Dazio
Chieftain
- Joined
- Jun 5, 2005
- Messages
- 76
Hello everyone,
This new version is quite revolutionize commerce & automatic exchanges.
Unlike the Vanilla, trade and exchange DoaNE 4.00 will allow you to consider trade easily, flexible and editable at any time.
Throughout the game, you can automatically feed a colony in tools, food or wood, without worry about anything.
At the same time, you can send your sea convoys in Europe and automatically sell the resources you produced, adding new ships and escort ships, without stopping the business.
The games will be less exhausting to manage (especially from the middle of the game) and you can dedicate yourself 100% to manage your colonies and also for your battles in multiplayer.
Link to video.
The conditions of accession of a new era are enriched with new criterias such as religious influence, the number of military units, etc ...
DoaNE also brings a new type of intermediate victory by setting up the goal of achieving, in first, one of the new eras proposed by our mod. Those new kind of victory allow us to play quick game. The quicker one is the first player who reach the era 2, that can take in average 2 hours of game (perfect for MP game )
Finally, we have boosted the beginning of the game by allowing all players to start with two ships, with a carrack. The game will be even more fun.
DoaNE v4.00 is the last step before the gradual overhaul of the AI that will begin soon.
This is still the multi game that will be the best. For those who no longer loved Colonization, it may be time to make a comeback and test the waters.
You can Download the mod HERE (Free registration required to nexusmods).
Mirror link ModDb website.
Changelog :
Good game at all, and do not hesitate to talk to us on this forum to give us your impressions and also come to our site (Site DoaNE Mod - Colonization IV) to be notified of new versions.
This mod is compatible with patch 1.01f. Multi-player version.
.
This new version is quite revolutionize commerce & automatic exchanges.
Unlike the Vanilla, trade and exchange DoaNE 4.00 will allow you to consider trade easily, flexible and editable at any time.
Throughout the game, you can automatically feed a colony in tools, food or wood, without worry about anything.
At the same time, you can send your sea convoys in Europe and automatically sell the resources you produced, adding new ships and escort ships, without stopping the business.
The games will be less exhausting to manage (especially from the middle of the game) and you can dedicate yourself 100% to manage your colonies and also for your battles in multiplayer.
Link to video.
The conditions of accession of a new era are enriched with new criterias such as religious influence, the number of military units, etc ...
DoaNE also brings a new type of intermediate victory by setting up the goal of achieving, in first, one of the new eras proposed by our mod. Those new kind of victory allow us to play quick game. The quicker one is the first player who reach the era 2, that can take in average 2 hours of game (perfect for MP game )
Finally, we have boosted the beginning of the game by allowing all players to start with two ships, with a carrack. The game will be even more fun.
DoaNE v4.00 is the last step before the gradual overhaul of the AI that will begin soon.
This is still the multi game that will be the best. For those who no longer loved Colonization, it may be time to make a comeback and test the waters.
You can Download the mod HERE (Free registration required to nexusmods).
Mirror link ModDb website.
Changelog :
Spoiler :
Dawn of a New Era v4.00
Changelog of 2014-04-01
DoaNE v4.00
CIVILIZATION
# Caravels and Carracks are available to everyone,
# Every nations begin with Caravels and Carracks,
# Changes on starting units of nations :
- - - English: the colonist soldier is replaced by a veteran soldier,
- - - Italians: the hardy pioneer is replaced by a carpenter,
- - - Portuguese : the colonist is replaced by a expert fisherman,
# Production bonus of crosses for English,
# Negotiation bonus for contracts for Italians and Dutch,
AGRICULTURE
# European plants (coffee, sugar, indigo & wheat) are available from the beginning of the game,
# The King gives only an agronomist for the discovery of local plants(rather than European) at the founding of the first colony,
EUROPE
Tab "Captaincy"
# Ability to remove several ships at the same time in a convoy and to create a new group,
# Ability to merge two convoys
# Ability to assign a ship or convoy to a trade route,
Tab "Ships"
# Display the level of free navigation crew when boarding a ship,
# Advanced war ships are no longer manufactured in one turn (frigate (2 turns), war galleon (3 turns), man-o-wars (5 turns))
Tab "Immigration"
# Ability to schedule the boarding of settlers to the colonies through automatic convoys
MILITARY
# All the units, that launched an attack with more than 50% of success rate, will withdraw in case of defeat,
SHIPS
# When boarding manual resources in the colonies, the popup of loading is no longer count warships cargos.
# The merchant ship is no longer available in the era 1,
# Speed increased of ships by 2 points,
WAGON TRAINS
# Speed increased of wagon trains by 2 points,
# Military wagon trains can no longer transport military units
COMMERCE & AUTOMATIC TRADE
# Adding 4 new screens to manage automatic routes between the colonies and / or Europe:
--- List of trade routes,
--- Creating trade route,
--- Management of a trade route,
--- Assignment convoys (adding transports)
Common points for land and sea transports:
# Ability to define resources to export to the colonies (or Europe for ships)
# Ability to define resources to import from the colonies (or Europe for ships)
# Ability to assign, as necessary, wagons or ships to a road,
# A wagon and / or ship can perform exchanges for the same route, both in import and export,
# Ability to schedule stopping of an automatic convoy to its next destination,
# Automatic convoys can be merged even if they are not on the same box (one of the two wait another convoy in a port or colony)
# Unit button of wagons, ships or convoys automatic in movement are no longer visible in the background,
# Can not disable an automated group by accident (required to click on a symbol in the background)
# Ability to force automatic transport in war time,
# Statistics provided for each trade route (amount of gold earned, capacity convoys, fill rate, imported & exported resources ...)
Management options for the resources transfer.
Peculiarities for land units Colony / Colony:
* * Specific options for each trade route
# Ability to define resources to import from another colony (total and per turn)
# Ability to define the precise amount to be sent to another colony (in "one shot" or by turn)
# Ability to ensure the needs of the client colony
# Ability to set maximum stock in the client colony
# Ability to set the minimum to keep in stock the sending colony,
# Ability to define resources in the sending colony
# The above points are applicable for the import,
Peculiarities for sea units Colony / Europe:
* * Specific options for each trade route
# Ability to export the entire stock to Europe,
# Ability to define the exact amount to send in a colony (in "one shot")
# Ability to set the minimum amount to keep in the sending colony
# Ability to conserve resources at the forwarding colony
# Ability to define the exact amount of resources to buy in Europe (overall and per turn)
# Ability to automatically embark European immigrants to the colonies,
* * Specific options for each fleet
# Ability to choose the seaway you want for automatic convoys
# Ability to set automatic repair of a convoy
# Automatic resupply in ammunition of warships in passing in Europe or in the colonies (default)
NEW ERA
# Added the era 4, which unlocks the ability to declare independence,
# Added new conditions for the transition to the era:
--- Religious Influence
--- Land discoveries
--- Minimum number of soldiers in each colony,
--- Minimum number of citizens in each colony,
# Fixed: The explorers no longer count as defenders of a colony,
NEW WAYS TO WIN
# 3 new ways to win added (ideal for multiplayer games)
--- First nation to reach the era 2 (Game playable in 1h30/2h00),
--- First nation to reach the era 3,
--- First nation to reach the era 4,
# The number of colonies required in the criteria for victory era is the same for all players,
# The condition "by turn minimum game" is no longer required to enter the selected era of victory.
FEES & TAXES
# Steady increase in taxes during the game,
# Impossible to refuse the demands of the king,
# The king can ask us larger donations of money,
COLONIES AND BUILDINGS
# The construction of buildings of a bygone era is reduced by 50%,
# Add +1 of food on sea plots,
# Add +1 of food for each dry-dock development,
# Decrease -1 of food on fish and crabs bonuses,
BONUSES
# Increase the frequency of bonus fur ,
# Increase the food given by the deer,
REVOLUTION
# Decrease the number of Man-o-Wars the king,
# Added frigates and galleons of war in the king navy,
NATIVE VILLAGES
# Every villages produce now resources,
NATIVE BEHAVIOR :
# In war time, natives do no longer destroy roads located outside our territorial influence,
MISC
# The cancellation button of unit motion no longer appears in the background,
BUGS FIXING
# All cargo ships boarded the king troops,
# The shipyard can not be built without the improved dry dock
# Lodges and mines can be destroyed,
# The hospitals birth rate is reduced,
# The ships used are less expensive depending on the level of play of the player,
# Fixed a OoS in multi-players game for the transfer of resources in European warehouses,
# Eliminate crash when deleting a human player during a game in multi-players,
# Fixed bug management territorial influence when leaving the window
Changelog of 2014-04-01
DoaNE v4.00
CIVILIZATION
# Caravels and Carracks are available to everyone,
# Every nations begin with Caravels and Carracks,
# Changes on starting units of nations :
- - - English: the colonist soldier is replaced by a veteran soldier,
- - - Italians: the hardy pioneer is replaced by a carpenter,
- - - Portuguese : the colonist is replaced by a expert fisherman,
# Production bonus of crosses for English,
# Negotiation bonus for contracts for Italians and Dutch,
AGRICULTURE
# European plants (coffee, sugar, indigo & wheat) are available from the beginning of the game,
# The King gives only an agronomist for the discovery of local plants(rather than European) at the founding of the first colony,
EUROPE
Tab "Captaincy"
# Ability to remove several ships at the same time in a convoy and to create a new group,
# Ability to merge two convoys
# Ability to assign a ship or convoy to a trade route,
Tab "Ships"
# Display the level of free navigation crew when boarding a ship,
# Advanced war ships are no longer manufactured in one turn (frigate (2 turns), war galleon (3 turns), man-o-wars (5 turns))
Tab "Immigration"
# Ability to schedule the boarding of settlers to the colonies through automatic convoys
MILITARY
# All the units, that launched an attack with more than 50% of success rate, will withdraw in case of defeat,
SHIPS
# When boarding manual resources in the colonies, the popup of loading is no longer count warships cargos.
# The merchant ship is no longer available in the era 1,
# Speed increased of ships by 2 points,
WAGON TRAINS
# Speed increased of wagon trains by 2 points,
# Military wagon trains can no longer transport military units
COMMERCE & AUTOMATIC TRADE
# Adding 4 new screens to manage automatic routes between the colonies and / or Europe:
--- List of trade routes,
--- Creating trade route,
--- Management of a trade route,
--- Assignment convoys (adding transports)
Common points for land and sea transports:
# Ability to define resources to export to the colonies (or Europe for ships)
# Ability to define resources to import from the colonies (or Europe for ships)
# Ability to assign, as necessary, wagons or ships to a road,
# A wagon and / or ship can perform exchanges for the same route, both in import and export,
# Ability to schedule stopping of an automatic convoy to its next destination,
# Automatic convoys can be merged even if they are not on the same box (one of the two wait another convoy in a port or colony)
# Unit button of wagons, ships or convoys automatic in movement are no longer visible in the background,
# Can not disable an automated group by accident (required to click on a symbol in the background)
# Ability to force automatic transport in war time,
# Statistics provided for each trade route (amount of gold earned, capacity convoys, fill rate, imported & exported resources ...)
Management options for the resources transfer.
Peculiarities for land units Colony / Colony:
* * Specific options for each trade route
# Ability to define resources to import from another colony (total and per turn)
# Ability to define the precise amount to be sent to another colony (in "one shot" or by turn)
# Ability to ensure the needs of the client colony
# Ability to set maximum stock in the client colony
# Ability to set the minimum to keep in stock the sending colony,
# Ability to define resources in the sending colony
# The above points are applicable for the import,
Peculiarities for sea units Colony / Europe:
* * Specific options for each trade route
# Ability to export the entire stock to Europe,
# Ability to define the exact amount to send in a colony (in "one shot")
# Ability to set the minimum amount to keep in the sending colony
# Ability to conserve resources at the forwarding colony
# Ability to define the exact amount of resources to buy in Europe (overall and per turn)
# Ability to automatically embark European immigrants to the colonies,
* * Specific options for each fleet
# Ability to choose the seaway you want for automatic convoys
# Ability to set automatic repair of a convoy
# Automatic resupply in ammunition of warships in passing in Europe or in the colonies (default)
NEW ERA
# Added the era 4, which unlocks the ability to declare independence,
# Added new conditions for the transition to the era:
--- Religious Influence
--- Land discoveries
--- Minimum number of soldiers in each colony,
--- Minimum number of citizens in each colony,
# Fixed: The explorers no longer count as defenders of a colony,
NEW WAYS TO WIN
# 3 new ways to win added (ideal for multiplayer games)
--- First nation to reach the era 2 (Game playable in 1h30/2h00),
--- First nation to reach the era 3,
--- First nation to reach the era 4,
# The number of colonies required in the criteria for victory era is the same for all players,
# The condition "by turn minimum game" is no longer required to enter the selected era of victory.
FEES & TAXES
# Steady increase in taxes during the game,
# Impossible to refuse the demands of the king,
# The king can ask us larger donations of money,
COLONIES AND BUILDINGS
# The construction of buildings of a bygone era is reduced by 50%,
# Add +1 of food on sea plots,
# Add +1 of food for each dry-dock development,
# Decrease -1 of food on fish and crabs bonuses,
BONUSES
# Increase the frequency of bonus fur ,
# Increase the food given by the deer,
REVOLUTION
# Decrease the number of Man-o-Wars the king,
# Added frigates and galleons of war in the king navy,
NATIVE VILLAGES
# Every villages produce now resources,
NATIVE BEHAVIOR :
# In war time, natives do no longer destroy roads located outside our territorial influence,
MISC
# The cancellation button of unit motion no longer appears in the background,
BUGS FIXING
# All cargo ships boarded the king troops,
# The shipyard can not be built without the improved dry dock
# Lodges and mines can be destroyed,
# The hospitals birth rate is reduced,
# The ships used are less expensive depending on the level of play of the player,
# Fixed a OoS in multi-players game for the transfer of resources in European warehouses,
# Eliminate crash when deleting a human player during a game in multi-players,
# Fixed bug management territorial influence when leaving the window
Good game at all, and do not hesitate to talk to us on this forum to give us your impressions and also come to our site (Site DoaNE Mod - Colonization IV) to be notified of new versions.
This mod is compatible with patch 1.01f. Multi-player version.
.