Changes for v1.07

Thanks WhelDrake and Zuul
Yes, now I realize that I can teach CNs in schools, but it take too long to be worth it. Working a long time in a profession is a better choice.

Because this is a AoD2 1.07 suggestions thread, I renew my proposal to give CNs a chance to embrace muskets, in some way, in the late game (immediately after DoI or as late-FFs bonus)
 
Thanks WhelDrake and Zuul
Yes, now I realize that I can teach CNs in schools, but it take too long to be worth it. Working a long time in a profession is a better choice.

Because this is a AoD2 1.07 suggestions thread, I renew my proposal to give CNs a chance to embrace muskets, in some way, in the late game (immediately after DoI or as late-FFs bonus)

I like to keep natives working in the outdoors where they get a bonus. BUT they are definately teachable - just build a better establishment!

stick one in a college/university and that -1 education makes not one jot of difference to graduation time.
 
Is there any way to show that a cargo hold is full? i.e. a small 'x' or transparent graphic when a treasure or a wagon train is on board a galleon ....

-----------------

Oh, and another change to add to my wish list :)

+10% Withdrawal chance added to Privateers, Pirate brig, and Pirate Ship
 
Speaking of pirate brigs, it seems very strange to me to have a pirate ship that cannot launch attacks on other ships at all. I would favor making it able to launch attacks, but giving it a lesser strength.

The best thing concerning pirates would be to make them arrive later in the game, say from about turn 60 or so. I'd also like to see a few random events that spawn new pirate ships for a limited period of time.

Cheers, --- Wheldrake
 
don't think theres anything that can be done with this - but its a bit daft reading the duplicated text when you get

"You destroyed a Pirate Pirate Ship!" :p
 
I've started working on 1.07. Check the first post of this thread for the changelog. :)
 
Will you use a new song for the main menu? I really don't like that civ 4 medieval song you have now.
 
No. The main menu is very much medieval Europe. You start there. The new songs are colonial American.
 
on the job learning sounds brill - roughly how long does it take to train a person? you tested it out yet? :) really looking forward to seeing it working!

I've compiled a wishlist of XML changes I'd like from 1.06:

GENERAL

- Added +10% Withdrawal chance to Privateers, Pirate brig, and Pirate Ship
- Added missing short text keys for Explorer (Xpl), Exporter (Xpo), and Seafarer (Sea) traits
- Added option to purchase a Free Colonist in Europe for 750 gold
- Veteran soldiers to have +25% settlement str (attack & defense)
- Portugal's national trait to be -50% horses required for scouts, plus the Explorer II promotions to mounted units, plus -50% horse requirement for buildings
- Stockade/Fort/Fortress buildings upped in base hammer costs by a 1/3, Stockade 30 hammers to 40 hammers, Fort from 90 hammers +50 tools, to 120 hammers +50 tools, and Fortress from 270 hammers +100 tools, to 360 hammers +100 tools
- Added a +25% overall horses yield with a Stables, and a +50% overall horses yield with a Ranch
- Increased the Canister Shot I, II, & III promotions to add 5% more benefit to each of the first levels, with another +5% bonus with a general, giving new values of Canister Shot I (+10% vs Gunpowder units), II (+15% vs Gunpowder units), & III (+25% vs Gunpowder units, requires General)
- Changed the Minuteman III benefit from +10% str vs. Melee to +10% str vs. Gunpowder units
- Added +10% attack str vs. settlement to the Looter promotion
- Doubled the base gold (average +5 to average +10) recouped from pillaging the farm/lodge/mine improvements

FATHERS

- 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
- Sor Juana switched positions with Thomas Hooker in the Religion FF tree
- Ethan Allen now gives additional +2 Cannons, plus the ranger I & mountaineer I promotions for gunpowder units
- William Penn now gives +1 cross per Town Hall, free church all settlements
- Sor Juana now gives +2 crosses/church, +4 crosses/Cathedral
- Washington Irving now gives +25% education in all settlements
- Alexander von Humboldt now gives +50% production of colleges & universities, plus +25% education in all settlements
- Peter Minuit now gives -50% price of Indian lands
- Pocahontas now gives +2 Indian relations, +1 convert (no longer gives -10% price of Indian lands)
- Chief Powhatan now gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
- Hernando de Soto now gives +100% production of Stables and Ranch, +1 Rancher
- Ben Franklin now gives +1 Frigate instead of +1 Galleon (as well as +4 soldiers, +4 cannons, +1 ship of the line)
- William Brewster now gives +25% production of churches and cathedrals, and -10% crosses required for immigration
 
on the job learning sounds brill - roughly how long does it take to train a person? you tested it out yet? :) really looking forward to seeing it working!

Still being fine-tuned at this point, but it goes something like this:

1. IF unit counter > 100 upgrade the unit to the specialist.
2. IF the unit is in a city and it is processing something (must have an input and output), then increase the counter by random(5).
3. IF the unit is in the fields and is collecting something, then increase the counter by random(5).
4. IF the unit is an outside job and outside a colony, then increase the counter by random(5).

So effectively, min 20 / max 100 turns.

Military will not upgrade via this method. I have not implemented upgrade via combat for them either.
 
Still being fine-tuned at this point, but it goes something like this:

1. IF unit counter > 100 upgrade the unit to the specialist.
2. IF the unit is in a city and it is processing something (must have an input and output), then increase the counter by random(5).
3. IF the unit is in the fields and is collecting something, then increase the counter by random(5).
4. IF the unit is an outside job and outside a colony, then increase the counter by random(5).

Will this be affected by things like presence of experts in colony/direct contact with unit, level of building worked in, tile improvements in tiled worked on etc?
 
Will this be affected by things like presence of experts in colony/direct contact with unit, level of building worked in, tile improvements in tiled worked on etc?

No need to make something nice and simple so complex. :)
 
Updated first post with the education changes up to now. :)
 
Updated first post with the education changes up to now. :)

I definitely agree on these changes on education. I also think that the cost to buy specialists in Europe should increase over time. During mid game, I always find easier to buy farmers and fishermen in Europe instead of training new-born colonists in schools or indian villages, which doesn't seem right to me. Also, it doesn't make sense that the price of a fisherman is always 800 when rushing a colonist may cost over 2000.

One more thing. I think it's right that you can accelerate buildings with money, but this way I never bother to bring tools in the city when required. It's easier to pay some cash. Maybe the ability to accelerate buildings should be made possible only when you have the required wood and tools, or the cost should be way higher, so that the option becomes viable only for emergencies (es. build a fort when you have enemies at your door).
 
I agree with the changes too, those changes will address one of the big flaws of the game in my opinion.
 
Still being fine-tuned at this point, but it goes something like this:

1. IF unit counter > 100 upgrade the unit to the specialist.
2. IF the unit is in a city and it is processing something (must have an input and output), then increase the counter by random(5).
3. IF the unit is in the fields and is collecting something, then increase the counter by random(5).
4. IF the unit is an outside job and outside a colony, then increase the counter by random(5).

So effectively, min 20 / max 100 turns.

Military will not upgrade via this method. I have not implemented upgrade via combat for them either.

Am I reading the first post correctly then ...

- Is the education progress displayed in the same way as standard education - does it still use education points or is it a new variable which is profession-specific?

- For the on-the-job education to work do you have to have the prerequisite level of education building?

- Is there still a graduation fee for this learning?

- Is there still a graduation fee for actual students in an education building?
 
jenks, the two types of education are completely seperate.

To educate in school/college/uni you pay the fee(in progress), choose a major (in progress), wait a few turns, and voila you have a trained expert in that field.

If you leave a free colonist in a profession for a long time they will eventually become a master through experience. No fee, no schooling, but a looooooooooooong wait.
 
If you leave a free colonist in a profession for a long time they will eventually become a master through experience. No fee, no schooling, but a looooooooooooong wait.

Would it be also true for a native convert? This feature may be useful for professions like fur trapper, sugar planter ecc. in case there's no village to train your colonists. I usually use native converts in these professions (they are better than free colonists) and it would make sense if they will eventually become specialists.
 
jenks, the two types of education are completely seperate.

To educate in school/college/uni you pay the fee(in progress), choose a major (in progress), wait a few turns, and voila you have a trained expert in that field.

If you leave a free colonist in a profession for a long time they will eventually become a master through experience. No fee, no schooling, but a looooooooooooong wait.

I see ... more questions on that then!

- does the profession have to be stayed in for all the period or does it allow for work-breaks (i.e. fisherman for 30 turns, statesman for 1, back to fisherman)?

- is the on-the-job education progress (i.e. counter up to the 100 education exp required to 'graduate') displayed on a mouseover as per standard education? Can you see how much longer they have to work in the field?

- is there still a penalty for servants/criminals/converts for this type of learning? do criminals still become servants first before specialising?

- my Math teaches me that on average rand (5) produces 3, so that means on average a citizen will learn on the job in 33.3 turns? Is this correct and is it scaled for game length?
 
I see ... more questions on that then!

- does the profession have to be stayed in for all the period or does it allow for work-breaks (i.e. fisherman for 30 turns, statesman for 1, back to fisherman)?

- is the on-the-job education progress (i.e. counter up to the 100 education exp required to 'graduate') displayed on a mouseover as per standard education? Can you see how much longer they have to work in the field?

- is there still a penalty for servants/criminals/converts for this type of learning? do criminals still become servants first before specialising?

- my Math teaches me that on average rand (5) produces 3, so that means on average a citizen will learn on the job in 33.3 turns? Is this correct and is it scaled for game length?

1. Yes, a change resets it.
2. Its not displayed (like Col1).
3. They are treated differently.
4. About that yeah. Not scaled, not sure I want to either.
 
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