DonaldAtHome
Chieftain
- Joined
- Nov 7, 2005
- Messages
- 77
I changed some of the values on Marathon so the game would last 900 turns with each turn equal to 4 months. Building times are the same as in the standard game, so building a church takes 5 turns which is 20 months instead of 5 years. Crossing the Atlantic takes 3 turns which is 12 months instead of 3 years. If you consider a voyage to include loading, unloading, refit and repair, recruiting, etceteras, one year per voyage is not unreasonable.
I have time to spread colonies around and every colony will have a church, school, and news paper before the revolution starts. I have time for a colonial war ("French and Indian War" for example), and even some skirmishing with the natives.
With 900 turns, you are not so hurried to do everything at once. I have had time to trade with the Indians and even sell guns and horses to the tribes nearest to the French (I am playing English).
By cutting the maximum tax increase down to 1%, the King is less of a problem, but pressure is growing and my tax rate is up to 26% by 1620. I have not had to embargo (Boston tea party) any goods yet, but the people are beginning to grumble.
I have purchased and built 4 ships of the line, which seems wrong somehow. They should be provided by England and side against me when the revolution starts, but I can always scrap them at that time for realizm.
There are only two problems I face:
1) With all these turns available to develop my colonies, I have a robust economy and a lot of money, too much actually. To correct this I have been purchasing Firebrand Preachers and Elder Statesmen at 2000 each. That keeps my money on hand below 1000. Every colony has one or two FbP's and I am accumulating ESm's in each Colony in anticipation of revolution.
2) You tend to run out of buildings you really want. No sense building a distillery if you don't have sugar, for example. It would be nice if there were some minor buildings you could build that gave some kind of minor bonus (candle maker, paper maker, baker, etc.) otherwise you just end up generating points. The colony map which shows buildings could have small buildings sprinkled here and there (candle shop, etc) that you can't assign people to. But this is at worst a minor issue.
And finally, I am generating a significant military force of militia, dragoons, and artillery. I am also stockpiling guns. When the revolution comes it will last many turns and be a huge fight. I am really looking forward to it.
In my opinion, THIS is how you fix the game.
(Official Disclaimer: Trade is still annoying. It is hard to make goods go where you want them. I even ended up with valuable tools that I needed on the fronteer being taken to Europe for sale by a merchantman that was serving my trade routs. Getting goods where you want them, and not where you don't is still very hard. However, I am really REALLY enjoying the game now.)
I have time to spread colonies around and every colony will have a church, school, and news paper before the revolution starts. I have time for a colonial war ("French and Indian War" for example), and even some skirmishing with the natives.
With 900 turns, you are not so hurried to do everything at once. I have had time to trade with the Indians and even sell guns and horses to the tribes nearest to the French (I am playing English).
By cutting the maximum tax increase down to 1%, the King is less of a problem, but pressure is growing and my tax rate is up to 26% by 1620. I have not had to embargo (Boston tea party) any goods yet, but the people are beginning to grumble.
I have purchased and built 4 ships of the line, which seems wrong somehow. They should be provided by England and side against me when the revolution starts, but I can always scrap them at that time for realizm.
There are only two problems I face:
1) With all these turns available to develop my colonies, I have a robust economy and a lot of money, too much actually. To correct this I have been purchasing Firebrand Preachers and Elder Statesmen at 2000 each. That keeps my money on hand below 1000. Every colony has one or two FbP's and I am accumulating ESm's in each Colony in anticipation of revolution.
2) You tend to run out of buildings you really want. No sense building a distillery if you don't have sugar, for example. It would be nice if there were some minor buildings you could build that gave some kind of minor bonus (candle maker, paper maker, baker, etc.) otherwise you just end up generating points. The colony map which shows buildings could have small buildings sprinkled here and there (candle shop, etc) that you can't assign people to. But this is at worst a minor issue.
And finally, I am generating a significant military force of militia, dragoons, and artillery. I am also stockpiling guns. When the revolution comes it will last many turns and be a huge fight. I am really looking forward to it.
In my opinion, THIS is how you fix the game.
(Official Disclaimer: Trade is still annoying. It is hard to make goods go where you want them. I even ended up with valuable tools that I needed on the fronteer being taken to Europe for sale by a merchantman that was serving my trade routs. Getting goods where you want them, and not where you don't is still very hard. However, I am really REALLY enjoying the game now.)