Turn 100 and stil in first era

Renick

Chieftain
Joined
Sep 14, 2010
Messages
40
So far I'm more than 100 turn, but 2nd era hast been triggered, do I have to do anything to trigger it??

The game looks good, actually

Greetings.
 
http://forums.civfanatics.com/showthread.php?t=339429

There are 2 possible paths:
1) Found 2 cities and produce enough liberty bells to obtain a minimum of 15% independence support in your colony. (from turn 75)
2) To be approximately in turn 95.

Check if you have met the objectives of the 1st path, if not just pass some turns.

I Know about the paths, I didnt have enough % independency and so I waited, but now I've let turns just pass, and so far 130 and no news about second era,
How can I know which era I'm in? I cant build college which belong to the 2nd era, and I havent got any information about changing era, all the other nations has still 2 cities, I have 4 so far (dont know it this make any difference)

Maybe there's something wrong with my instalation

Thanks in advance
 
Maybe Mo7 forgot a 2nd requirement in the "aprox. 95 turn" path or that's just a bug.

In 2nd era you are supposed to improve all the previous buildings. Every building has 1 level per era, so you should be able to build "improved dry-docks" or something similar in the rest of the buildings.
 
I cant build improved biuldings, at turn 150 , there's something wrong, either a bug or my installation, I'll try another game from the begginingm just in case
 
In the latest version, a party must be played in 600 turns, instead of 300 in normal party in vanilla game.
That's why, now I changed the system of eras.
And I forget to say it in the old posts :rolleyes:.
I give you objectives to pass the first era.
There are 2 possible paths:
1) Found 2 colonies and produce enough liberty bells to obtain a minimum of 20% of global independence support. (from turn 85)
2) To be approximately in turn 180.

I understand that it may be a little boring now in the first era. But in the futur, there will be many activities that will permit to make the game more attractive in the first part.
 
Hi,
In the latest version, a party must be played in 600 turns, instead of 300 in normal party in vanilla game.
That's why, now I changed the system of eras.
And I forget to say it in the old posts :rolleyes:.
I give you objectives to pass the first era.
There are 2 possible paths:
1) Found 2 cities and produce enough liberty bells to obtain a minimum of 20% independence support in your colony. (from turn 85)
2) To be approximately in turn 180.

I understand that it may be a little boring now in the first era. But in the futur, there will be many activities that will permit to make the game more attractive in the first part.

Hi there, thanks for answering so soon

I told you I was going to try your mod, and I did, It looks very good, there are some interesting things.

About the second era and 180 turn, I have to say that so far it's a mistake for me, among other for a main reason: Carpenters, they are needed from the very beggining of the game to make all the buildings, they have to be trained at the college, which belongs to the second era.

On the whole, this means that until turn 180 I have to pay 1000 gold for every single carpenter, which is a lot, and not getting them make the game very very SLOW, as you say , almost boring, you should fix this, maybe allowing college in the first era.

Another thing I've seen is the hurry button on buildings, it only seems to hurry 1 turn, and not all the remaining construction. ¿Is this intended or just a bug?

I will post all the issues I see, and I'll wait for the news and the further versions.

Greetings.
Renick.
 
Take a look at the readme (pdf) before continuing playing. Same to the change-log.

That's intended. The hurry option will not instantly finish the construction but accelerate it. The acceleration percents depends on your number of carpenters and the resources required to finish it.
Even if you have the max. number of carpenters and all the required resources (wood, tools, ...) the construction will not be entirely build, you only will be able to accelerate the process to the max. Constructors and engineers are not slaves, they will increase their efforts not to perform impossible actions.

About the "empty space" of the first era I have many ideas in mind: real naval management and battles, piracy, management of the economy, challenging exploration, ... take a look at the suggestions, I will be updating it soon with all the sections I annotated.
 
Dear Isabel, that's Great work, and a very Spanish name, are you spanish btw?

That's a lot of good ideas, and I like them, but still, about the carpenter issue, my opinion is that he should be accesible at the same time that lumberjack or fisherman, waiting 180 turns for having carpenter, seems too much for me, there is a risk of getting bored before with such a slow building progression,
 
Well. when I said "carpenters" I was not referring to the "master carpenter" but to the profession itself.
Just put any citizen in the carpentry and they will work as carpenter. By doing this the hurry option is improved like if you had master carpenters.
The concept is that you need people working in the carpentry to build anything; the more production in the carpentry, the more you are able to build. It doesn't matter what you put as carpenter in your cities.

The availability of master carpenters will give you an improved boost but it's not essential. Not sure if you have to wait to the turn you have mentioned if you wanna paid for them in Europe, but take a look at the native villages. In them you can teach your citizens a profession.
If master carpenter is not already available by using this method, it would be a great implementation for the future.
 
Well. when I said "carpenters" I was not referring to the "master carpenter" but to the profession itself.
Just put any citizen in the carpentry and they will work as carpenter. By doing this the hurry option is improved like if you had master carpenters.
The concept is that you need people working in the carpentry to build anything; the more production in the carpentry, the more you are able to build. It doesn't matter what you put as carpenter in your cities.

The availability of master carpenters will give you an improved boost but it's not essential. Not sure if you have to wait to the turn you have mentioned if you wanna paid for them in Europe, but take a look at the native villages. In them you can teach your citizens a profession.
If master carpenter is not already available by using this method, it would be a great implementation for the future.

Well, it looks there was a missunderstanding, I'm very into colonization, and I've been playing it since the MSDOS version, (that's more than a decade I'm afraid :crazyeye:), I really like this game, and I've played tons of games in windows versions and lately freecol-java version, and maybe because of that I write too fast without explaining things well

I was refering to master carpenters, of couse you can place everybody in the carpentry but this is very slow, you can put anyone to fish aswell, but unless he's a specialist he won't get food enough hardly for himself.

In the first era you can train most of the basic profession, farmer, fisher, lumberjack... but not master capenter, that joined to the fact that you can place only one person in the carpentry in the beggining, and later 2, makes the progression very slow,

Of course you can always "buy" them in europe, but it's a little bit expensive.

Native villages only teach activities to get products from the "groud" or the sea (but the lumber), and nothing else , no Carpenters of course.
 
That is one of the points I was going to add to the suggestion list. Take a look at this:
http://forums.civfanatics.com/downloads.php?do=file&id=13108

The idea is to see how your citizens become masters in their profession just by practice. That solves some availability incoherences and the professions are managed in a logical way.

Obviously some professions would not be able to be learned by this method, those which require previous knowledges (statesman for ex.)
 
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