thadian
Kami of Awakened Dreamers
missionaries give way too many natives too fast. the pace by which they come is insane, i have 3 missionaries and am having a hard time finding a spot to put them.
1. Game crashes every time I try to exit to the main menu. Not sure why...
2. It is quite unnatural for Europeans arrive to the New World and discover Horse resources ... I understand that dynamic appearance of resources (like in RFC mods in BTS) can prove to hard to code, but absence of horses was the very important factor in interactions between Europeans and Natives, so it should not spoiled by one or two resources hanging out in the New World...
2a. I have less strong opinion about the Sheep, Cattle, and even Sugar but in essence they too were introduced to the New World after the arrival of Europeans. Natives should not be Expert Sugar Planters from the very beginning. It is ok to see Sugar yield on the Marsh terrain (this represents the potential for introduced sugar to grow) but Sugar resource or Cattle resource should not appear during Discovery Era, but rather during Exploration Era...
3. Why would the Portuguese colonies care about the prices in Netherlands or England, if they don't affect the price of the goods in Portugal? What value that information has for the Portuguese player?
4. I was able to train Seasoned Scout in non-Mentor village in 1 turn only! While this was done on Explorer difficulty and Normal speed the time spent still feels very short. 3-4 turns with regular tribes and 2 turns with Mentors can be more balanced pace...
5. I have sold 50 guns to a village, but none of the Braves from that village become Armed Brave ... I wonder why? Perhaps that Tribe got Armed Brave unit in some other, undiscovered village, but it makes less sense...
6. I could not find a way to acquire an African Slave so far . Perhaps before the Africa screen will be introduced it Slaves could be bought in Europe, for 100 gold ...
I had a similar problem, but the game crashes in game after several turns. Sometimes I can play without problems, and there are times when I can only play like 10 turns and poof. It is getting better now.This is a common bug already know since TAC times, which usually only appears on older systems.
It is probably related to the size of the mod.
There is no solution known.
I find it interesting to know that Info, even though for now I can't use it to my advantage.No big value currently.
(Except that you might get hints about your enemies strategy considering goods.)
But maybe a lot of value in later releases.
But ok, I can deactivate it until then.
No problem from me there. I get lots of African and even Native Slaves. I check the colopedia and they seem to have the same stats.They can currently only be acquired by a special dll-diplomacy-event.
(Which is mentioned in Colopedia, in Overview, in Tips and Tricks, ...)
Sometimes I can play without problems, and there are times when I can only play like 10 turns and poof. It is getting better now.
Overall, I'm having a blast with the Mod.
Hi Tigranes,
please try to read our threads or at least Colopedia (Game Concepts) a little.
1. "Suitable for... " sounds great ...
2. I have noticed another odd thing though -- when bargaining with Natives they may offer you more money than they currently have, and when you accept it -- they say thank you but no deal is processed, obviously.
3. Also Spanish starting with Veteran Soldier can be a better solution than starting with Silver Miner. Suppose player does not want to trade with Natives at all and what to play some Civ that will allow brutal conquests right off the bat, like Spanish did in real life. This role could be reserved for Spanish
4. Both Portuguese and Danish starting with the same Fisherman is not very creative. Portuguese could start with someone loosely resembling Cabral -- noble, military commander, navigator and explorer. So it could be Aristocrat or Master Rope maker or Statesman or Spice Trader. Lets make every nation to start with different kind of Pioneer, please
5. I was sure Portuguese will start with Carrack, I mean it was their unique unit in BTS, very fitting IMO... Why Caravel?
6. One can buy Cannons from docks and also as a Trade Item and they have different logic in calculating the price, just like if they were two different items, but it is the same Cannon! Why don't we think about a better, more natural and logical solution? Perhaps one should only be able to buy Cannon Garrisons from the docks and not a Cannon. Or buying a Cannon as a Trade Item should represent 2 Cannons which can fit in one slot while only 1 Canon from the dock will fit in 1 slot on the ship, etc...
7. Most Trade Items organized very neatly Stone Salt on top of the Salt, etc. But some are not, for example Hemp and Ropes.. Lets organize all the items in that logical sequence, while Items that do not have a processed equivalent could be placed on top of each other -- like Food on the top and Wood right under the Food...
8. Finally the message that Player gets when he gets his first Treasure unit needs to be updated. The King no longer offers to transport it for 50% fee, so there is no "special command" for Treasure unit when it arrives to the closest colony...
Cannons (made from Ore) --> Needed to build Cannons and Ships
Sailcloth and Ropes (both made from Hemp) --> Needed to build Ships
Perhaps that Cannons can be renamed Cannon Regiments, or Cannon Battery (like you said military unit of 50 people manning cannons) to distinguish Cannon unit from Cannon trade item? So we will have two Cannon units: Cannon Garrison and Cannon Regiment...
Also why is Hemp used for Sailcloth? Cotton and regular Cloth use is more logical, Hemp is good for Ropes only, one don't produce Sailcloth with Hemp
I will take a look.
So my suggestion is simple -- if there is a unit (except for land transports) there has to be a Colonist to operate that unit (and by Colonists we always understand their families, servants, etc...).
What message do you mean ?
(Tutorial should be deactivated. Or is ist an advisor popu-up ?)
Do you plan to implement defensive withdrawal ?
Seasoned scouts are just too good. Get 2 and the world is your! Perhaps with savage animals theirs effects can be mitigated though (animals killing them)
Seasoned scouts are just too good. Get 2 and the world is your! Perhaps with savage animals theirs effects can be mitigated though (animals killing them)
The initial bonus to choose from (2 food or 1 cross etc.). I always take food, it seems better than others. What others do? If this is as me, everybody taking food, then ... it means we all think it is better than the others choices, and no choice, no strategy. +1 food would be better imho.
but bells initially don't give much while food allow to support 1 more population per city...
will check the release plan, thanks!
Err, how do you actually sell Luxury Goods to your Colonists?
Also I thing this city screen is bugged
What exactly ?