[Religion and Revolution]: Feedback and Questions

missionaries give way too many natives too fast. the pace by which they come is insane, i have 3 missionaries and am having a hard time finding a spot to put them.
 
I just started to have fun with the mod but here are few questions already:

1. Game crashes every time I try to exit to the main menu. Not sure why...

2. It is quite unnatural for Europeans arrive to the New World and discover Horse resources ... I understand that dynamic appearance of resources (like in RFC mods in BTS) can prove to hard to code, but absence of horses was the very important factor in interactions between Europeans and Natives, so it should not spoiled by one or two resources hanging out in the New World...

2a. I have less strong opinion about the Sheep, Cattle, and even Sugar but in essence they too were introduced to the New World after the arrival of Europeans. Natives should not be Expert Sugar Planters from the very beginning. It is ok to see Sugar yield on the Marsh terrain (this represents the potential for introduced sugar to grow) but Sugar resource or Cattle resource should not appear during Discovery Era, but rather during Exploration Era...

3. Why would the Portuguese colonies care about the prices in Netherlands or England, if they don't affect the price of the goods in Portugal? What value that information has for the Portuguese player?

4. I was able to train Seasoned Scout in non-Mentor village in 1 turn only! While this was done on Explorer difficulty and Normal speed the time spent still feels very short. 3-4 turns with regular tribes and 2 turns with Mentors can be more balanced pace...

5. I have sold 50 guns to a village, but none of the Braves from that village become Armed Brave ... I wonder why? Perhaps that Tribe got Armed Brave unit in some other, undiscovered village, but it makes less sense...

6. I could not find a way to acquire an African Slave so far . Perhaps before the Africa screen will be introduced it Slaves could be bought in Europe, for 100 gold :undecide:...
 
Hi Tigranes,

please try to read our threads or at least Colopedia (Game Concepts) a little. :thumbsup:
(Several of your questions have been answered many times. :) )

1. Game crashes every time I try to exit to the main menu. Not sure why...

This is a common bug already know since TAC times, which usually only appears on older systems.
It is probably related to the size of the mod.
There is no solution known.

Simply use "Exit to Desktop".

2. It is quite unnatural for Europeans arrive to the New World and discover Horse resources ... I understand that dynamic appearance of resources (like in RFC mods in BTS) can prove to hard to code, but absence of horses was the very important factor in interactions between Europeans and Natives, so it should not spoiled by one or two resources hanging out in the New World...

2a. I have less strong opinion about the Sheep, Cattle, and even Sugar but in essence they too were introduced to the New World after the arrival of Europeans. Natives should not be Expert Sugar Planters from the very beginning. It is ok to see Sugar yield on the Marsh terrain (this represents the potential for introduced sugar to grow) but Sugar resource or Cattle resource should not appear during Discovery Era, but rather during Exploration Era...

We had long discussions about that and agreed:

Bonus Resource does not mean "It is there."
It means "The terrain is very suitable for ..."

And don't worry, Natives are not able to breed horses, cattle of sheep, if they did not get them from the White. :)

3. Why would the Portuguese colonies care about the prices in Netherlands or England, if they don't affect the price of the goods in Portugal? What value that information has for the Portuguese player?

No big value currently.
(Except that you might get hints about your enemies strategy considering goods.)

But maybe a lot of value in later releases. ;)

But ok, I can deactivate it until then. :thumbsup:

4. I was able to train Seasoned Scout in non-Mentor village in 1 turn only! While this was done on Explorer difficulty and Normal speed the time spent still feels very short. 3-4 turns with regular tribes and 2 turns with Mentors can be more balanced pace...

We did not change the starting thresholds.
They are still the same as in TAC.

5. I have sold 50 guns to a village, but none of the Braves from that village become Armed Brave ... I wonder why? Perhaps that Tribe got Armed Brave unit in some other, undiscovered village, but it makes less sense...

Trust me, Braves will arm themselves. I have checked that.
Nothing was changed here compared to TAC.

You are not selling to a city. You are actually selling to a player.
That is simply how it works and was not changed by our mod. :dunno:

6. I could not find a way to acquire an African Slave so far . Perhaps before the Africa screen will be introduced it Slaves could be bought in Europe, for 100 gold :undecide:...

They can currently only be acquired by a special dll-diplomacy-event.
(Which is mentioned in Colopedia, in Overview, in Tips and Tricks, ...)
 
This is a common bug already know since TAC times, which usually only appears on older systems.
It is probably related to the size of the mod.
There is no solution known.
I had a similar problem, but the game crashes in game after several turns. Sometimes I can play without problems, and there are times when I can only play like 10 turns and poof. It is getting better now.

No big value currently.
(Except that you might get hints about your enemies strategy considering goods.)

But maybe a lot of value in later releases.

But ok, I can deactivate it until then.
I find it interesting to know that Info, even though for now I can't use it to my advantage.

They can currently only be acquired by a special dll-diplomacy-event.
(Which is mentioned in Colopedia, in Overview, in Tips and Tricks, ...)
No problem from me there. I get lots of African and even Native Slaves. I check the colopedia and they seem to have the same stats.

Overall, I'm having a blast with the Mod.
 
Sometimes I can play without problems, and there are times when I can only play like 10 turns and poof. It is getting better now.

Do you regularly clean cashes ?
What about Virus Scanner ? Do you deactivate it while playing ?
Are you often switching between mods ?

Overall, I'm having a blast with the Mod.

Good to hear. :)

But as I said, this is only Release 1.
We have just started ... :D
 
Hi Tigranes,

please try to read our threads or at least Colopedia (Game Concepts) a little. :thumbsup:

Thank you for your replies :thumbsup:

1. "Suitable for... " sounds great except when you physically see those horses roaming in the New World (I mean graphics). But we can live with this, I guess. I understand that implementing dynamic resources could be a lot of work for little gain :undecide: Perhaps there could be an event like "Grand exchange" providing the player with some reward if he had spread his culture on the resources like Potato, Turkey and Corn -- symbolizing that Europe learned about those, while Americas got horses, cattle and sheep...

2. I have noticed another odd thing though -- when bargaining with Natives they may offer you more money than they currently have, and when you accept it -- they say thank you but no deal is processed, obviously.

3. Also Spanish starting with Veteran Soldier can be a better solution than starting with Silver Miner. Suppose player does not want to trade with Natives at all and what to play some Civ that will allow brutal conquests right off the bat, like Spanish did in real life. This role could be reserved for Spanish :run::whipped:

4. Both Portuguese and Danish starting with the same Fisherman is not very creative. Portuguese could start with someone loosely resembling Cabral -- noble, military commander, navigator and explorer. So it could be Aristocrat or Master Rope maker or Statesman or Spice Trader. Lets make every nation to start with different kind of Pioneer, please :please:

5. I was sure Portuguese will start with Carrack, I mean it was their unique unit in BTS, very fitting IMO... Why Caravel?

6. One can buy Cannons from docks and also as a Trade Item and they have different logic in calculating the price, just like if they were two different items, but it is the same Cannon! Why don't we think about a better, more natural and logical solution? Perhaps one should only be able to buy Cannon Garrisons from the docks and not a Cannon. Or buying a Cannon as a Trade Item should represent 2 Cannons which can fit in one slot while only 1 Canon from the dock will fit in 1 slot on the ship, etc...

7. Most Trade Items organized very neatly Stone Salt on top of the Salt, etc. But some are not, for example Hemp and Ropes.. Lets organize all the items in that logical sequence, while Items that do not have a processed equivalent could be placed on top of each other -- like Food on the top and Wood right under the Food...

8. Finally the message that Player gets when he gets his first Treasure unit needs to be updated. The King no longer offers to transport it for 50% fee, so there is no "special command" for Treasure unit when it arrives to the closest colony...
 
1. "Suitable for... " sounds great ...

Great. :)

2. I have noticed another odd thing though -- when bargaining with Natives they may offer you more money than they currently have, and when you accept it -- they say thank you but no deal is processed, obviously.

Oops. :mischief:
I will check my logic here. :thumbsup:

3. Also Spanish starting with Veteran Soldier can be a better solution than starting with Silver Miner. Suppose player does not want to trade with Natives at all and what to play some Civ that will allow brutal conquests right off the bat, like Spanish did in real life. This role could be reserved for Spanish :run::whipped:

4. Both Portuguese and Danish starting with the same Fisherman is not very creative. Portuguese could start with someone loosely resembling Cabral -- noble, military commander, navigator and explorer. So it could be Aristocrat or Master Rope maker or Statesman or Spice Trader. Lets make every nation to start with different kind of Pioneer, please :please:

5. I was sure Portuguese will start with Carrack, I mean it was their unique unit in BTS, very fitting IMO... Why Caravel?

I will think about the starting units again. :thumbsup:
(But game balance needs to be ensured ...)

6. One can buy Cannons from docks and also as a Trade Item and they have different logic in calculating the price, just like if they were two different items, but it is the same Cannon! Why don't we think about a better, more natural and logical solution? Perhaps one should only be able to buy Cannon Garrisons from the docks and not a Cannon. Or buying a Cannon as a Trade Item should represent 2 Cannons which can fit in one slot while only 1 Canon from the dock will fit in 1 slot on the ship, etc...

We are talking about different things here. :)

Cannons as a Unit: It actually is a troop (50 men or so)
Cannons as a Yield: It is a good that is needed to assemble / build up the Units / Troops

Don't see any problems here. :dunno:

Especially not, if we will later on change Cannons from Units to Professions. ;)

See, we the team members have put a lot of thought into all of this. :thumbsup:
Also we are considering the future development / the big picture as well.

7. Most Trade Items organized very neatly Stone Salt on top of the Salt, etc. But some are not, for example Hemp and Ropes.. Lets organize all the items in that logical sequence, while Items that do not have a processed equivalent could be placed on top of each other -- like Food on the top and Wood right under the Food...

Hemp does not only have 1 produced good but 2: Rope, Sailcloth
Ore does not only have 1 produced good but 3: Tools, Muskets, Cannons

That was the best organization I could get.
(I have tried different variations. :thumbsup:)

Also, the order of the Yields in DLL defines the order of Yields in Screens.

8. Finally the message that Player gets when he gets his first Treasure unit needs to be updated. The King no longer offers to transport it for 50% fee, so there is no "special command" for Treasure unit when it arrives to the closest colony...

What message do you mean ? :think:
(Tutorial should be deactivated. Or is ist an advisor popu-up ?)

This is explained in our Tips and Tricks, see here.
Spoiler :

The king does offer you to transport the treasuers.
You need to build a Dock first, however.

This was programmed on purpose.
(To eliminate cheating strategies with "Abandoning Cities".)
 

Cannons (made from Ore) --> Needed to build Cannons and Ships
Sailcloth and Ropes (both made from Hemp) --> Needed to build Ships


Perhaps that Cannons can be renamed Cannon Regiments, or Cannon Battery (like you said military unit of 50 people manning cannons) to distinguish Cannon unit from Cannon trade item? So we will have two Cannon units: Cannon Garrison and Cannon Regiment...

Also why is Hemp used for Sailcloth? Cotton and regular Cloth use is more logical, Hemp is good for Ropes only, one don't produce Sailcloth with Hemp :confused:
 
Perhaps that Cannons can be renamed Cannon Regiments, or Cannon Battery (like you said military unit of 50 people manning cannons) to distinguish Cannon unit from Cannon trade item? So we will have two Cannon units: Cannon Garrison and Cannon Regiment...

I will take a look. :thumbsup:

Also why is Hemp used for Sailcloth? Cotton and regular Cloth use is more logical, Hemp is good for Ropes only, one don't produce Sailcloth with Hemp :confused:

It is a historical fact that Sailcloth was made from Hemp mainly in these times. ;)
(And sometimes flax, which we do not have as yield.)

Cotton was used later on also.

We already have a lot of production based on Cotton (Cloth and from that Coloured Cloth).
Also it is absolutely no good idea to mix strategical aspects with non-strategical aspects considering AI.

So, yes it does make a lot of sense to use Hemp for Sailcloth. :thumbsup:
(Historically, considering gameplay and also considering AI.)
 
I will take a look. :thumbsup:

While we are on this... It always appealed to me that Colonization makes manpower such an important factor in the game. You don't just build Soldiers, you take them from your colonies, outfit them with guns and horses and create Cavalry regiments (Dragoons) for example. This way when somebody gets killed -- its not like a unit in BTS, you as a player loose your very own colonist who was defending his freedom! However this take was not extended to ships, Cannon Regiments and Cannon Garrisons. I understand this simplifies things enormously, but with the mod like this it is worth to think about 2 more professions: Artillerist and Sailor. You need them to operate Guns and Ships. Note that then we would only need 1 new Specialist -- Old Salt Sailor, giving Navigation 1 promotion to the ship, maybe, or leadership promotion. This will also enable ships to contact villages directly, like in AoD2... Cannon Units can use Veteran Soldier as their Specialist...

So my suggestion is simple -- if there is a unit (except for land transports) there has to be a Colonist to operate that unit (and by Colonists we always understand their families, servants, etc...).

P.S. You were right about hemp :thumbsup: One learns every day, I guess. I hope our Colonists will not use Hemp for smoking purposes :nono:
 
So my suggestion is simple -- if there is a unit (except for land transports) there has to be a Colonist to operate that unit (and by Colonists we always understand their families, servants, etc...).

Already planned for a later release. ;)

Cannons are supposed to become changed from Units to Professions.
Maybe we will also have a profession Sailor for Ships
 
What message do you mean ? :think:
(Tutorial should be deactivated. Or is ist an advisor popu-up ?)

This one:




P.S. It feels a little discouraging that entire Civilization refuses to trade with you if the bargaining in one particular village has gone bad :sad: I mean, when you talk to the Chief -- it says Chief of such and such village, not the leader of the ENTIRE civilization. I can understand one particular villages refusing to trade with you, but when the other faraway village of the same tribe sends you away it makes bargaining VERY risky :scared:, too risky if you consider the negative diplomatic modifiers you get... Perhaps we could relax the penalties a little, making only 1 village to refuse to trade with you...:dunno:
 

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Do you plan to implement defensive withdrawal? That would give way to a lot of subtleties, like privateers escaping frigates for example? Even better, if this can be tied to a terrain...

Seasoned scouts are just too good. Get 2 and the world is your! Perhaps with savage animals theirs effects can be mitigated though (animals killing them)

The initial bonus to choose from (2 food or 1 cross etc.). I always take food, it seems better than others. What others do? If this is as me, everybody taking food, then ... it means we all think it is better than the others choices, and no choice, no strategy. +1 food would be better imho.
 
Do you plan to implement defensive withdrawal ?

We plan to implement a lot of stuff for the next releases. :)

But currently we can only think from release to release.
(Our manpower is very limited at the moment.)

We really need to focus on bringing out this release for now. :thumbsup:

Seasoned scouts are just too good. Get 2 and the world is your! Perhaps with savage animals theirs effects can be mitigated though (animals killing them)

Just be a little patient. :)
We will eventually have Wild Animals. :thumbsup:

This is the current plan for Release 1 and the Release 2.
 
Seasoned scouts are just too good. Get 2 and the world is your! Perhaps with savage animals theirs effects can be mitigated though (animals killing them)

The initial bonus to choose from (2 food or 1 cross etc.). I always take food, it seems better than others. What others do? If this is as me, everybody taking food, then ... it means we all think it is better than the others choices, and no choice, no strategy. +1 food would be better imho.

I always take bells. Bells are the most important thing in the game.

As for the scouts, I strongly believe that talking to the Chief (initially) must result in 5th outcome sometimes -- your manners are insulting and our Warriors will cut your scalp...
 
but bells initially don't give much while food allow to support 1 more population per city...

Don't only consider the initial aspects. :)
Consider the strategy you want to play throughout the complete game. :thumbsup:

will check the release plan, thanks!

As I said, we can currently only really plan in small steps ...
(Even the plans for Release 2 are not carved in stone.)

Too many things depend on availability of our team members and agreements with our partners. :dunno:

We have a gigantic list of ideas and concepts, but we cannot promise a date to those.
 
Err, how do you actually sell Luxury Goods to your Colonists? I have a Master Gunner, I have 40 Goods, I have a Market, but nothing happens. I even over-floated my Warehouse to see that maybe excess is sold, like it is the case with Custom House, but still nothing...

Also I thing this city screen is bugged :dunno:

 

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Err, how do you actually sell Luxury Goods to your Colonists?

Yes. :)
But 1 Colonist alone will never buy anything from Domestic Markets.

You really need a lot of colonists in a city until a domestic demand is generated.

One colonist alone only consumes 0.3 or 0.2 or 0.4 of a good but only full integers of goods can actually be sold.
The formulas behind this are not that simple.

Mouse-Over at the Yield will tell you the actual domestic demand. :thumbsup:
(By taking a look in Civ4UnitInfos.xml everything should become clear also, if you want to know some numbers ...)

Also I thing this city screen is bugged :dunno:

What exactly ? :confused:
 
What exactly ? :confused:

Well, there are 2 ghost buildings on my picture, one on the bottom and one on the top...


Also, will you ever consider to create one really accurate scenario, with low randomization. I mean something like Ozzies America for TAC -- but even more historical. I mean a map with historical locations for villages, starting plots for players, historical sizes for the tribes, etc...
 
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