posting.  Seriously, any thoughts from you are welcome in this topic just like anyone else.  |
TheLimey Prince
May 2000
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posted November 26, 2000 16:14
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quote:
 Originally posted by MarkG on 11-26-2000 02:45 PM
what i have noticed is that generally the ai is not very aggresive. there is a question though: if you never provoke a big ai and often give him "presents", should he ignore all that and start a war against you?another question is: should each ai act as if it against everyone else(including the other ai's), or should all ai's be against you "underneath"?
if the human wants a more challenging he just has to stop "cheating" through ics
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In answer to the first point, I believe that the AI is not agressive enough. There should probably be a ganging up on the human by most if not all of the AI's, and a more realistic model of trust and happiness, for maintaining Alliances, and getting AI's to agree. The situation where the AI only agrees to stop trespass is only such an issue, because the player is almost the leader by default. There is no 'middle act' at the moment, and this desparately needs to be changed. In answer to your second point, I've seen the AI virtually ICS in CtP1 (with medmod)... it remains to be seen how effective it can become in CtP2. Regarding artifically maintained limitations, these seem so dumb. OCC is such a beast. ICS can definitely be mitigated or destroyed by altering the game mechanics appropriately. If it can be done, it should be done. Theres just no good reason not to. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 07, 2000 02:30
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Hey can I get a copy of the original map file, since the scenario load and the savegame aren't loading up on my computer... but every map file does.... it's strange... I don't remember changing much... awell think about that another timeOmni |
TheLimey Prince
May 2000
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posted November 26, 2000 16:21
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Metamorph>Its interesting to hear you say that ICS is mitigated in CtP2. What I get from the player reports in general is that its far too easy to grow a city in whatever location is available, without the aid of TI's and improvements. TI's and improvements SHOULD be necessary to grow in less optimal spots, forcing players to resource new cities appropriately and stamp out the remnants of the curse of ICS. Regarding Wall of Flesh, or Wall of Beef as it was in CtP1 , I think I have an idea of how to mitigate this, that I mentioned above. Make war much more expensive. I.E. You still CAN make war but do you WANT TO? Less units doesn't mean less of a game; it will run quicker, and make the units that are there more important. The more I see, the more I think, less IS more. |
MrFun Prince United States, Iowa Nov 2000
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posted December 07, 2000 10:05
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Hey Omni, I e-mailed you the original map file of North America. |
TheLimey Prince
May 2000
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posted November 26, 2000 16:29
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I almost forgot to mention, that I strongly believe that the slaver should be destroyed after capturing one slave through battle.Thats another 'Infinite Sleaze' blag newly introduced in CtP1 and continued in CtP2. Of course, anti-slaver stuff should be made more expensive. |
Diodorus Sicilus Warlord Steilacoom, WA, USA May 99
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posted November 26, 2000 18:17
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Limey et al: One way to realistically hamper the "Build thru Slavery" model in CtPII, which I admit was an easy way to "supersize" early cities in CtPI, is to introduce the real drawbacks to slavery into the game. Neither CtPI nor, apparently, CtPII have them now. They are: Lack of Technical Improvement. It wasn't until the Roman Empire stopped expanding and bringing in slaves, coupled with a serious manpower shortage within the Empire, that they developed the great multiple-water wheel-powered mills or the windmills that powered much of the medieval improvements in manufacturing. Likewise, Heiro's early experiments with hydraulic and steam-powered gadgets went nowhere because with plenty of slave labor no one needed powered machinery to replace manual labor. Diplomatic Trouble. Quickest way to become enemies with some civilizations was to enslave their poeple. Rome was guaranteed to come after anyone enslaving Roman citizens, and Christian states in the later middle ages took an extremely dim view of non-Christians enslaving the believers. Later still, once the view that slavery was morally wrong began to spread, being a slave-holding state could leave you seriously isolated - as in the American Confederacy in the ACW, which even through military victories couldn't overcome the moral reluctance of European powers to intervene on the side of slavers. Slave Revolt. Even when the slaves don't revolt, immense resources have to be allocated to keep an eye on them. Sparta became a miliarist state partly to keep its Helots down, After the Spartacus episode Rome had large numbers of troops and semi-military vigiles watching the slave population.Count up the Overseers, Slave Catchers, Guards, Militia, etc., etc in the American South in the 1850s, and an appreciable percentage of the otherwise-productive part of the population is tied down watching their slaves. I think, if these elements were included in the game, the practice of slavery would become more 'balanced' and the option to become a slave-holding civ would be a real choice instead of one you can't afford to make because slaves make it too easy to outstrip your opponents. |
MrFun Prince United States, Iowa Nov 2000
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posted December 09, 2000 03:30
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No reviews from anyone? wow |
Semjaza Settler
Dec 2000
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posted December 09, 2000 05:10
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Yup, we're all too busy playing it to comment on it! |
TheLimey Prince
May 2000
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posted November 26, 2000 20:58
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Agreed Diodorus... but...1) I can't see any way of introducing the lack of technical improvement idea 2) Diplomatically, it doesn't matter if everyone hates you if you have a supersize empire *IF* we haven't found a way to even out the game (see the other stuff at the top of the thread) 3) Slave revolts were and are a danger, however, the gain in production from the slaves ofsets the production cost of the garrison. All you can do is slow it down... |
MrFun Prince United States, Iowa Nov 2000
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posted December 09, 2000 19:28
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Hey Semjaza, did you seriously download my North America map? That's cool if you did - when you do find time, I would like to know what you think of it. |
WesW apolyton.net/wes Huntsville, Al., USA b.02-15-99
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posted November 26, 2000 22:41
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In his mod, CD lowered the number of slaves that a unit suppressed from 3 to 2, which was a good change. In the Med mod, I raised the amount of food they consumed, and make them consume wages as well. In ctp2, I don't believe that slaves consume *any* food. I just checked the pop.txt, and slaves are not listed in it like they were in ctp1, so I am not sure right now how to adjust these settings. I also eliminated the production effect of rivers, to try and reduce the unbalancing effect of that resource.As far as the AI's reluctance to attack, I found in the strategies.txt that the goal for defense was higher than that for attack for all AI types. I have reversed this for militaristic types, and I may change it for other types later. From what I can tell from ctp1, the AI will not attack if it can't build a stack more powerful than your stack, even if it has other stacks to throw at you. This will be something else to look at as we become more familiar with the game. As far as the rich getting richer, I think it was Gedrin who set all wonders to give -1 happiness. I didn't try this in the med mod I, but I might try it in the med mod II. As far as unit settings, I am going to set them to what they were in the med mod I, as far as increases from one age to the next. We will have to see as far as production and upkeep settings. I will probably increase the effect of city walls as well. I need for someone to run some game tests to try and gage their effectiveness under the current settings, and figure out what they need to be raised to. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 09, 2000 19:34
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Okay my review time... I've played the map for 250 turns and haven't found any real problems other than the northern islands (already addressed). There is no slowing down based on civs or size since the map is within the outlines given by acti... things that would have made it even better would have been starting with 2 settlers and militia unit in a ship landing on an already partial occupied north america... you could have real possibility with the map... another thing for future maps, is detail... detail is pretty important especially if you're doing a smaller scale map or a magnified region... just a comment, and I'm not sure how much you can detail 60 degrees by 120 degrees but overall I'm enjoying the map and can' wait for your next one...nice job Omni |
colorme Warlord
Nov 2000
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posted November 26, 2000 23:17
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Wes,I tried increasing GOAL_SEIGE priority ten-fold. It didn't help one bit (BTW, GOAL_ATTACK is probably not the right thing to modify because that controls how the AI attacks UNITS. GOAL_SEIGE seems to control the attacking of CITIES). Regarding your comment on AI not attacking until it has a stack better than yours, I think that's not accurate (at least in CTP2 it seems). Lots of folks have commented how it throws 2/3 units at you. Also, it often has a strong army of 12 dispersed a few tiles from each other. It doesn't seem to be able to combine them. And if an attack force has to be transported across water, we can forget about that. The game doesn't have the intelligence to do that. I believe the bigger problem is that while defense is easy (ExecuteIncrementally ), offense is hard (RallyFirst ). And the latter piece of AI seems to be still-born in this game. I doubt you'll be able to improve that (For those who've not checked yet, the above flags are part of the aidata/goals file.) But if you do, I'll be one happy camper  OK, I've spent the Thanksgiving break fretting over the game. Time to move on in life! BTW, where's MarkG's review?? Wonder if he'll agree with my observations  Mark, did you postpone your review because you realised how crappy the AI is ?
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Semjaza Settler
Dec 2000
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posted December 11, 2000 02:48
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MrFun, Sorry, for not going into more detail earlier...I am currently playing two games, one with Omni's map (which btw really rocks! --- see my post elsewhere on this forum) and your North American map. I am currently playing as the Russians on yours and everything is looking good after 300 turns. You did a great job with the map! Thanx! Omni made some really good points concerning your map (he is the expert after all!), especially concerning detail. I noticed certain areas of the map that seemed a little out of place (but this may just be me and definitely does not need any major concern over) that could have been expanded on, but the map is good enough for me though, and I am really enjoying my game so far. Besides, I doubt I could have done a better job! I really appreciate the time and effort you put into it! Thanx again...Look forward to playing on any new maps you may create... ------------------ Just another Civ Addict |
TheLimey Prince
May 2000
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posted November 27, 2000 06:29
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Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
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Drakenred Warlord Hou Tx b.02-15-99
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posted November 27, 2000 11:16
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quote:
 Originally posted by TheLimey on 11-27-2000 06:29 AM Regarding the 12 stacks from the AI. When the AI is in defense mode, the offensive stacks are just at a lower priority. It still 'matches the target' just not as often. Why not duplicate the most offensive battleplan, over the top of the defensive one, and see how the AI reacts?Also, you might want to set up a game with 3 civs, a biggish map, and just build and defend yourself, but let the AI get bigger than you. Use globesat I guess... Watch what happens when the AI can resource however it wants. Wes> Doesn't the lack of food requirements almost demand a need for lessening slaving. This sounds like an open invite... The -1 happiness is all well and good if the human is building wonders BUT... if the human ignores them, and lets the AI build them, theoretically the AI could run itself into the ground by building them... The human could just build the positive happiness ones, and the 'best of the rest' to be sure. I think we're in for some amount of playtesting to find really good balance.
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I think you should be able to give the AI a happynes bonus to ofset that, although frankly i find the -1 hapyness bonus to be a bit odd.(the Real Wonders of the world were for the most part a souce of Pride in the empire in question) as for WOTW, i would think that it would be a lot more realistic to have a modification of the way they expire. Specificaly, they Expire when your Civilisation builds a new Wonder of the World(logicaly, they should also continue to provide a minor hapynes-Tourist trade efect bonus for the City when they expire(IE the statue of Liberty, starts off providing a empire-wide hapyness/growth bonus, but when it is replaced by a later WOTW, within its empire, then it simply provides a minor Comerce bonus (say +10%, and +1 hapyness) to that city only)(also, i think that the bonuses should decay a bit after time, say all wondres provide their max benifit for (say)100 turns(200-250 in CTP2), then slowly start to demisnish in efect,(or terminate in Efect all together) or only provide full efects to fewer cities, or the top X number of cities that would most benifit from that WOTW
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MrFun Prince United States, Iowa Nov 2000
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posted December 11, 2000 11:23
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I have an idea of a possible map or scenario that I'm thinking of creating next.late 19th century through first half of 20th century Africa - the European imperial powers race to divide the African continent for themselves This would include African states who have a chance in fighting to keep their independence and perhaps change history. What does anyone think - good idea, or forget it? |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:06
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This being my first post, I'd like to start it by saying how happy I am that i'm not the only annoyed at the lack of offensive play by the AI. CtP was so annoying how a good friend at a peace level would send a single ship-of-the-line to bombard one of my cities. it was too easy to roll just one or two stacks against them, completely wiping them out before they had a chance to mobilize into an effective force. i remember the question being "what do i gain by starting a war?", but the AI has no ability to determine whether attacking someone strong is to their advantage. if possible, I'd like to see the AI only attack if its ready to fight or if the number of my units nearby is say less than 5. Is there any way to allow the max AI stack to be larger than the human player stack? And if the AI cant figure out how to follow fuel rules on planes, maybe planes should not be allowed by anyone. Nothing like getting my units kiled by some AI planes, then hearing them crash at the end of the turn. |
OmniGod ACS CtP2 Database Manager Philadelphia, PA, USA --> Really Canadian Dec 1999
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posted December 11, 2000 14:04
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A map of europe and africa ia a great idea and the scenario actually sounds pretty good... too bad you couldn't start the europeans with cities, and units and have the africans in huts... patch?? But I was thinking about a euro/africa map the other day scaled, and detailed... but if you're going to do it... then I won't bother... good luck...Omni |
Alpha Wolf Settler Prince of the Barbarians Feb 2001
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posted November 29, 2000 01:18
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OH I almost forgot. As far as wonders go. There's just too many of them. Too many of them have benefits that I doubt were/are real. How did the Pyramids help with gold? And chichen itza deterred crime by killing the simplest offense. After a certain time, this wasnt allowed anymore yet in CtP2 it looks like it never expires. Most WoWs should in fact be nothing more than FoWs. And they should take substantially longer to build than they currently do. It appears that theres still no production penalty for switching the building queue before its finished. |
Semjaza Settler
Dec 2000
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posted December 12, 2000 02:26
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MrFun,Being an ex-South African myself, I think doing a European/African map would be really great! BTW, why does Activision (and I believe in the other Civ games too, if my memory serves me well) insist on using tribe names as opposed to real city names? I noticed this with both the Native Americans and the Zulus. I would love to see a map/scenario done of South Africa and the struggles between the British/Dutch/German/French and the many African tribes they ran into during colonization. I also would love to see a map/scenario in a similar vein done ro reflect the Americans/Mexicans and the Native American Indians. I just don't know if there is much interest in these two areas. Just my 2 cents... ------------------ Just another Civ Addict |
Elucidus Chieftain Prattville, AL Mar 2000
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posted November 29, 2000 19:05
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Since when has many of the wonders in any of the civ games been true to real life... The pyramids counting as graneries in all cities, or the great wall as city walls in all cities... The list goes on. Remember it is supposed to be fun, not real life. Although I agree that the cost could use a bit of an increase. I mean it should be next to impossible for me to build all the wonders in the game on impossible level. But so far that is exacly what I've done. Maybe if we added more wonders, so that the computer can build those while I am building the others, than the wonders wouldn't mean so much, and maybe there would be two or three superpowers in the world... Just some thoughts 'o mine.------------------ Yours in gaming, ~Elucidus |
Jonny Chieftain Kingston Springs, Tennessee, USA Nov 2000
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posted December 12, 2000 17:27
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I am quite impressed with the North America map. I am in the 1700's and have noticed no problems with the map. There is only one thing I am confused about: Why do the Russians start in Alaska? I know they settled Alaska, but their capital, Moscow, and most of their empire was not there. Plus, their really annoying me, the Native Americans. Other than that, I really like it!  Jonny |
phenyl Settler Vancouver, BC Dec 2000
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posted December 12, 2000 18:42
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a african colonization map would be the one of the best ideas if the game play would support it. you would problaby have to package it with some sort of modification to distances from empire and things like that (for revolts, etc..)but geography-wise a europe to africa colonization map would be very good to play because of th variety of terrain and difficulties in transport. i dont know about the end game though. ?? |
MrFun Prince United States, Iowa Nov 2000
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posted December 12, 2000 23:32
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I am going to begin background reading and researching for a historical fiction novel that I will begin writing next year during my break between semesters at my university.However, I WILL take time out to make this map since there seems to be some interest in it. I look forward to tackling it.  I will make this map size more vertical than in width for this Europe and Africa map. But it won't be too exaggerated in height compared to width. | |