[Religion and Revolution]: Feedback and Questions

You should be able to sell ships in Europe if you got more than one. There should be a sell-button at the ships on the Europe-screen. It is the half price minus tax.

Yes, you are right. :thumbsup:

But we are also planning to implement a "Market for Used Ships".
(Sometime in the future ... :) )
 
My first game is going pretty good, I'm still a bit overwhelmed by the complexity of the mod, it is very deep. A credit to the designers.

I have two questions that I can't seem to solve myself.

How do you make cattle? Every type of unit I put on a cattle spot (it's an open prairie spot) from the city screen lacks a "cattle" option. Rancher, farmer, slave, colonist.

What do you do with cannon? Are they only for sale, or can you "make" a cannon unit with them? I thought perhaps a soldier, given cannon instead of rifles would become a cannon unit, but it doesn't seem to work that way.

By the way, LOVE the smuggler unit. What a great idea, one that should have been in the original Colonization from the 90's, let alone the most recent Civ 4 version.
 
How does one go about turning off the native raid mechanic? It's very irritating, as the minute I found my first city, native braves will camp out on all of my tiles, surrounding the city. If I park a military unit in the city, they don't dare attack, but if the city is undefended, they will attack, and I will often lose all my units in the process. I can't attack back without declaring war on the entire native nation, which I can't afford to do as I only have one military unit. This mechanic has me tearing my hair out in frustration.

Moderator Action: Merged into a bigger thread.
 
A credit to the designers.

Thanks. :)
We have really put a lot of thoughts into all of this.

How do you make cattle? Every type of unit I put on a cattle spot (it's an open prairie spot) from the city screen lacks a "cattle" option. Rancher, farmer, slave, colonist.

Horses, Sheep and Cattle use "Livestock Breeding".
You need to bring them to your city first, before you can breed them.
The amount you bring to your city should be a full cargo slot, otherwise you will not have maximum possible breeding.

What do you do with cannon? Are they only for sale, or can you "make" a cannon unit with them? I thought perhaps a soldier, given cannon instead of rifles would become a cannon unit, but it doesn't seem to work that way.

Yield Cannons is needed to:

A) Build Cannon Units
B) Build Ships

But you can of course also sell them if you think that fits to your current game situation.
 
How does one go about turning off the native raid mechanic ?

There is no easy way to turn this feature off in XML.
(You would have to edit a lot of XML-entries.)

But don't worry, the feature has been rebalanced for the upcoming release. :thumbsup:
(Which will be available this weekend.)

Please understand that we are still in the middle of development. :)

Our features are not all perfectly balanced yet.
But we try to pick up feedback and constantly improve.
 
There is no easy way to turn this feature off in XML.
(You would have to edit a lot of XML-entries.)

But don't worry, the feature has been rebalanced for the upcoming release. :thumbsup:
(Which will be available this weekend.)

Please understand that we are still in the middle of development. :)

Our features are not all perfectly balanced yet.
But we try to pick up feedback and constantly improve.

To me, this feature would work if the native warriors had the hidden nationality trait (Does that exist in CivCol?), because then they could attack you all they want, and you could attack right back. Not being able to counterattack is what is really irritating about that feature.
 
How does one go about turning off the native raid mechanic? It's very irritating, as the minute I found my first city, native braves will camp out on all of my tiles, surrounding the city. If I park a military unit in the city, they don't dare attack, but if the city is undefended, they will attack, and I will often lose all my units in the process. I can't attack back without declaring war on the entire native nation, which I can't afford to do as I only have one military unit. This mechanic has me tearing my hair out in frustration.

Moderator Action: Merged into a bigger thread.

They don't raid me that often and if they do it's usually to destroy a base camp in a small mining settlement that I have a single slave in and set to political points.

They don't raid you if you have them at 'pleased' diplomacy status. (Well, none have so far). If you just meet a native nation give them 100 coins immediately to keep them happy for a while. Some nations will be impressed with small regular amounts and others will need more money. Keep the natives near your at +4 Trade is Fair level all the time and don't build on their land even if you buy it they will get increasingly angrier. If you want to go to war with them and are prepared, then you can build as many colonies as close to them as you want.

In this game, the raids have been an annoyance and my neighbors don't raid because I've been paying them and using missionaries and events like when they need cattle and are starving. Even with Pocahontas, at 24 cities, many of the natives are at -9 threatened and annoyed with me so the game is much different from vanilla where Pocahontas made them all love me.
 
They don't raid me that often and if they do it's usually to destroy a base camp in a small mining settlement that I have a single slave in and set to political points.

They don't raid you if you have them at 'pleased' diplomacy status. (Well, none have so far). If you just meet a native nation give them 100 coins immediately to keep them happy for a while. Some nations will be impressed with small regular amounts and others will need more money. Keep the natives near your at +4 Trade is Fair level all the time and don't build on their land even if you buy it they will get increasingly angrier. If you want to go to war with them and are prepared, then you can build as many colonies as close to them as you want.

In this game, the raids have been an annoyance and my neighbors don't raid because I've been paying them and using missionaries and events like when they need cattle and are starving. Even with Pocahontas, at 24 cities, many of the natives are at -9 threatened and annoyed with me so the game is much different from vanilla where Pocahontas made them all love me.


In my games, the natives have been raiding me no matter what our relationship was. In one game as the English, I was Friendly with Sitting Bull, and he still raided me. :confused:
 
In the European harbor, the grapes picker is significantly smaller than other units, due to the stick he's holding:

 

Attachments

  • grapes_picker0000.jpg
    grapes_picker0000.jpg
    10.1 KB · Views: 305
In my games, the natives have been raiding me no matter what our relationship was. In one game as the English, I was Friendly with Sitting Bull, and he still raided me. :confused:

Hmmm, I never settled near Sitting Bull. I'd like to hear Ray's comment on this.
 
Hmmm, I never settled near Sitting Bull. I'd like to hear Ray's comment on this.

Sorry man, I am currently rotating to bring Release 1.2 out.
(We are releasing today if nothing goes wrong.)

After that, I will have a little bit more time to answer questions.
(For questions like this I would need a bit of explanation about the feature.)
 
Sitting Bull ist usually friendly. He only raided me when the relationship got "cautious", after a lot of rounds when the relationship fell off.

That is my experience.

Please keep in mind that in RaR the natives behave more realistic / historic. You cannot foresee what they will do. They can raid you also if your status is "friendly".

This relates to the nature / personality of the different leader!
 
I like that even "Friendly" leaders can occasionally make a few raids, since the leader isn't in total control of all tribesmen and some of them could be hostile. I agree it could be a nice idea for raiders to get hidden nationality if possible (if they're attacking, being able to fight back is only fair.)
 
Just started a game as Bolivar, having the trait "Experienced General" (or whatever it is called in English), giving Veterans, Native Mercenaries and Conquistadors a 10% bonus.

As far as I have seen when browsing the xml files, there is a Mounted Conquistador, too.

Is it intentional that the Mounted Conquistador does not get that bonus?
 
Its most likely an oversight :(. Post it in the bug's section. They're a relatively new unit.
 
Issues:
~The diplomacy music for every nation or native tribe is currently not working. All I hear is silence when dialogue pops up. I will re-install and see if that corrects the issue.

~I still have pink boxes everywhere, despite top of the line graphics.

Praise:
~The fishing boat is a good implement. It's funny I have never thought of that before. Good to see it, and it's very well met. The New England colonies historically were very reliant on a thriving fishing industry. Something I've now noticed was missing in this game. Thanks! :)

Idea:
~The immigration system is constantly sending the player units which he or she cannot use. Is it possible to make an immigration system that sends units the player can "likely" use right away? Perhaps we could make it to where certain units don't immigrate until their respective building exists in the players colony. Until a player builds a Blacksmith House for example, no Blacksmiths will immigrate. Or no Firebrand preachers until a chapel exists. This make sense historically, as immigrants of "like mind" will be attracted to whatever the player is specializing in. If a player has towns in the cold regions, and has built Hunters Hut, then Hunters will "desire" to immigrate. But a player who has no need to hunt, but instead farm, will see more farmers immigrating than hunters (and probably never see hunters try to immigrate). Feedback?
 
~The diplomacy music for every nation or native tribe is currently not working. All I hear is silence when dialogue pops up. I will re-install and see if that corrects the issue.

All diplo musics are ok for me.
(And I am also using the download.)

Did you check your sound settings ingame (Options) ?

~I still have pink boxes everywhere, despite top of the line graphics.

Ah that is the old problem you reported, which we could never reproduce.
Sorry, I still have no idea.

~The immigration system is constantly sending the player units which he or she cannot use. Is it possible to make an immigration system that sends units the player can "likely" use right away? Perhaps we could make it to where certain units don't immigrate until their respective building exists in the players colony. Until a player builds a Blacksmith House for example, no Blacksmiths will immigrate. Or no Firebrand preachers until a chapel exists. This make sense historically, as immigrants of "like mind" will be attracted to whatever the player is specializing in. If a player has towns in the cold regions, and has built Hunters Hut, then Hunters will "desire" to immigrate. But a player who has no need to hunt, but instead farm, will see more farmers immigrating than hunters (and probably never see hunters try to immigrate). Feedback?

What you describe is exactly how the Immigration System should work to my opinion.
It should give you all different kinds of Specialists.

Try to use them or clear theis Speciality.

Everything else would only make the game "nice and fluffy" and a little boring.

So no, we will not do a change here.
 
Top Bottom