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DSMyers1

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Apr 24, 2003
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"These are the families of the sons of Noah, according to their genealogies, by their nations; and out of these the nations were separated on the earth after the flood."
Genesis 10:32​

I (and my brother) have been working on a new scenario, using moddir. The basic premise is to simulate the actual historical populating of the world, after the flood, using essentially a fantasia set up. Since the game allows fairly rapid population expansion and exploration, the time frame to be covered is approximately 2500 BC to 1000 BC. In historical terms that is from the tower of Babel to the height of Solomon's Kingdom, Phoenicia's height, and the fall of the Hittite Empire.

As you can see, this view of history is not exactly the norm, but what do you expect from an Oklahoman? Actually, there is plenty of historical evidence backing the separation of all nations about 2500 BC.

By the end of the scenario, England and Ireland should be independent, though lightly populated, kingdoms, since Brutus and his colonists settled England in circa 1300 BC, after their flight from Troy. I am not certain on the status of the Scandinavian nations, since the date of settlement by the Svear peoples is questionable. I am not sure, either, about the Americas. When did the first civilizations coalesce?

I could use input as to good sources on ancient tribes in many areas of the world. Also, any creation of historical events for nations such as the Egyptians, Minoans, Hittites, Assyrians,...

This site (Table of Nations and Genealogy of Mankind) provides a good outline of what we are trying to simulate.

One difficulty I have run into: I cannot remove all natives, despite editing them out of Province.csv and placing that in the moddir. What could be the problem?

Any help would be appreciated. This should turn out to be a fun scenario!

EDIT: Download here: http://forum.paradoxplaza.com/forum/showthread.php?t=141481
 
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could be an interesting scenario

your website link wont work thou.

Late,
Jester
 
Thanks Jester!
*link fixed*

Here's an even better link:After the Flood, by Bill Cooper . That book gave me the idea for this scenerio, and there are other useful links there as well.

More info on the plan:
Starts with 3 nations in Mesopotamia: Shem, Ham, and Japheth. They start with excellent relations, etc. They colonize and explore. But a few years in, the Tower of Babel hits. Governments fall, new nations appear. Ham begins the empire of Egypt. Japheth moves to either Cnossos or Troy. Shem either stays put or moves to China, beginning the in the Yellow River Valley with Yellow Emperor.
Events on the differentiation of cultures, the freeing of vassals, and various other events lead the nations to seperate. Various historical events such as the Trojan Wars lead to pushes to certain countries to expand in certain areas.

One difficulty: should the type of scenerio be fantasia? We need exploration and good colonization probabilities without the natives...
 
Here's additional data on the prospective scenario:
These are the nations I will have, at least until editing. Remember most of these will revolt around the time of the dispersion from Babel. I have tabulated them in a .csv file. Download from my site: ATF_Nations.csv

The events are coming along, though I have no historical nations specific events yet. The alpha scenario works well right now, though there are a few bugs.

I am using Moctezuma's Tech effects editor to allow exploration, since using the desc=fantasy in the .EUG file causes natives to appear, overriding my province.csv. Any ideas on this?
 
Now available-- the Alpha version of this mod. Anyone who wants to help, or just get a closer look at this, download here.
EDIT: Link removed, see bottom of thread for latest download.
Here's what's in it: (quote from readme)
We are compressing time, due to the dynamics of the game, and the speed of colonization and population growth. We hope to cover from around 2500BC to 1000BC, so a game year is about 4 times the corresponding historic year in duration.

So what's included?
->103 nations, from Shem, Ham, and Japheth, to the Britons and the Olmec.
->100 of those are revolters, and there are 15 different AI files to direct their colonization.
->Prototype events, including the key Tower of Babel dispersion event
->Major Religion alterations
->Cursory changes to land and naval.csv
->Altered text.csv-- (from a couple of beta 1.07's ago, though--should be fixed soon)
->New main menu background--I like graphics too. ( ;) )

For the help of those who want to add stuff:
Nations.csv--Details all the nations, their tags, capital province, religion, and associated culure (though the cultural differentiation events have hardly been started)
Papal States in the Falkland Islands for hands-off testing.

Major additions should come fairly soon--all help is appreciated--please post at the EUII forum thread about this all advice, encouragement, or even discouragement.

Needs:
Descriptions for selectable nations
Monarch and leader files, some historical, though compressed time.
All those "random" (ahistorical) events should be for every nation or capital province--look at them and you'll see what I mean.
Need historical events-- the scenario covers to around 1000 BC, so there are plenty there, if you dig.
Updated land and naval.csv files
and so on..

That about says it. Here's a screenshot from a handsoff game (that did require some nudging through events we triggered for some nations--so we fudged. But after the events are finished, it should work like this.)

ATF_Screen_1.jpg



Adios
 
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More Stuff done:

Development Release 0.2:
->Lots of events added
->New loading screen
->Terrain alterations
->Ice Age arrives in Europe--beware the long winter everywhere.
->No bugs--I think
->Separated Graphics from Other Stuff for easier downloading

Still need more and stronger events to break up the superpowers that arise.
I know it is easy--try starting out as Papal States then shifting to a small state after the Tower of Babel event.

It works pretty decently in hands off. A good player will conquer the world pretty fast, I bet, but it's still pretty neat. I use Kaigon's Independent Europe Graphics, but of course they are not included. I did put in U graphics to cover the blank, off of the IES set. What is really in the Graphics download is the loading screen and the mainmenu screen which are optional, though pretty spiffy.

All help is greatly appreciated! PM me if you're interested.
Main Files:
ATF Main
Front End Graphics and U-country graphics:
ATF Graphics

My game as the Celts was pretty fun, fighting off those mighty Phoenicians :D .
 
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Looks interesting. I assume you'll be changing the tags so we don't have medieval European towns in Egypt and Arabia, right? :)
 
DsMeyers; this is quite an accomplishment. When I am in a download mood I will get the scenario and play it. (can only do that once in the two weeks, only have i-net at work)
 
Hyzhenhok said:
Looks interesting. I assume you'll be changing the tags so we don't have medieval European towns in Egypt and Arabia, right? :)

I (actually my brother AND I) picked the tags at random, at first, which, of course, we now regret. It would take a lot of work to change them... I'll probably just change anything that is necessary in the Country.csv file. All sprite nationalities are read from there. The only contry that really has odd-looking sprites is the Sabines in Italy with.....Xhosa's tag. So we have zulu warriors in Italy :eek: :D But then again, we really don't know very well who wandered where when, so there COULD have been a few zulu tribesmen in Italy :p But I doubt it :wacko:
 
Singleton Mosby said:
DsMeyers; this is quite an accomplishment. When I am in a download mood I will get the scenario and play it. (can only do that once in the two weeks, only have i-net at work)

Thanks!
Please download soon--then maybe you'll like it enough to help!! Maybe even use all your historical knowledge to script a few historical events for, say, Egypt ;) ;)

Remember, I can use all the help I can get. :)
 
DSMyers1 said:
Thanks!
Please download soon--then maybe you'll like it enough to help!! Maybe even use all your historical knowledge to script a few historical events for, say, Egypt ;) ;)

Remember, I can use all the help I can get. :)

Eh, I do not know a thing about Egypt, sorry.... :cool:
 
Daniel, I have played the scenario this weekend and have to say you have had a tremendous lot of work and I think this will work out to be a very great scenario. But here are some questions.

~ How do I explore??
~ I controlled the Crete guys and after the Bable event I was not able to contact any of my Asia minor provinces (no line to trace to them), how is this possible
~ Does'nt the bable event trigger to quickly.

Like to work on this scenario with you ;)
 
oh yep another little question.

~ why do the Olmec's and the Chin empires excist?????

( have to write down the things I like to ask otherwise I forget half of them ) :D
 
Singleton Mosby said:
Daniel, I have played the scenario this weekend and have to say you have had a tremendous lot of work and I think this will work out to be a very great scenario. But here are some questions.

~ How do I explore??
~ I controlled the Crete guys and after the Bable event I was not able to contact any of my Asia minor provinces (no line to trace to them), how is this possible
~ Does'nt the bable event trigger to quickly.

Like to work on this scenario with you ;)

Thanks!
~ If you instituted the Tech Effects patch correctly, all armies and navies explore at land an naval tech 0.
~ This looks like it is also because the patch was not in correctly.
~ Maybe, but our thinking was that if you do it in less than 10 years then there will be no diploannexing due to the excellent relations. And the excellent relations should prevent war.

Again, here is how Monctezuma's tech efffects editor works: You unzip it into the Europa Universalis 2 folder. You run it. In the land army effects area, set explore with all armies to land 0. In the naval effects area, set explore with all naview to naval 0. Click apply settings.
Next, rename the new, altered eu2.exe to EU2ATF.exe. Rename EU2.backup.exe to eu2.exe.
Now here is the key part:
The target on the After the Flood shortcut must point to the new EU2ATF.exe, so it should look like this (assuming your folders are the same)
Target:
"C:\Program Files\Strategy first\Europa universalis 2\EU2ATF.exe" C:\Program Files\Strategy First\Europa Universalis 2\ATF
Only then can your armies explore properly. Again, I had to do this because when I used the fantasy = on setting in the scenario file, it overroad my province.csv and put natives in all provinces. Where it got the data, I could not find.
 
Singleton Mosby said:
oh yep another little question.

~ why do the Olmec's and the Chin empires excist?????

( have to write down the things I like to ask otherwise I forget half of them ) :D

~ After the flood, the world appears to have been mapped very rapidly (see Maps of the Ancient Sea Kings by Hapgood) When the colonization started, the people went directly to the best places they could find. Thus the early emergence of all the river cultures. Well, the AI on the game just won't do this, and to get China and (particularly) the American cultures to appear at all, I was force to put a level 1 colony in each location. Then when the tower of Babel event strikes, they declare independence, get their country setup event, and start colonizing.
 
DSMyers1 said:
~ After the flood, the world appears to have been mapped very rapidly (see Maps of the Ancient Sea Kings by Hapgood) When the colonization started, the people went directly to the best places they could find. Thus the early emergence of all the river cultures. Well, the AI on the game just won't do this, and to get China and (particularly) the American cultures to appear at all, I was force to put a level 1 colony in each location. Then when the tower of Babel event strikes, they declare independence, get their country setup event, and start colonizing.

All right, that's clear,

I am going to instal the tech patch. Did not know I needed it for ATF, thought it was just a funny thingie.

Will come back to you with my experiences on the ATF...
 
Daniel, I played the ATF some hours before and after my vacation (to London).

It was very very good and some totally different then all other scenraio's..

A few remarks.
The olmecs do not expand enough and after expanding they do not split up in other nations, like the maya. The need some more cash and a stab hit after a few years.

Then there has to be some more trade centres in the east. When I was playing the Delhi-flag guys, I had control of the Isfahan (or somewhere in that neighbourhood) COT which was as high as 1200. Gave me a tremendous edge. This empire has to get some more stab hits to calm down a bit.

But as it is now, even without some of the flags and stuff it is a very, very good game. Congrats,


:cool:
 
Singleton Mosby said:
Daniel, I played the ATF some hours before and after my vacation (to London).

It was very very good and some totally different then all other scenraio's..

A few remarks.
The olmecs do not expand enough and after expanding they do not split up in other nations, like the maya. The need some more cash and a stab hit after a few years.

Then there has to be some more trade centres in the east. When I was playing the Delhi-flag guys, I had control of the Isfahan (or somewhere in that neighbourhood) COT which was as high as 1200. Gave me a tremendous edge. This empire has to get some more stab hits to calm down a bit.

But as it is now, even without some of the flags and stuff it is a very, very good game. Congrats,


:cool:

Thanks alot!

I'll try to get to the COT problem, It's certainly there!

I need more revolters in americas, africa, india, and SE asia. Names and Locations would be appreciated, if anyone has some!