European Civilization
CK Project
Civilization 2;
Will be based upon the classic Civilization two, and will use the common feature of Wonders for benefits, as well as upgrading ages to a set level with which to aid your choosen civilization and defeat your enemies.
I've used a game interface designed and triggered originally by Fenix'01 and edited by myself to represent the needs of my map.
[For stats; this means that for my 115 cities present on the map, there is about 1000 triggers relating to their defense/offense/capture]
I've given you a starting choice of 10 Civilizations, which will have special benefits, with a mix of common benefits that differ only slightly from Civilization to Civilization.
It will be mainly unit based with only 'Factory' buildings / 'Defensive' buildings to choose from on your main land. You will be able to choose forms of government, and have their factors on your Units.
Upgrading to new ages will require certain buildings, a minimum size empire and further features such as a time limit based minimum technology timetable.
Furthermore it is based on Europe, with only Northern Africa present as well, with the "Special Features" all being presented to the North West of the map.
I'll likely just use this as the release point for my map, which before you ask has reached the stage where the majority of the 1000 triggers as well as basic Trigger uses have been created, and all the other features written up for adding, this is including over 250 different messages for players.
[Think of the map as a mix of Fenix'01 based maps, such as 'Blood & Iron' as well as using the basics of Civilization mixed with a little extra, and more options]
Below are stats the map and a mini-map view.
Beta will appear saturday night, with most units unbalanced as of yet and no technological upgrades available.
Also this will never be protected, as i don't believe in protection. You can use any of the triggers you find here, though maybe credit either Fenix'01 or myself for certain triggers.
Nice concept Coko.
Is that screenshot old because if you're going to release a Beta at Saturday, you must work extremely fast.
I used to play Civilization 3 and the buildings and everything changed when you passed to another age. Will you have players change races or something similar.
BTW: You gonna enter this at the contest?
That picture doesn't contain the cities at present, because i couldn't be bothered to use that Editor version. I'll have a basic version out by Saturday night, and i'll make some units to enable player, and mess around to fix bugs quickly for that night.
This is just an example of what i use to create maps like this
Nice!

It really looks like europe! It sounds good, althought I don't play much civilation maps, usually, maybe I will try yours since it looks good... Keep up your good work!
[CK Edit; you said good three times, try this next time
http://thesaurus.reference.com/search?q=good&db=rogetThanks for the comment though...]
Well I must say that it is about time that somebody finally made a map of Europe that actually looked like Europe. I'm excited to see this new version tommorow Coko.
Update;
Completed and tested my first level of city creation/defeat, and now working on a balance system to ensure it is fair throughout the game, as well as working on Unit Balance.
Your cities are Protoss Gateways, and can train in time all four creations, however you may also build all other Factories from Protoss/Terran, and units with auto-change as their Age tells them to.
All units contain their list of Ages they appear up to.
To go to the next age, a sample amount of time must have passed and you must have at least two cities, increasing by one for each passing age, with a set amount of Minerals as well.
Age 1;
Zealot
Marine [From Barracks]
Zergling [Dragoon * 2]
Age 2;
Zealot
Marine [From Barracks]
Zergling [Dragoon * 2]
Firebat [From Barracks]
Age 3;
Zealot
Marine [From Barracks]
Zergling [Dragoon * 2]
Firebat [From Barracks]
High Templar [Medic]
Age 4;
Zealot
Marine [From Barracks]
Firebat [From Barracks]
High Templar [Medic]
(Special Civilization Abilities Come Into Effect)
Age 5;
Zealot
Marine [From Barracks]
Firebat [From Barracks]
Medic [From Barracks]
Dragoon
Overlord [Dark Templar]
Age 6;
Advanced Zergling [Zealot]
Firebat [From Barracks]
Medic [From Barracks]
Dragoon
Vulture [From Factory]
Overlord [Dark Templar]
Age 7;
Advanced Zergling [Zealot]
Advanced Dragoon [Dragoon]
Vulture [From Factory]
Medic [From Barracks]
Ghost [High Templar]
Dropship [Dark Templar]
Age 8;
Advanced Zealot [Zealot]
Advanced Dragoon [Dragoon]
Vulture [From Factory]
Ghost [High Templar]
Siege Tank [From Factory]
Dropship [Dark Templar]
Age 9;
Advanced Zealot [Zealot]
Hydralisk [Dragoon]
Advanced Vulture [Vulture]
Siege Tank [From Factory]
Siege Mode [From Machine Shop]
Goliath [From Factory]
Dropship [Starport]
Wraith [Starport]
Observer [Observer]
Age 10;
Advanced Marine [Marine]
Advanced Firebat [Firebat]
Hydralisk [Dragoon]
Advanced Ghost [High Templar]
Sniper [Ghost]
Advanced Vulture [Vulture]
Advanced Siege Tank [Siege Tank]
Advanced Siege Mode [Siege Mode]
Goliath [Factory]
Shuttle [Dropship]
Scout [Wraith]
Observer [Observer]
Battlecruiser [Battlecuiser]
Age 11;
still thinking.
Age 12;
still thinking.
this is just a sketch of what i am thinking, and is likely to be altered.
from my thoughts Protoss shields will be an important factor, as well as amour onto the damage and strength of units.
i'm looking for certain units to be good against buildings/defences and others more able against defences.
Civilization Abilities will be more on the sidelines, link to Army Size, Government Ability, Economic Abilit and such
Wonders will be linked to a couple of special units, and reduces of bad factors as well as stopping revolts [which will be important and directly affecte my Government and Social issues]
Sounds like you will be using a lot of Switches and/or Death Counts.
Anyways you might make Nukes as an Age unit/ability.
At present i am using 121 switches, as well as 20 death counters.
Nuke's are used as a counter already, as i don't like them in game play, though i can create a similar affect...
Because someone wanted to view my most Beta version of Triggers;
Those in this .txt file will run my map at the most basic level of creating a city and fighting to hold cities.
Seems interesting, I hope you succeed at the beta testing and that it will prove very effective in helping you design the map. I love civ games, and Diplo especially when they are well balanced.
Its been a long while since i posted anything to do with this project, mainly because i've only just come across it again.
I've been doing a little work on it, but haven't yet finished off the basic triggers to enable great use of the balance and re-naming using of the units. This map below is an extreme beta view of hte map currently, just allowing you to see the triggers, because although they may work, and u can use a few units, it runs rather slowly, even if u added Hyper Triggers, and many Gateways/plyons have been removed through checks, and i am working on that at the moment.
Therefore its best just to check out the triggers, and your'll understand why the triggers run so slowly...
Cool, kinda reminds me of my Civilization World Map. Careful you don't run outta locations or strings, I ran into both of those problems near the end of making my map. It's finally finalized though (7) CivilizationWorld 7.2. Admittedly I didn't make it from scratch, I downloaded an earlier version(6.3) which was very buddy and had some serious issues and then made it playable/fixed a cheat on it/did a buncha other stuff, including reading the map's 4kish triggers through a few times especially after seeing some of the errors the previous map maker had made in it.