Hi, Case, I'm glad that you like the idea.
This is a good question, and I have given much thought about it myself.
First let me say that if the timescale is one year per turn then this scenario will be overstretched as it is: at least 288 turns, which is very long for a scenario and potentially boring.
Then there is the total number of available unit slots as an another limiting factor. For instance, if extending into Napoleonic wars, and possibly later, there should be new types of ships and land units (at least 1 sort of steamship, early rifle infantry and horse artillery).
Also some ship types that I currently plan to use throughout the scenario (well, at least mid-to-late), such as Fluyte should expire during French revolutionary wars.
Next, what may be a bit problematic is the choice of players: during French Revolutionary wars and Napoleonic wars a great deal of battles had been fought on mainland Europe involving amongst others Italian and German states, Austrian Empire, Prussia, Sweden and even revived Poland. The question is how to simulate all these countries ,warfare and political dynamics of that age reliably with barbarians only.
On the other hand, what was the importance of Netherlands and Portugal especially during Napoleonic wars, and what in terms of assigning players should be done with the United States, a new county?
There are more ways to solve any of these problems and each has implications on current design.
Finally I would like to say that Napoleonic age, as a standalone theme is commonly exploited, typically, as a wargame. And, because of the complexity of both early-to-mid age of sail (including colonialization) and napoleonic age, the best thing to do in my opinion is to keep them separated.
PS. Why did you stop making your scenario? What speciffic aspect of naval strategy does perform bad in particular (apart from the obvious, AI players attacking cities with ships)?
If it is the overseas colonization, there might be a way to workaround it. If you're not familiar with St. Leo's scenarios Fictional Americas and Imperial Ambition, check them out. Both are available at CivFanatics. They use events generated "on-the-fly" to aid the AI (randomly creating units for AI players in areas suitable for colonization)
As a question, why is the scenario stopping at 1780?
First let me say that if the timescale is one year per turn then this scenario will be overstretched as it is: at least 288 turns, which is very long for a scenario and potentially boring.
Then there is the total number of available unit slots as an another limiting factor. For instance, if extending into Napoleonic wars, and possibly later, there should be new types of ships and land units (at least 1 sort of steamship, early rifle infantry and horse artillery).
Also some ship types that I currently plan to use throughout the scenario (well, at least mid-to-late), such as Fluyte should expire during French revolutionary wars.
Next, what may be a bit problematic is the choice of players: during French Revolutionary wars and Napoleonic wars a great deal of battles had been fought on mainland Europe involving amongst others Italian and German states, Austrian Empire, Prussia, Sweden and even revived Poland. The question is how to simulate all these countries ,warfare and political dynamics of that age reliably with barbarians only.
On the other hand, what was the importance of Netherlands and Portugal especially during Napoleonic wars, and what in terms of assigning players should be done with the United States, a new county?
There are more ways to solve any of these problems and each has implications on current design.
Finally I would like to say that Napoleonic age, as a standalone theme is commonly exploited, typically, as a wargame. And, because of the complexity of both early-to-mid age of sail (including colonialization) and napoleonic age, the best thing to do in my opinion is to keep them separated.
PS. Why did you stop making your scenario? What speciffic aspect of naval strategy does perform bad in particular (apart from the obvious, AI players attacking cities with ships)?
If it is the overseas colonization, there might be a way to workaround it. If you're not familiar with St. Leo's scenarios Fictional Americas and Imperial Ambition, check them out. Both are available at CivFanatics. They use events generated "on-the-fly" to aid the AI (randomly creating units for AI players in areas suitable for colonization)
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