[MOD] Age of Discovery II

Anyone else having problems with pirates, their privateers are quite annoying early on, they keep wiping out my ships...I know, that is the point, they are pirates, yar, but is there a way to remove them? Other than that, fantastic, thanks Dale, keep it up
 
As a side question - crosses don't do anything else except speed immigration do they? So your devout +25% crosses isn't a whole lot different than the english -25% crosses required...

Actually it's very different. The English have reduced immigration price (less crosses). Means the hurry price in cash is lower too. It means less crosses need to be produced to get someone on the docks. This trait really shines early game, when 1 cross cheaper makes a lot of difference when you can only make very limited crosses (eg: 1 cross of 20 is a much bigger difference than 1 cross in 200).

The devout trait is +25% crosses. This means your colony has to have at least a colonist in a church before you see an effect (4 crosses +25% = 5 crosses). This means that devout is an advantage in mid-late game when you start getting lots of preachers going because for every 4 crosses you get a freebie.
 
Anyone else having problems with pirates, their privateers are quite annoying early on, they keep wiping out my ships...I know, that is the point, they are pirates, yar, but is there a way to remove them? Other than that, fantastic, thanks Dale, keep it up

Any suggestions on how to fix them? Remember I did say they need work and asked for suggestions. :)
 
Could ya possibly change it so if a Ship is attacked and losses combat to a Pirate ship, the ship losses its cargo but isn't actualy destroyed? Or even an Option at the start of the Next turn to "Ransom" your ship back from the pirates?

On another note, been trying to change the Start positions for the Colonization I map, to no avail :(
 
Would someone do a mod that adds Portugal and makes the necessary basic enhancements without adding a nation of pirates or other chrome? Only I can't be arsed doing it myself.
 
Would someone do a mod that adds Portugal and makes the necessary basic enhancements without adding a nation of pirates or other chrome? Only I can't be arsed doing it myself.

If your that worried about them go into worldbuilder and just delete thier starting ship/ships!
 
If your that worried about them go into worldbuilder and just delete thier starting ship/ships!

Or open Civ4CivilizationInfos.xml and set PlayableNation and AISetPlayableNation (or whatever they are, they are obvious so you can't miss them) to zero to turn them off completely. :)
 
Dale, I think you can use the Genghis Khan scenario stuff for the Pirates (mongol camp) along with a piracy counter ( accumulating points for acts of piracy ) allowing for a Piracy Victory when a mark is reached.
 
Actually it's very different. The English have reduced immigration price (less crosses). Means the hurry price in cash is lower too. It means less crosses need to be produced to get someone on the docks. This trait really shines early game, when 1 cross cheaper makes a lot of difference when you can only make very limited crosses (eg: 1 cross of 20 is a much bigger difference than 1 cross in 200).

The devout trait is +25% crosses. This means your colony has to have at least a colonist in a church before you see an effect (4 crosses +25% = 5 crosses). This means that devout is an advantage in mid-late game when you start getting lots of preachers going because for every 4 crosses you get a freebie.

I'm sorry but this is not correct.

Crosses are only ever spent on immigration. This means that there is always a direct linear correlation between the value of your currency and the price of the good. Increasing the value is equal to lowering the price, and vice-versa.

To prove this, imagine that we have no crosses right now and the next immigrant costs 20 crosses. Normal civs will need to produce 20 crosses. The price for the English drops to 15 so they only need to produce that many. The Portuguese only need to produce 16 by themselves in order to get 4 free and reach 20.

This relative value stays the same throughout the entire game. An English cross is *always* worth 1/16th more than a Portuguese one.

To make matters even worse for the Portuguese, there is the matter of rounding. You start with 1 cross produced, +25% to 1.25. If this fraction is lost due to rounding every single turn, then there is no question that Devout is Tolerant Light. It might be possible, though, that the game retains these fractions internally and only rounds at the moment of displaying the value, in which case the Portuguese are still 1/16th behind the English.
 
Maybe not having the pirates in is the way to go? It's not like they were truly a match for the established empires, more like gnats*.

more interesting might be adding the smaller colonial empires like the Swedes (had colonies near New Holland iirc), the Danes (had a few islands in the Caribbean) and even the Russians (Alaska, they'd come from the other side of the map).
They'd be especially interesting if it could be arranged that they arrive later in the game (say Swedes on turn 50, Russians and Danes on turn 100).**

*Pirates remaining is possible: their goal could be something along the lines of defeat the European Fleets and establish yourself as a nation (basically a war of independence but as a fight for dominance of the seas)

**In that case, should you get the natives to be really playable, you might even set up the game in such a way that when playing as a native the colonial powers come in x turns after game start. The goal for the natives could then be: defeat the Europeans and reform your nation into something like the Iroquois Confederation to ensure survival.
 
Falc you're not taking into account three things:
1. Due to lower immigration cost, English immigrants are ALWAYS cheaper to hurry over any other nation. They will spend less gold to hurry immigrants in general than other nations.
2. Also, with no church (common for the first 50-100 turns) England is getting immigrants faster (due to low cost) as every nation is only producing 1 cross. Portugal catches up as cross production ramps up.
3. Portugal will produce more religious FF points, as their cross production is higher (all other things equal).

So like I said, all other things equal, England benefits early from low cost immigration when everyone's cross production is close, but Portugal gains the advantage later in higher religious point generation which will translate to more religious FF's.
 
Great work Dale. Do I have your permission to add your mod on Strategy Informer?

But one important thing. The pirates issue is extreme. I can't get to play at all due to pirates sinking all my ships, and having King increase the tax all the time. There is little to no way to progress due to it. The simplest way of dealing with this issue would be to lower it's ship strength down to 3 or even 2. So our ships would have a better chance of fighting against them. Or, to delay with arrival of pirates for 50-100 turns. ?

Thanks,
 
Hehe no1 seems to like the Pirates atm, Dale you can maybe do the same as Kael did with his Dragon in FFH? It spawns about 100-150 turns into the game within a city. Saying that thou, I have not seen any events in C4C liek you get in C4.
 
Here are some of my suggestions for naval combat:

1. Add to each ship ability to bombard. This should represent long range attack with ship's cannons. It will be best if there can be counterbombardment from ship which is under attack, so that both ships(attacking and defending will fire at each other at same time).

2. Classic attack should represent boarding attempt. If you want to steal cargo, you need to board.

BTW, great work Dale! I have installed your mod right after two vanilla games. I think i will never play vanilla version ever again.
 
Great work Dale. Do I have your permission to add your mod on Strategy Informer?

But one important thing. The pirates issue is extreme. I can't get to play at all due to pirates sinking all my ships, and having King increase the tax all the time. There is little to no way to progress due to it. The simplest way of dealing with this issue would be to lower it's ship strength down to 3 or even 2. So our ships would have a better chance of fighting against them. Or, to delay with arrival of pirates for 50-100 turns. ?

Thanks,

I'm actually going to go with a delay of 50 turns in the next version. I'll also be toning the pirate ship down a bit too.

I'm currently working on a unofficial fan patch at the moment so sort of been diverted from this, but will be returning shortly to post new versions and new stuff. But if you want to put it up on SI I'm more than happy for it to. :)

If you feel the Pirates are too strong, open WorldBuilder and just delete their starting ship. They don't respawn like Euro colonisers can. That should at least allow a pirate free game. ;)
 
Are you going to implement Snoopy/Dale PatchMod: v1.01 into AOD II?

Yes I will be.

Obviously, getting an unofficial patch out is more important than working on AoD2 at the moment, so my attention is there. But I'm adding in changes into AoD2 as well. :)
 
Thanks for doing these things. I'm looking forward to playing Colonization again when it's fixed. :)

(though I do think it's a very good game overall, and I've been playing ValveTestApp16800 since mid-august. it's just that there are these flaws which are really starting to annoy me)
 
Thanks for the permission Dale!

I was just able to manage the pirate issue in the game I played after I posted the first message. Basically the deal is to sell guns to villages to sum up the cash for a frigate, and scout villages for treasures. Once you get a frigate, the problem is solved as it wont attack it. So you can escort your ships to Europe.

Though I'm not certain if I was just lucky with the map placement that particular time since a lot of previous attempts failed due to pirate scum. :)

Cheers,
 
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