Changes for v1.07

First a question. I downloaded patchmod, 1.07 and started a game with the mod. The game requires a restart to use the 1.07 mod to start, but none of the changes take effect, so its like a vanilla COL game. What am I doing wrong with the mod?
Another question – is the chance for gaining a converted native impacted by what kind of missionary established the mission? If not, seems like it should be, as well as impacted on how many colonists were trained a skill there and amount of trade to that village.

I haven’t downloaded Age of Discovery yet, that is next on my list after I finish my current game and see if I can beat the REF (in my first game I did fine at colony building, but couldn’t beat the large REF by the time the game ended. I guess I thumbed my nose at the king too much, and my much loved customs house is no longer in the game.

I’m looking forward to Age of Discovery, here is my two cents on revisions/improvements to Colonization/Age of Discovery.
Some items I like have already been mentioned.
European wars cause war in new world – should come with a couple units to fight it though, possibly at reduced cost, or reduce cost of buying ships, regulars, and cannons in Europe during the war.
I like on the job learning for colonists farming, trapping, etc.
Being able to adjust commodity on your ship/wagon to sell to Indians or other Europeans in the new world.
I like galleons carrying more treasure, since the treasure is so reduced. A way to adjust this may be for treasure taking up one transport space for every 1000 of value, so treasure under or equal to 1000 takes up 1 space, 1001-2000 takes up two transport spaces, etc. I’d also like to see Inca and Aztec villages give up more treasure when they are pillaged. Not much value in even bothering with pillaging now.
When Indians leave their village due to European cultural influence, they should also give a converted native, as some Indians adopt European ways.
Ability to shoot at enemy ships or bombard them from forts/fortresses with cannons.
I would like to be able to fortify cannons in my colonies.
I would like to be able to abandon a colony.
FF promotions should go to both soldiers and dragoons. Seems silly that the looter or settlement attack bonus only go to dismounted soldiers and not dragoons. Shouldn’t matter if a dragoon has a defensive promotion since a dragoon doesn’t get any defense bonuses.
Ship movement values are too low. Water was the best way to move people and goods during this era. To avoid ships moving right past enemy ships, you could make ships capable of attacking also have a “zone of control” that would force non combat ships to completely avoid them vs. just sail right past them. Also, make it easy to build roads adjacent to rivers, 1 turn for an expert pioneer and 2 turns for a regular colonist pioneer. I would also make a road adjacent to a river be 1/3 or ¼ movement cost. Being able to move quickly along rivers I think is historically accurate. Since the rivers are along the sides of squares and not in the square, the river road can be a high speed transportation artery.
I would like some way to provide more of a defense against the REF – losing 7 units to a REF amphibious invasion while only destroying 1 REF unit is a bit excessive I think, especially when the colony was a fortress, barely reduced, and the units had minuteman promotion. Whole concept of sucking the REF into a colony then destroying them with cannon fire seems a bit odd, although controlling the high ground did work to chase the Redcoats out of Boston.
Conceptually, there should be some way to address putting the nation in arms after DOI, as well as money being worthless after DOI. Currently, the game gives more a feel of Ethiopia mobilizing against the Italians than the War of Independence. Some thoughts: give victory points each turn for specialists who are working their specialty – Elder statesmen being elder statesmen the whole time vs. waiting for an end game push for liberty bells as an example, and keeping specialists working after DOI. For money use after DOI, maybe you can pay to upgrade colonists into regulars, hire European mercs, or even hire Indian mercs. For the Europeans and friendly Indians, there can be one time cost as well as per turn maintenance.
Some way to replicate slavery. I understand the reluctance with current political correctness, but it was reality for that time period. Slaves could be one step better than converted natives working the land, especially if the land has a farm or mine improvement, but still not quite as good as a specialist cotton planter, trapper, etc. Slaves should be either not allowed or worse working buildings except for stables/ranches. Slaves should not be able to move alone (must link and move with a soldier) nor allowed to start a colony, nor be able to learn skills from Indians. You could also require a colony with slaves to maintain a soldier outside the colony, to replicate the overhead with maintaining slavery. Allow no more slaves, criminals, or converted natives working in a colony than other colonists. Allow slaves to be educated at same rate as converted natives. When DOI, if the constitution declares no slavery, only add indentured servants to colonies with no slaves, and any colonies with slaves have the slaves disappear with no added indentured servants. This replicates friction with previous masters accepting the slaves as citizens. If slavery is kept after DOI, have the slaves increase their productivity equal to specialists (farmers, cotton and tobacco planters, etc). Slaves could become available in Europe based on trade, not crosses, and/or available for purchase cheaper than an ore miner. If you object to slavery, you put slaves that show up into your schools (turn them into Frederick Douglass Statesmen), and you don’t buy them as units from Europe.
 
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.

Im in agreement on 1, 2, & 4, though I think servants/converts/criminals may now be more valuable as resource gatherers if they don't have penalties / are forced to educate via a free colonist first.

Maybe thats not a bad thing ...

Either way, can't wait to see it working :)
 
I'm not entirely happy with changing profession resetting the counter. I don't want to have to remember how long each of my colonists have been working on a certain improvement for. It sounds like something that'd just end up being annoying.

Given that this is useful game mechanic that can be exploited (ie. no native villages training the skill) forcing a player to keep track of which colonist has worked where and for how long without a useful interface seems to imply that better play can be acheived by memorizing. This does not make for a fun game. You should be able to save the game and pick it up again in half a year and be able to play on as if you had not stopped from the information given to you. You should also be able to judge which colonist to move around for extra resource generation in an emergency without having to remember which had been working a square for longer.

IMO it should either have an interface counter, not be reset on job change, or just be a fixed percentage chance per turn, regardless of time spent (like Civ 4 and finding resources). Implementing it the way you are suggesting would be both annoying and frustrating.
 
TGA:

It's works in exactly the same way as Col1, which is what I wanted. If you moved a colonist to a different profession, then it reset.

Also, to keep track of the time spent by each colonist in each profession will require a fairly chunky array for every unit. Too much RAM usage for such a small thing IMHO.
 
It's works in exactly the same way as Col1, which is what I wanted. If you moved a colonist to a different profession, then it reset.
Just because it worked like that in Col1 doesn't mean it's a good idea.

Also, to keep track of the time spent by each colonist in each profession will require a fairly chunky array for every unit. Too much RAM usage for such a small thing IMHO.
I would have thought you could cover all units at the late stages with under 50KB. 0.01% of the min system requirements. (That'll cover 20 unsigned 16 bit ints on 1280 units).

My main argument is that you're aren't introducing a "oooh that's nice - a free specialist" feature, you're introducing a "which of my two trappers has been working for longer" feature.
 
I'm not entirely happy with changing profession resetting the counter. I don't want to have to remember how long each of my colonists have been working on a certain improvement for. It sounds like something that'd just end up being annoying.

Given that this is useful game mechanic that can be exploited (ie. no native villages training the skill) forcing a player to keep track of which colonist has worked where and for how long without a useful interface seems to imply that better play can be acheived by memorizing. This does not make for a fun game. You should be able to save the game and pick it up again in half a year and be able to play on as if you had not stopped from the information given to you. You should also be able to judge which colonist to move around for extra resource generation in an emergency without having to remember which had been working a square for longer.

IMO it should either have an interface counter, not be reset on job change, or just be a fixed percentage chance per turn, regardless of time spent (like Civ 4 and finding resources). Implementing it the way you are suggesting would be both annoying and frustrating.

TGA:

It's works in exactly the same way as Col1, which is what I wanted. If you moved a colonist to a different profession, then it reset.

Also, to keep track of the time spent by each colonist in each profession will require a fairly chunky array for every unit. Too much RAM usage for such a small thing IMHO.

Just because it worked like that in Col1 doesn't mean it's a good idea.


I would have thought you could cover all units at the late stages with under 50KB. 0.01% of the min system requirements. (That'll cover 20 unsigned 16 bit ints on 1280 units).

My main argument is that you're aren't introducing a "oooh that's nice - a free specialist" feature, you're introducing a "which of my two trappers has been working for longer" feature.

Tbh a feature where it takes avg 30 turns for the colonist to learn a profession, but you cant tell other than remembering how many turns he has completed and it is reset as soon as you move him, isnt worth having imo. I dont think it will get used all that much as having to leave the same colonist on the same tile for upto 100 turns is implausible.

What if you are attacked and an enemy unit moves into that square on turn 99? All that time wasted, and your colonist all of a sudden forgets everything he's learnt? If it takes up too much ram in someones pc then i would suggest the problem is the amount of ram they have, not the feature itself.
 
I'll throw in with Dale on the learning colonist. Yes, agree with the frustration of not knowing how long he's been on the job learning, do I move him, etc.
However, I played alot of original COL, and it worked just fine. I'd put 1-2 colonists working as a fur trapper/tobacco planter, etc, then like manna from heaven, one or both would become an expert. I don't think it's a bad thing to bring back something from the original game that was a nice benefit. If criminals and indentured servants can jump straight to experts by working the land, then even nicer.
 
I don't disagree that colonisits should become specialists from working the land - I just disagree with the details of the suggested implementation.
 
I think Dale should implement it as it was in col1, and if it turns out to be sucky, he can fix it in version 1.08.
 
Here is another recommendation.
It would be good to have escalating problems with the natives before they go all out DoW. COL1 had small raids, stealing, etc. Before the entire Indian Nation DoWs you, there should be indicators your heading for trouble, demands for $$, goods, or even dismantling a colony (if that feature gets included).

I just had Sitting Bull DoW me, I thought I was doing OK with keeping trade relations open and establishing missions. Anyway, very inconvenient to have to protect and punish, but also distracts from independence prep, and my plan to be generous with the constitution to get some help with the REF I guess is over.
 
Updated changelog. Education finished.
 
About 'learning professions on job' i think a mouse over showing the 'chance percentage' of becoming specialist would be great. The percentage should obviously increase with each turn. Like 1 turn working on collecting sugar would grant 1 percent chance of becoming an expert sugar planter which should increase with each turn.

Do the 'learning professions on the job' would work with production too or only for collecting raw materials ??
Do the 'learning profession on the job' would work for CN, PC or IS?
 
About 'learning professions on job' i think a mouse over showing the 'chance percentage' of becoming specialist would be great. The percentage should obviously increase with each turn. Like 1 turn working on collecting sugar would grant 1 percent chance of becoming an expert sugar planter which should increase with each turn.

Do the 'learning professions on the job' would work with production too or only for collecting raw materials ??
Do the 'learning profession on the job' would work for CN, PC or IS?

See, Hear - http://forums.civfanatics.com/showthread.php?t=305462, and the o.p.
 
* Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.

Isn't this a fairly significant change? I'm fairly new to C4C but as far as I know, that means those two units can really only found new colonies or be turned into soldiers? And aren't soldiers who start out from servants and criminals weaker then those converted from free colonists? I can see an argument for not being able to use them in school, kinda, but not in tribes? I guess I'm wondering what the thinking is behind this since it really cheap and effective to send those units to local tribes for specialized training. Or, to put it another way, I might frame the argument that there should remain one avenue of upgrade for these units, be it a nearby tribe or the town's education system. Just my 2 cents.
 
Isn't this a fairly significant change? I'm fairly new to C4C but as far as I know, that means those two units can really only found new colonies or be turned into soldiers? And aren't soldiers who start out from servants and criminals weaker then those converted from free colonists? I can see an argument for not being able to use them in school, kinda, but not in tribes? I guess I'm wondering what the thinking is behind this since it really cheap and effective to send those units to local tribes for specialized training. Or, to put it another way, I might frame the argument that there should remain one avenue of upgrade for these units, be it a nearby tribe or the town's education system. Just my 2 cents.

* Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom).
 
And aren't soldiers who start out from servants and criminals weaker then those converted from free colonists?

Although you can make this argument, currently in the game all non-veteran soldiers and dragoons have the same value in combat, and acquire advancements at the same rate.

And don't forget Gibson's "The Patriot", when he went into the swamp tavern filled with criminals. His French pal asked "Is this the sort of men we need?"

Gibson answered "This is exactly the sort of men we need!" And you might argue that criminals would make better (if more ruthless) soldiers than ordinary colonists. IMHO the level of abstraction in the game is such that there is no need to gimp servants and petty criminals further.

Cheers, --- Wheldrake
 
Perhaps we could use the experince system for non armed colonists to show how long it will take them to become experts?
 
Perhaps we could use the experince system for non armed colonists to show how long it will take them to become experts?

The way the game is set up, they don't become "experts" as such, but advance in promotions through combat. The only way for them to become the equivalent of veteran soldiers is to allocate a great general to one of them.

IMHO it would be a bad idea to add more ways to have a greater number of veteran soldiers. If vets were plentiful, they would lose their "coolness" factor.

Cheers, --- Wheldrake
 
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