I think I saw someone else had this problem with just the Apache leader but its for all the indians for me. Unless I plop a village down right next to an indian village I don't hear anything. I sent scouts all over and met every village and I got the money and things and found out what they wanted and what they could train in but only threw the graphic picutre not the leader pop up. The only one that worked was the Sioux and that was only the village RIGHT next to city. I wanted to train some cotton planter and sugar planters there in the indian villages because unless I'm wrong I can't get them in Europe. I click on the button to live there and nothing happens then I take them OUT and next turn put bak in and I get the popup sayin Live among natives etc etc and when i click it.. nothing still. Maybe I need to activate something? Please let me know. Also, I tried a fresh map with just world builder and just plopped down colonists to test it out so i know its not just the exact game i was in. Please let me know I really like this MOD!
I should also point out that the leaderheads are ALSO not shown in the diplomacy screen making it IMPOSSIBLE to sue for peace or to trade.. many things go wrong with this being like this.
I LOVE this mod. I've had enormous fun trying it. I do have a question though--I've been completely unable to figure out how smuggling works. I built a smugglers inn. I tried to figure out how to re-profession criminals in it, as smugglers, but there's no mechanism I could find. Who do you have to move into the tavern? What buttons do you push then? When you have a smuggler and you put him on a ship, does that become a smuggling ship?
Is a buccaneer's tavern also able to instigate smuggling assignments, as well as a smuggler's inn?
I also built a smuggler's cove. It appears that this is a building within the city. I couldn't move any people into it ever. What buttons do you push to smuggle goods?
Or is all this just not coded yet?
Thanks very much.
I'm still puzzled though and smuggling isn't working for me. You said: "Only Pirate ships can work here not Colonist or Privateersman." A privateersman or sea rover is already a pirate ship, right? I tried converting a caravel to pirate, and this seems to have worked. The ship has a little pirate icon although it's still called a caravel. But I still can't undertake smuggling missions from the smuggler's port. Do you have to set the ship for automation somehow? I load goods to smuggle onto the ship, and I see the icon to smuggle greyed out, though there is rum on board.
What unit can go into to Smuggler's Port on the city screen? I don't seem to be able to move freebooters in there. I don't seem to be able to convert freebooters into smugglers either by a profession change.
You talked about a city as a "pirate haven". I have a smuggler's inn or buccaneer's den, a pirate cove etc. Nothing about the city identifies it as a pirate haven but it seems to be working as one--I can build privateers, make freebooters, and defeated pirates can go here. So it's a pirate haven, right? What do you need to have a pirate haven?
Also, I suggest somewhere in the game concepts you refer to freebooters as "prize captains". It took me a long time to figure out that a major function of these guys is to take over ships.
Hope this is clear. Again, thanks for a great mod.
Playing yesterday, I didn't see a pirate Spanish leader. Is that correct?
Here one of possible candidates:If you have any ideas for a Spanish Buccaneer leader please feel free to let me know.
Also worth visiting are the Turtle Protection Center, committed to the preservation of this endangered species, and the remains of the famous pirate Fermin Antonio de Mundaca's estate. Mundaca, who was a dreaded Spanish buccaneer and slave trader, plundered the Caribbean for years until he eventually decided to settle here, and according to legend, he later fell madly in love with a Mayan Indian girl, who rejected him and left him heartbroken and depressed for the rest of his life.
Here one of possible candidates:[/url]
I am anxious to see what the features of the Barbary Pirates, the Sicilians and the Knights of Malta will be.
EDIT: Suggestion: How about making it so Rum, instead of being "equipped" by the Swashbuckler, is consumed when the unit becomes of that profession? (as in, the Rum doesn't return to the city if he changes profession later on)
One comment I have on game balance: I think the pirates can really kill the colonies, especially if they can form flotillas. They can really suppress trade and delay victory so the other colonies will definitely lose.
Or the colonies can keep wiping out every new privateer, so the colonies win.
I don't think the game is unbalanced between pirate forces and the regular economy. But I think one or the other will win out based on a very few encounters, a few very high-stakes battles. This may not be so good. It's more fun in the outcome is in doubt for a long game.
I do think flotillas are too powerful and unbalance the game. It's almost impossible to kill them. I tried with 3 frigates in a group and failed.
Also, if you lose your dandy privateer early in the game, it's very difficult to raise up another one because the other colonies keep killing them before they can get any infamy and experience.
What do you guys think?
Hey, thanks for feedback...