Changes for v1.07

Dale

Mohawk Games Developer
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Mar 14, 2002
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This thread is where I'll be keeping an updated changelog for the next version of AoD2. Please feel free to discuss the changes. :)

Changelog for 1.07:

Code:
[i]NEW:[/i]
- Added some new songs
- Uneducated units can learn professions "on the job"

[i]CHANGES:[/i]
- General balance changes:
	* Stable produces 3 horse per colonist, ranch 6 horse per colonist
	* Small score cheat for AI for new victories to make it fairer on the AI (based on difficulty level)
- Promotion / Trait changes:
	* Disciplined trait also gives -50% equipment needed for dragoons.
	* Co-operative trait now gives -50% equipment needed for pioneers.
	* Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units
	* Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units
- Education changes:
	* Education threshold does not increase.  Static education costs throughout game.
	* Education gold cost more static.  Defined by education level.
	* Multiple colonists can graduate each turn.
	* Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3).
	* Professions now have a minimum education level to learn.  For example stateman requires level 3 building.
	* Can only train specialists that exist in that city, and have the correct education level building.
	* Profession chosen and paid for at start of education.
	* Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
- Unit changes:
	* Indentured Servant can no longer be a scout, dragoon or missionary.
	* Petty Criminal can no longer be a dragoon or missionary.
	* Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom).
	* Frigate now starts with Navigation I.
	* Free Colonist available in Europe for 750 gold
	* Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
- Founding Father changes:
	* Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
	* Washington Irving moved forwards to be the 3rd father in the Political FF tree
	* Washington Irving gives +25% education in all settlements
	* Sor Juana switched positions with Thomas Hooker in the Religion FF tree
	* Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral
	* Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units
	* William Penn gives +1 cross per Town Hall, free church all settlements
	* Alexander von Humboldt gives +50% production of schools, colleges & universities
	* Peter Minuit gives -50% price of Indian lands
	* Pocahontas gives +2 Indian relations and 1 convert
	* Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
	* Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher
	* Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line
	* William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration 
- REF changes:
	* MoWs no longer carry cargo
	* All MoWs deploy to New World on DoI
	* MoWs will not return to Europe
	* The King receives free galleons to transport the REF
	* Only need to kill all land units to win WoI

[i]FIXES:[/i]
- Total Pirate Plunder wasn't calculating correctly for victories
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Pirate Soldier graphics fixed (thanks BioHazard).
 
Capturing defeated Ships by Priviteer or Pirate Ship
Africa Slave trade
List of Goods wanted by natives

Scenarios like 7 Years of War or Independence?
Minimizing Culture Flipping of Natives
Lifting the Ban if I decline to the Kings Gold request
Intervention of Other European Powers if DOI

Alliance with Other European Powers
 
I'd love to see quests return to Col. I volunteer to do the text, if you hate writing!

Random events would be fun. Your master tobacconist at Fort Orange has discovered a better way to treat cigars; he now produces an additional +1 cigar per turn.

Happiness and Unhappiness! Trade goods, cigars, rum, and other such things could be consumed regularly, and moreso by large colonies. The items keep them happy. When they're happy, production is improved. When they're unhappy, production goes down.

The natives at village X are upset because one of the Chief's daughters ran away with a local merchant.

X - Who cares what those savages think? (-3 relation hit)
X - Have his daughter returned to him by force. ( + 1 relation gain, + 1 unhappy colonist)
X - [If missionary is present] Perhaps we can use this to sway more potential converts. ( Gain 1 - 2 converted natives, -5 relation hit. )

Having certain founding fathers could trigger random events; Ben Franklin could randomly improve the efficiency of a building. Cortez could discover El Dorado.

What happened to the Fountain of Youth and the Cities of Gold you used to be able to find? I'd love to see those make a comeback, even if they were very, very rare.

The ability to talk / trade with other Kings / European Countries would be interesting, especially if you could get foreign aid for the WoI, like when France helped the British colonies rebel.

Sailing to Europe from the west side of the map seems silly. Historically, how often was that done during this era? Why couldn't that be a trade route to China instead / as well?
 
  • American animals (from Jeckel).
  • Slaves (taking 1 food like in trade triangle).
  • African screen (can buy cheap slaves, other missions).
 
  • American animals (from Jeckel).
  • Slaves (taking 1 food like in trade triangle).
  • African screen (can buy cheap slaves, other missions).

Not so sure I want to put them in. They work well for the eastern colonies, but what about Russia and China (and any other western colonies that may make the cut)?
 
I'd prefer not to have Slaves in the game, unless there is a gameplay reason to include them.
 
What I liked in original Col and was disappointed to find here is... random violence.

ColII have more formal, Civilization-like stance on warfare. Either we are at peace (privateers are welcome to plunder), or we are at war. There are no semi-random outbreaks of indian hostility. Border clashes with minor casualties are impossible - if you attack this unit, you are at full conventional war with tribe / colonial state.

Would be nice to think somewhat in this direction.
 
Maybe then make an alternative home screen (europeans probably get a african screen).


Still animals should be high priority. Jeckel already made the mod and it should not be that hard to include it.
 
Domestic demand/Market for goods, so i can sell a certain percent of goods to my own colonies, which would really help when the tax rate is like 80% and the price of cigars has gone down to 1 :cry:
 
- European wars (King forces you into wars with other nations)
Requests or forces? Forces seems like it might be quite annoying. Will this effect the trade markets?

My thoughts:
  • More variation between buy and sell prices. It shouldn't be economical to buy tobacco, take it to the new world, convert in into cigars, then take it back. Where does Europe get the tobacco from in the first place?
  • Changes to immigration and population growth. Currently I think there are too many specialists available to hurry/randomly immigrate. While quite often you'll get boring colonists/criminals/servants it seems over 50% of the people wanting to come to the new world are specialists of some useful kind. I'd like to see much less - maybe 10%.
  • To counteract the above I would like to see schools doing a tad more. When you get population growth it would be nice if, if the settlement had a school/college/university there was a chance (based on the type) that the new colonist would be the same profession as a random specialist from the city. Say 15%/30%/50%. At the moment it annoys me slightly how I always seem to end up with one or two big cities, each with a college/university and a cathedral, and a load of smaller cities without anything much at all as I can train every profession needed in the big cities. I understand FF have been changed slightly, but this would make a use for that free schoolhouse in every city one, for example. Also - population growth has been sidelined massively by the increase immigration at the moment. This would make it a more viable way of getting new people.
  • A little more to do perhaps after independence. In the games I've played I find that as soon as I declare independence all production stops apart from guns and all my colonies turn to size 1 with loads of soldiers running about. Is it really a victory if most of my population is killed? Is there any point in having gold once you declare independence? It's not as if you can really do much with it. Having said this, I have no idea on what the victory condition would be moved to... maybe some measure of population/trade/industry recovery (75% of original 5 turn average for a 5 turn average?)? I suppose this might require trade being allowed with Europe once more if non-Monarchy after you win the war.
  • Random events/quests (like BtS) would be fun. At the moment all we have are the natives giving us very small amounts of raw goods.

About happiness/healthiness - while it'd be cool I think introducing a completely new game mechanic would increase the micromanagement in an already slightly over micromanagey game. Some sort of consumption of luxury goods could perhaps be used to give a % improvement similar to rebel sentiment - maybe luxury goods should be available to sell to the local population for very small amounts of income (and warehouse overfill would automatically go into this pile). I'm not very enthusiastic about this though.
 
Requests or forces? Forces seems like it might be quite annoying. Will this effect the trade markets?

My thoughts:
  • More variation between buy and sell prices. It shouldn't be economical to buy tobacco, take it to the new world, convert in into cigars, then take it back. Where does Europe get the tobacco from in the first place?
  • Changes to immigration and population growth. Currently I think there are too many specialists available to hurry/randomly immigrate. While quite often you'll get boring colonists/criminals/servants it seems over 50% of the people wanting to come to the new world are specialists of some useful kind. I'd like to see much less - maybe 10%.
  • To counteract the above I would like to see schools doing a tad more. When you get population growth it would be nice if, if the settlement had a school/college/university there was a chance (based on the type) that the new colonist would be the same profession as a random specialist from the city. Say 15%/30%/50%. At the moment it annoys me slightly how I always seem to end up with one or two big cities, each with a college/university and a cathedral, and a load of smaller cities without anything much at all as I can train every profession needed in the big cities. I understand FF have been changed slightly, but this would make a use for that free schoolhouse in every city one, for example. Also - population growth has been sidelined massively by the increase immigration at the moment. This would make it a more viable way of getting new people.
  • A little more to do perhaps after independence. In the games I've played I find that as soon as I declare independence all production stops apart from guns and all my colonies turn to size 1 with loads of soldiers running about. Is it really a victory if most of my population is killed? Is there any point in having gold once you declare independence? It's not as if you can really do much with it. Having said this, I have no idea on what the victory condition would be moved to... maybe some measure of population/trade/industry recovery (75% of original 5 turn average for a 5 turn average?)? I suppose this might require trade being allowed with Europe once more if non-Monarchy after you win the war.
  • Being able to move stuff in different units. If I have 150 tools and I want to transfer 50 I have to load up all 150, then unload 100. Maybe a right-click interface like gold in diplomacy or up/down arrows doing it round units of 10 (so if I load 67, and press '-' it goes to 60).
  • Random events/quests (like BtS) would be fun. At the moment all we have are the natives giving us very small amounts of raw goods.

About happiness/healthiness - while it'd be cool I think introducing a completely new game mechanic would increase the micromanagement in an already slightly over micromanagey game. Some sort of consumption of luxury goods could perhaps be used to give a % improvement similar to rebel sentiment - maybe luxury goods should be available to sell to the local population for very small amounts of income (and warehouse overfill would automatically go into this pile). I'm not very enthusiastic about this though.

You can already transport odd amounts of a certain good. So if you have your 150 tools and you just want to move 50 of them. Hold down the "shift" key when you drag that unit type into your ship or wagon train. Then pops up a display to enter the amount of the good you want in that thing. This function has been around since the orginial Col. Not sure if it was in the manual, but it is in the game as is.
 
You can already transport odd amounts of a certain good. So if you have your 150 tools and you just want to move 50 of them. Hold down the "shift" key when you drag that unit type into your ship or wagon train. Then pops up a display to enter the amount of the good you want in that thing. This function has been around since the orginial Col. Not sure if it was in the manual, but it is in the game as is.
Excellent. Thanks!
 
You can always trade with the other Colonial powers/Indians, but this is heavily micromanagement intensive, is there anything we can do to scale the micromanagement down, so that people will actually trade with the Indians(beyond the first 50 turns where you sell them guns) and the other powers.
 
I know these have been mentioned before but:

1.Improvements to the constitution (This thread is full of info:
http://forums.civfanatics.com/showthread.php?t=293716)

2. Euros helping out in the WoI (more info also in above thread)
3. Missions/Quests would be nice, especially as a way to suck up to foreign kings :)...

Not so sure I want to put them in. They work well for the eastern colonies, but what about Russia and China (and any other western colonies that may make the cut)?

This is a bit complicated and probably historically unacurate, and difficult to mod but how about...
For 'Eastern Colonies' there can be a Europe and an Africa screen and so the 'Triangle Trade' Concept with Slaves, etc.
For 'Westerns' there can also be two screens. Maybe a South East Asia Screen and an East Siberia screen or things like that... I dont know:crazyeye:.

JB

Edit: Found the URL of the thread!
 
Requests or forces? Forces seems like it might be quite annoying. Will this effect the trade markets?

If you're part of England, and the King of England DoWs Spain, you are at war with Spain. It's an order, not a request as you're a "loyal" servant of the Empire. :)

Basically, getting dragged into European politics.
 
Do you not get ordered to pay the King gold/pay higher takes? Both can be refused, but at a penalty. You should at least be able to declare independence if your sentiment is high enough.

Another thing I thought of - it would be nice to see a bit more liking between rebel sentiment and actions of the king. Currently there is a FF that increases liberty bell production with tax rate (right?) but it seems to me people would get pretty annoyed even without people telling them to be annoyed with a 80% tax rate.
 
Just writting to tell that a new Better AI is out, 0.50. Maybe it's useful use that version for Colonization.
 
My main suggestion would be the event system from Civ 4. This allows all sorts of events both domestic (floods wash out roads, rats eat food, good harvest, motherlode) and international (France and England go to war, Protestantism causes civil war - home port closed, but double Cross production) It also offers a talented mod-modder the opportunity to write "Path of History" events where significant events (e.g. Magellan's Voyage, Spanish Armada) can influence the New World by including events that occur at the appropriate time.

I also loaded up the original AoD from Civ 3 to see what ideas could be stolen from it. The main one - and this is pretty much a mod in and of itself - is a cultural victory for the natives. Seems like an interesting idea, seeing as you can play the pirates, but it would involve a lot of work.

There was a fairly extensive list of resources which could be considered: Coffee, Dyes (Indigo), Silk, Wines (from Chile and California, I guess), Rubber (for Aztec Ball Courts), Gems, Gold, Spice, Cacao, Whales (Whale Oil), Jade, Llamas, Guinea Pigs (Mesoamerican delicacy) and Exotic Birds.

The models for Unique Units could be stolen from Civ 4 to provide different tribes with different "brave" units. This can be further extended by giving each different Native Civ a slightly different advantage. e.g. Mobility Promotion for Jaguar Warrior.

Work Boats are a nifty and eminantly stealable idea. Sacrifice (or put to work) in a Fish / Clams / Whales tile to build Nets for a suitable bonus in that tile. This also gives Pirates something else to Pillage.

Plantations and potentially Windmills and Watermills could also be stolen from Civ 4. The former can be built at the same speed as a farm, but provide +2 Resource instead of +1 Resource, +1 Food. Windmills can increase food on hill tiles, no ideas as to Watermills as production.

Town buildings could include Wells, which, once built increases food yield by 10%.

The games San Juan and Puerto Rico might also provide a few ideas.
 
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