[MOD] Dawn of a New Era

In pure logic, we think that the creation of the wagon should depend on its wear or not on the " convoy builder ". The made route damages the equipment. The more the route is long, with road or not, (separating the colony which built the " convoy builder " and the one who is going to be recently established), the less it will be possible to be able to get back the wagon.
Another method: the compartment of foundation of the colony. If it is a compartment plain, forest, hill, etc. the wear will not be the same!

What do you think? Which do you prefer?

Edit : I translate with Google or Reverso. I hope that the translation is rather correct!
I prefer the first one(because i don't understand what's the relation between terrain where you make city and chance of get a free wagon:rolleyes:)
Just to make sure if i remember it correctly.
We can buy a convoy builder in the europe, can't we?
If we can, how will your mechanism above worked?
 
Now, when you found your first city, you will not have a free wagon,
then for your second city, you will have it free and after it will be randomly to have it. I think there is not important to do complex something.
 
Hi, been playing a little bit, and there seems to be a couple bugs. In the beginning of my game I bought a Seasoned Explorer for 150gold. Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??
 
Hi Kaibayashi,

Hi, been playing a little bit, and there seems to be a couple bugs.

What bugs?

In the beginning of my game I bought a Seasoned Explorer for 150gold. Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??

The first explorer costs 80 gold, the second 750 gold.

Also in one of my colonies I was unable to build a Tobacconists Hut, but I could in all my others??

They can, in all colonies, construct one Weaver's House and upgrades, but we cannot build that the only one of the other factories (and upgrades). It is necessary to choose the tobacco, the rum or the coats ! Your decision is very important.


It is terrible law in the world of DoaNE!
 
The first explorer costs 80 gold, the second 750 gold.

Ah, that first one seems a bit cheap? Especially as you can buy it then change it to normal colonist on the docks and make c500 gold?

They can, in all colonies, construct one Weaver's House and upgrades, but we cannot build that the only one of the other factories (and upgrades). It is necessary to choose the tobacco, the rum or the coats ! Your decision is very important.

So you can only build one of the tobacco/rum/cloth/coat industries in each colony??

It is terrible law in the world of DoaNE!

Lol, terrible indeed! :o
 
No, you can always build cloth industries and you can to choose one of three other (tobacco,rum or coat industies) too.

Ah i see. Wouldn't it make more sense to choose one of cloth/coats and one of rum/tobacco? or choose rum&tobacco or cloth&coats?

anyway, gonna have another little play now :)
 
Wouldn't it make more sense to choose one of cloth/coats and one of rum/tobacco? or choose rum&tobacco or cloth&coats?
Indeed, it would be better, but it would have been harder too because I don't if you saw in the mod, but rum&tobacco&coats industries are in the same position in your city. Moreover, cloth is the most important of yields in my mod because you can use it in hospitals.
 
Indeed, it would be better, but it would have been harder too because I don't if you saw in the mod, but rum&tobacco&coats industries are in the same position in your city. Moreover, cloth is the most important of yields in my mod because you can use it in hospitals.

Ah, actually that does make more sense with the hospitals.
 
I present you Dawn of a New Era v1.34.
Changes were mentioned in the spoiler below.
Sorry the translate of my changelog was made by google Translate.
I have to admit that I was lazy :D
Ps: you can dowload it here too if you have some pb.
Spoiler :
DAWN OF A NEW ERA VERSION 1.34 English :
:)
Autors : M07 (Concept & mod)
Dazio (Concept & graphics)
thanks to Robert Surcouf, Invock (Main Menu), Aymerick, Deliverator.
:)
1. Changes

To begin the colonization
You have a ship with 3 units on board
. a convoy builder
. a pioneer
· an arquebusier
This soldier has muskets and 100 ammunitions .

Successive versions of DoaNE had weakened the military capabilities of nations IA. Corrections were made to increase the number of military units and make the nations managed by the AI more aggressive during a war.





A / Conceptual Change:


Integration phase which will straddle two eras.
For version v1.34, two phases are present, through diplomacy with King:
Phase 1: The reign of privateers,
Phase 2: The end of the reign of privateers.


The statesmen will have three distinct roles:
· Labor Organization (up to 50%): Statesmen have a primary mission to organize the work in the colonies. More you have a good organization, more your level of production increases. This is totally independent of the rate independence.
· Development rate of Independence: As before, the statesmen generate development rate of Independence, yet every colonist individually grow and maintain its level even if it is moved to another colony. In addition, units outside the settlements would penalize the most
independence rate (Troops military, explorers, pioneers).
· Development of the influence of territory (no change).


Arming of military units on land and sea.
All military units must be equipped to fight.

The soldiers and dragons should bring muskets and ammunition.
Artillery units and ships of war should bring muskets and ammunition.
These munitions were consumed during each fight.
You will absolutely provide convoys during your military campaigns land to supply the artillery units such as soldiers and dragons. Ships will return to a colony to recharge its reserves.
Ships:

The warships will require more than muskets for their manufacture. They are built by the work of carpenters and input tools.
However, warships are mere empty shells devoid of a military potential. To acquire this potential fight, you will be armed with cannons
and ammunition in addition to the crew previously required.

Warships bought in Europe are however fully equipped for battle.


Sale of vessels:

You can now sell the vessels are no longer of interest to you. They can be sold either in Europe or in one of your coastal settlements.

The sale price is 50% of the purchase price for merchant ships.
The selling price of warships is also 50% but is based on its equipment in guns.




Travel Europe / New World:

You can choose the direction of destination leaving from Europe.
In the New Continent:
You must first define a "Seaway", in placing you with a ship in a plot "ocean" of your choice and clicking on the "Sextant"
located in the bottom of the screen. You can remove this "Seaway" by going on the same plot and clicking on the "Sextant" with red cross.
The boxes "Seaways" are symbolized by circles with black boxes "ocean" and are only visible by you or your team.
You can have 10 "Seaways" different and change at will in Europe across.

In Europe:
When you go to Europe for the new continent, you can always choose to start from where you came from, or click on the "Sextant" and start
a window where you can find these Seaways to target a course through pre Seaways.

You can name these Seaways as you see fit.


Prices and access to goods:

Access muskets: The muskets are now available from the beginning of the game but the price is very high.





B / Additions units:

- Naval Escort:
Vessels "Naval Escort, the equivalent force of privateers to fight against possible attacks throughout the latter part of
Thurs
You can change the use of these vessels by requesting a letter of marque to conduct operations filibustering. An icon "flag exchange"
(represented by a black veil) command to change this status. The same icon, represented by a beige veil, makes a return to the status of "Escort
Naval.
Armaments Naval Escort: 20 cannons/200 ammunition


- Experienced ArtilleryMan: This unit can be an artillery unit with the same bonus unit "Experienced Soldier". ArtilleryMan Experienced
must be equipped with 40 cannons and ammunition to be functional and takes the form of an artillery unit.



C / Additions to Professional:

- ArtilleryMan: The ArtilleryMan is equipped with cannons. There are two artillery units in the game
Artillery unit artilleryman with experienced (Blue Uniform)
Artillery unit with basic colon (brown uniform)



D / Modifications units:

Measures concerning reloading ammunition are active only from the level "Conquitador. Before this level, the ammunition is not available in Europe and
your military units (soldiers, artillery and ships) are functional without their use.


Ships of War (Naval Escort / Frigate / Ship of the line):
These vessels are now empty shells in their construction in your dry-dock and shipyard.
When one of these vessels will be built, you will need to equip cannons and ammunition to enable him to fight.

Armament required for Naval Escort / Capri: 20 cannons/200 ammunition. 20 ammunition consumed per volley.
Frigate armament required for 50 cannons/500 ammunition. 50 ammunition consumed per volley.
Armament required for Ship of the line: 80 cannons/1000 ammunition. 80 ammunition consumed per volley.

Warships consume ammunitionn in attack and defense.
Each cannon board consumes 1 unit of ammunition for combat.


privateer:
You can have privateer if you transform a naval escort with the "flag exchange" icon (represented by a black veil). This
operation will take place in one of your colonies and immobilize your ship for the turn.
Patch: Privateers can no longer contact the opposing powers and Indian nor be responsible for a declaration of war.
Privateers can not go in the colonies or in opposing the Indian villages for repair.


Artillery:
Armament required Artillery: 40 canons/200 ammunition. 40 ammunition consumed per volley.

Soldiers:
Armament required for soldier 50mousquets/100 ammunition. 10 ammunition consumed per volley.

- You can now arming soldiers swords (tools) all through the game without any constraint.

The soldiers are now the following names:
1st generation: Swordman
2nd generation: Arquebusier,
3rd generation: Musketman,


In the case of lack of ammunitions, your unit will lose its offensive and defensive potential in terms of what he will.

Ammunition is an important resource to ensure the potential of a military unit. You must ensure that they never run out on pain of seeing your
unit reduce or lose its defensive and offensive potential.

For example:
A soldier who still 5 ammunition (usually 10 ammunition for a round) has a potential cut in half, or 16 / 2 = 8 real power plus the
percentage of promotions.


Marauder:

The Marauder has 2 modes now.

· Stealth:
Allows movement without having to fight: In stealth mode, the Marauder can move safely to engage in combat unwanted. Must
however, always careful not to get caught by an explorer or a seasoned scout and marauding enemy on enemy territory.
Allows espionage: The marauders are automatically in stealth mode when they enter a colony opponent you can, by double-clicking
on it, view the buildings, products, goods stored.
This ability is active even in wartime.

· Hostile:
The activation mode Hostile up your Marauder in clean, aggressive position to capture the pioneers, treasures, famous generals and sabotage
adverse improvements.
In all cases, the Marauders can no longer trigger war by crossing into enemy territory.


Patch: Marauders can not contact the opposing powers and Indian nor be responsible for a declaration of war.



E / Additions to buildings:

Tavern:
The tavern can be built in a coastal colony. Subject to bring rum, it can attract criminals in the colony where it is
present.
These units are perfect for train crews of ships or enlist as soldiers or artillerymen.

Rapid recruitment depends rum allocated per turn and the number of tavern you have.



F / Modifications to Buildings:

Armory: From now on buildings of weapons can make muskets, cannons and ammunition.
The armory allows the manufacture of ammunition and muskets,
The following upgrades can start making the resource "Cannon"
A window management controls the manufacture of these products according to your needs.



G / Adds resources:

Two new resources are present.
Canons: Production possible from the presence of a store, allow guns to arm the ships and artillery units.
Ammunition: Essential Resources to allow your military units to fight, they can be manufactured in mass from the presence of a gun in a
colony.
Random storage warehouse: 1000 units
Storage and warehouse: 2500unités,
Storage warehouse with expansion: 5000 units.



H / Feature Additions:

For Marauder: Hostile Mode and Stealth Mode.
For weapons: Management of the arsenal,
Warships: arms management,
For Escorts Naval / Privateer: New Flag "Naval Escort / Privateer",
To the Tavern: Management of the allocated quantities of rum.
For sea crossings: Management, creation / deletion of Seaways.
 
I really like the features of your mod (like the sailor unit, the different eras, the ammunition concept) :goodjob: :woohoo:

Merci beaucoup pour ton travail - c'est vraiment extra!!!
just downloaded and gonna try it out now :scan:

Again: :worship:
 
I really like the features of your mod (like the sailor unit, the different eras, the ammunition concept)
Glad that you like it! I hope you like the seaways too! I adore to use it :D.
Merci beaucoup pour ton travail - c'est vraiment extra!!!
Merci à toi aussi pour tes posts! N'hésite pas à mettre des commentaires pour améliorer le mod. Nous somme aussi sur un forum français, jette un coup d'œil à l'occasion ;)!
 
Mon Dieu - after playing this mod, I am really addicted to most of it's features and wouldn't just play "vanilla" civ4col anymore :thumbsup:
"DoanE" is a truly masterpeace, along with other great mods like "AoD/AoFD", "privateer/buccaneer", "BLU mod", "Mare Nostrum", "1492: GC", etc. :king:

I have however some minor things to report, which you may like to improve:

- text from "Tavern Management" is the same like the one in "Hospital Management". Correct Tavern text should be about "Rum/Alcohol", not about "tissue"

- when Era II begins, all the Swordsmen are transformed into Arquebusiers (I think this is because the Swordsman-Profession gets obsolete in Era II?). Anyway this should be written in Pedia, so that people know it.
In my game, I purchased & equiped Veteran Arquebusiers very eary in Europe (with money from Treasures) and made my Colonies quite powerful and save. At this time, the other colonies around me had "only" Swordsmen in their cities (but at least 3 - 4 per city).
When it came to Era 2, the military of all my neighbours changed from Swordsmen into Arquebusiers, while my own "modern" military of expensive Arquebusiers from Europe did not have advance anymore... :crazyeye:

- The "GO TO"-Button for moving land/sea units doesn't show up, and pressing the "G" key doesn't work. Is it because of the new commands you've created (refresh ammunition, embark crew, etc.)?
But if that is the price for having great new concepts like sailors & ammuntion, I can live with it very well :yup:

- The Arawak Tribe seems to be very, very rich in "DoanE". By "speaking with Chief", my Experienced Explorer received about 3000 $ (in cash & in form of Treasures) in EVERY of the 4 Arawak Camps. One Arawak Camp even gave me a 6000 $ Treasure...
In my opinion, instead of Arawak it would be way better and more historical to have the Azteks and the Incas beeing that rich - or is that generated randomly?
I just remember playing the old Colonization (1994) as Spanish Conquistadores and as soon as I discovered Aztec or Inca tribe: JACKPOT... :assimilate:

I truly hope, the concept of having professions like sailors & artillerymen, and also the concept of separated weapon production (muskets, cannons, including Ammunition) will be a standard feature of all the popular mods around here (like "AoD2/AoFD").
I say MERCI BEAUCOUP for this amazing work again. :thanx:
 
- The Arawak Tribe seems to be very, very rich in "DoanE". By "speaking with Chief", my Experienced Explorer received about 3000 $ (in cash & in form of Treasures) in EVERY of the 4 Arawak Camps. One Arawak Camp even gave me a 6000 $ Treasure...
In my opinion, instead of Arawak it would be way better and more historical to have the Azteks and the Incas beeing that rich - or is that generated randomly?

Unless it was specifically changed for this mod, probably not. There are (at least) two independent XML-Settings which deal with how rich a tribe is - one is the traits (there can be bonus for first contact and for the case you raze a settlement), the other is

iAdvancedStartPoints></iAdvancedStartPoints

in the BuildingInfo.xml. It has a role in depermining the avaible cash for trading. What I find interesting about DoaNE here, is that M07 mentions in the changelog that money recovery for the Natives is faster - and I haven't found so far XML-tags for this. Or is that done via Python or DLL-Modding?
 
Or is that done via Python or DLL-Modding?
Indeed, this change was done in the DLL but I would be able to add a row in the XML-Settings :).In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
My exams are almost finished so I'll be back soon ;)
 
Indeed, this change was done in the DLL but I would be able to add a row in the XML-Settings :).In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
My exams are almost finished so I'll be back soon ;)
Nice to hear that:goodjob:
Always love your mod:)
 
In the following version of DoaNE, Dazio and I will totally modify the economic aspect of this game.
For instance, Natives will not have any gold but some treasures.
We must work this idea in order to make this game more realist.
C'est la bonne décision. L'argent des Indiens - c'est le non-sens absolu! Les Indiens pourrait proposer aux Européens de certaines matières premières (nourriture, bois, argent, grains de café, etc) ou à leurs biens artisan, mais pas d'argent. Les produits artisan des Indiens peut être très coûteux sur le marché européen.

This is the right decision. The money from natives - it's absolute nonsense! The natives could offer to Europeans some raw materials (food, wood, silver, coffee beans, etc.) or their artisan goods, but no money. The Artisan's goods from natives could be very expensive on the European market.
 
@M07:

I have a few suggestions to improve the mod as well as I could provide a proper English translation of the change-log if you wanna.


-Difficulty levels: there is not an adjusted leveling amongst governor, patriot & revolutionary. Maybe this is hiding a wrong balance in the entire mod at the start which is clear when the AI gets some bonus.

AI take undue advantages -at least- in the last 2 diff. levels; while human's cities grow slowly the AI doesn't need immigration neither buying specialists, spending the income in ships (2000-3000 !!) and veteran soldiers at the start.

The problem continues being worse due to the new transports (more trade and income), explorers (even 8 treasures in a few turns per civ.) and the creation of new cities in any coastal place.
Natives don't attack these AI civs because they are weaker so the logical situation is a war against the Human player in a few turns.


I have played a few games with these settings, different styles and civs. without result. Using the World Builder I was able to see what I write at top.

AI should be slower at the start, increasing the difficulty and the advantages dynamically. An advanced player can not play the game in the last 2 levels because the disadvantages have been increased in a irrational way, at this point it doesn't matter that the player is human.

It has no logic having 10 cities, 4 transports, 1 galeon & 2 naval scorts in turn 40 -for the AI- when the human player only has 1 ship and 2 cities max.

-Forts:
Inclusion of the forts mod. Fully availability at 2nd period.
Maybe some at 1st period with special requisite, unit or event.

-Colonization:
Stimulate null expansion in 1st period. Only economy, exploration and naval aspects.
Limit the creation of cities in coastal places via ship+pack.
Adding a limit in the number of cities.
Required king's support to found new colonies and the destruction of the nearest native city (or via diplomacy you can make an arrangement and be forced to trade eventually with them).
Money should not be the unique variable to create new cities (now the tools required for the pack can be purchased, as well as ships and any type of colonist to create the city---> leads to irrational expansion for AI civs )

Use the forts mod in order to expand the colony considering that special event/requisite or unit at the middle/end of the first period instead of creating cities.
More management of your colony, using rationally your resources in yours 2 starting cities, more trade with Europe, more trade with natives and better relations, more exploration, min. amount of some resources in all your cities, ... should lead to the expansion. Not the inverse.
No more irrational expansion -in economical and realistic terms- civs with 20 cities at 100 turns but more exploration, management, fights (or diplomacy) with natives, ...

2nd period featuring a major use of forts in hinterland or strategic points.
Less limitation in city foundations than 1st period.
More challenging economic wars for specific resources or trade treats with natives and/or other colonies. Here starts the real battle for the gold, tax rates, naval superiority, native's support and new lands.


-Europe balance:
Considering your new thread about the improvements you are making in the Europe screen as well as the stock available you could add other features.

*Naval stock: no more unlimited ships in Europe.
Availability would change according to the king's support, the resources available in Europe (stock) and a limit in the number of ships available in Europe to be assigned to the colony or the fleet.
Trough the years new ships can be bought -European docks can not instantly create a ship- , king's support grows and the number of ships build to be assigned to colonies will be major.

Obviously a king would not provide any ship if there are not guaranties of the colony & economic growth and we can suppose that the king prefer to assign ships to Europe in their personal fleet at the 1st period.
Europe should change in a more dynamic way according to the colonies and be aware that anything we have at the 1st/2nd period have been created or made possible by Europe in last term.
More variables could be added as events or modifiers:
Wars in Europe, starvation, changes in the home country policy, ...


-Naval balance:
*Carracks: increased tool costs to 40 or 45. Increased production points to 150. Increased cost in Europe
Merchantmen have 4 cargo space but cost too much; considering its an UU for Portugal & Italy at the start you need to increase costs in order to balance it.
Any other civ. needs merchantmen but these obviously prefer to use their UU because is cheaper and it gives them a clear advantage at the start without a "dark side" , the strength doesn't matter because early ships can not attack yet...

*All merchant ships should be able to attack, with 3/4 strength modifier, at some point when the king gives you "ammunition and cannons for your fleet". Disadvantage can be added to the defender if the unit have not this ability.
A custom event -like the 2nd city- giving all the ships that possibility at x turn. By this the game will be focused in the commerce at the start and some naval battles before the second period.

The ability can be added just by giving all the naval units a new promotion. Units without the promotion will not be able to defend as well as with it, becoming a good objective for those civs with the king's support.

To obtain the king's support you can set some objectives, events even a min number of resources which need to be traded in Europe in order to satisfy or persuade your king that your colony have a prosperous future.

*Merchant ships -after the "king's support to build new fleets"- should be able to attack smaller ships without the 3/4 strength modifier, except merchantman. New event like the other. The king allows your home port to build new or improve ships to support your prosperous colony.
The previous promotion doesn't need to be changed (carracks and caravel are the smallest ships).

Merchantman will not be able to destroy smaller ships as carracks or caravels without a risk:
3 points (caravel) against 15/4=3.75 points (Merchantman)

Then in an advanced game the civs could create Galleons, which will have advantage against any other ship in combat but are slower.

*Merchantman not available until you have the "king's support to build new fleets". These ships should be available at the end of the first period and the start of the 2nd. Removing the requisite of the improved dock is necessary.
This building could improve the construction by decreasing the productions points needed to build the ship. So you can still build the ship if you are really advanced but it will cost more than if you are in the second period with improved docks in cities.

*Galleons not available at the start in any way. Neither construction nor Europe. Only in 2nd period with improved docks and other requisite (3rd king's support).
Treasures can not be sent by civs at the start without king's aid. Anyway you can still maintain your treasure in your cities waiting for your new ships....

Galleons should not be considered as the definitive trade ship but they should be given to civs which focuses in some objectives or resources. Better units than merchantman but not to be used as military/trade unit replacing all the others in all the situations.

A limitation in the number of these ships is necessary (considering my other suggestions). Availability at the middle/end of the second period; maybe at the start -of this period- for a really advanced civ. The 3rd king's support allows civs to build, buy galleons and to obtain your first ship at half cost in europe.

Spain should be given an UU replacing the galleon. 1 point more in strength & 1 ship free when the civ can obtain galleons with the 3rd king support. (obviously more costs in production and tools).


*Parallel to the construction of galleons 3 new generic military or trade ships should be added to the 2nd period.
-Sloops: 40% against galleons. 7 strength. 5 movement. Military unit.
-Brigantines: 20% against merchantman & sloops. 6 strength. 7 movement. 1 cargo space. Trade/military unit.
-Hookers: 30% against brigantines & sloops. 10% against merchantman . 5 strength. 6 movement. 2 cargo space. Trade/military unit.


With the inclusion of these units and the rest of the balance a real introduction to the naval aspect of the period is added to the game. Considering these are only units, balance & other things you previously added in some aspects and which can be used in other points of the mod it's not really difficult to add what I write but it would add immersion, possibilities and quality to the game.

I could add many, many more aspects to include so let me know if you want a complete revamp of Col 4 in all the aspects following your project. I could write a clear diagram of the units, events (king's support) and period of the suggestions I wrote and the rest.



(to do: some bugs & suggestions of land units, economy, europe & cities as well as the 3rd period and diagram of the successive king's support with the units and advantages obtained)



If you need help with English translations, civilopedia texts and art send me a PM.
 
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