[MOD]Dawn of a New Era

Being acquainted with TAC and RaR, I've played your mod for the first time in the last days. During play, I've assembled a list of feedback that might be of interest for you (or not, as you wish). I post it here, hopefully being the right place for that purpose.

Overall:

  • This mod is marvelous!
  • It was highly successful at dragging me back to Col even though I was tired of the mechanics in Vanilla and the other mods.
  • It did so by simplifying cumbersome mechanics (mostly by automation) and adding new lightwight/interesting ones.


The mod excels in different aspects:

  • Reduction of playing-time by removing some micro-management and adding era victory conditions.
    • You were probably motivated to do so for allowing reasonable multi-player experiences.
    • But even for a time-pressed single player, this opens up a whole lot of possibilities.
    • I had played the RaR as a one city tiny world challenge in order to reduce the playing time / micro-mgmt.
  • The mod forces the player to adapt his playing style to several new well-thought out concepts.
    • The automation leads to focusing on what really matters.
    • Acquiring and applying knowledge of crops is much more fun (and realistic) than Vanilla's model.
    • Intermediate goals (reaching the next era not being a victory condition) provide for shorter feedback loops ("just one more era")


Having said that, I would suggest some minor adjustments for some of your concepts:

  • "Piracy" on land
    • Currently, the dominant strategy is to avert sea routes and use land routes which are super-safe even on long distances.
    • Historically, even during the peak of pirate activity (1660), the Spanish still preferred sea routes and restricted land routes to an absolute minimum (Acapulco-Mexico-VeraCruz & PuertoBello-Panama).
    • The best option would be to reintroduce Indian raids without declaration of war (even executed by neutral Indians) since, as a side effect, this would increase the mostly inexistent friction with the Indians.
  • "Intelligent" pirates
    • Currently, pirates swarm around the most lucrative sea routes but don't dare to attack if these are well-guarded.
    • As a consequence, less lucrative but unguarded sea routes are not harassed.
    • Historically, minor pirates never aimed at the treasure fleet but at small inter-city unescorted traffic.
    • Proposal would be to aim the routes that have the best lucrative / strength ratio.
  • Directed privateering
    • Currently, there is no means of targeting the opponents' shipping lines without declaring war.
    • In Vanilla and the other mods, one may use Privateer for this purpose.
    • Historically (mid 17th), nations often sponsored (or at least tolerated) privateering.
    • Proposal would be to re-introduce a Privateer unit or to add the mechanic of being able to define the policy towards pirates (accomodative? to which target?)
  • Era requirements: Minimal overall population instead of min population per city
    • Currently, the era requirements are "min 11 colonists per city" (era 2) or likewise.
    • But other requirements (like revolutionary feeling) are on a global level.
    • Historically, the new world's city sizes largely differed (major hubs like Habana/Cartagena vs. lots of plantation oriented towns on the mainland).
    • Proposal would be to specify a minimum level of the overall population, being higher than the sum of the current requirement (eg., 25 for era 2).
    • Then, having megacity hubs would be a viable strategy (as well as equally sized cities would be).
    • You could still specify a minimum population per city on top, but that being about half of the current level.
  • More elastic European prices
    • Currenly, you can buy the last food for 20 gold, the premium to buying when there is lots of food available being negligible.
    • But prices should be much more dependent on stock level (buying that last one should be really expensive), this is what I mean with price elasticity.
  • Route definition: Define precedence of loading colonists vs. buying goods
    • Currently, in Europe, colonists scheduled to be shipped are not taken aboard if there are some goods to be bought.
    • Most of the time, boarding the colonists is at least as important as getting the goods.
    • If making this configurable per route is too difficult, I'd suggest that colonists get precedence by default (instead of the goods).
  • Route definition: Define destination's target stock for buying in Europe
    • Often you have a situation in which you want to import some goods (tools,...) from Europe to your colony.
    • But you only want to do so if the amount of this good at the destination (ie., colony) falls below some threshold (eg., 50).
    • Currently, the route automation does not support this, as you could only specify how much is to be bought in Europe (irrespective of how much of that good is left in Europe).
    • For inter-colony routes, such option is already available.
  • Route definition: define by copying existing route as template
    • Often routes are very similar.
    • Hence, it would be nice if, within the edit route screen, there was a button "create new route as a copy".
  • Icon for Indian settlements with which player has trade agreement.
    • You could reuse the "connected to trade network" icon of Civ4.
    • Icon would be placed on the map close to the settlement box/name.
  • Allow for Indian trade agreements for food
    • Currently, only the settlement's special good can be traded.
    • Historically, the first and foremost Indian trade was foodstuff (think of the first years of Hispanola or Jamestown).


There are some details for which I would propose small changes:

  • Lumber/food should be made much more expensive
    • Employing farmers/fishers/lumberjacks does not make any sense economically (only gaining 100 gold/turn) and are only needed if there is not enough stock in Europe.
    • Historically, colonies had to be (and mostly were) self-sufficient regarding foodstuff/lumber.
    • Lumber was a sparse good in Western Europe (had to be imported from the Baltics).
    • Best remedy probably to drastically increase ask/bid spread for these goods (as in Vanilla).
  • Mines/lodges should be more useful
    • a mere +1 on ore @ hill as difference between having a mine or not is definitely not enough (same for lodge)
    • compare this to the plantations, for which a plowed field is the prerequisite for anything!
  • Colonists may only join colony if there are movement points left
    • I've seen this in other mods
    • Very logical: Colonist cannot exhaustively move and then work in the same turn (which is currently possible!).
    • A unit lacking movement points can even move again if changing profession to dragoon or the like.


And there is a game concept that does not seem to work (or at least I could not manage to understand it):

  • Military convoy: Except of having more capacity (90 vs. 60), I was not able to perceive any difference to the standard convoy (military units cannot board it).


Being acquainted with the other big mods, I would also love to see some of their elements into DoaNE:

  • Storms/attrition (RaR)
    • Currently, ships can explore whole America without ever having to visit a drydock.
    • Hence, this feels like navigating a calm lake but definitely not a continent between two oceans.
  • Warehouse capacity restricts only the overall number of a colony's goods (RaR)
    • Currently, the warehouse is partitioned into several (small) portions exclusively reserved for a specific good.
    • However, goods may be mixed on ships as long as their aggregate number does not exceed the capacity.
    • The same system would be both more entertaining and realistic also for the colony's stock.


Finally, I have observed some minor bugs/issues (beyond the lame AI, of which you are already aware of course):

  • The Dutch aren't given a Merchantman at the beginning (neither do they have any specialist). Since the merchantman only comes in era 3, the Dutch could be given a second carrack instead of the caravel.
  • The knowledge of cotton is not available at the beginning - but it should, given that it could be imported from India.
  • The territorial influence button could be hidden until era 3 (otherwise, newbies will be irritated - the tutorial popup regarding this only comes with era 3).
  • Europe continues to produce (but shouldn't) even if prices have fallen to 1/1 (I've seen this for ammunition that had a stock of 10000 and bid/ask of 1).


So, to sum up, thank you very much for having developed this mod. Keep up the excellent work!
 
Im getting a "Failed initializing Python" error when loading the mod (Vanilla and R&R mod works fine)

v4.00 from the ModDB website
I have the latest version of Colonization
Win7 64bit
Hi mwyeoh,
It is really strange. It is the first time I read this kind of issue. :(
Can you try to dowload the mod once again, because if you the patch it should works...
 
Being acquainted with TAC and RaR, I've played your mod for the first time in the last days. During play, I've assembled a list of feedback that might be of interest for you (or not, as you wish). I post it here, hopefully being the right place for that purpose.
For sure, I am interested in your comments. As you know mods are free to download and the best reward for modders is to have comment yours (constructive and interesting) :p
[*]You were probably motivated to do so for allowing reasonable multi-player experiences.
[*]But even for a time-pressed single player, this opens up a whole lot of possibilities.
You're absolutely right about our motivation to allow reasonable multi-player experiences. Dazio and I played several games in MP and almost each time we never finished our games... Currently, we choose the 2nd era condition victory 80% of the time and 20 % remaining is for the third era condition victory.
[*]Acquiring and applying knowledge of crops is much more fun (and realistic) than Vanilla's model.
I agree with you. What is also funny, it is when I develop some new features like this one, it totally changes our way to play this game. So it makes the game different and partially new.:)
[*]Intermediate goals (reaching the next era not being a victory condition) provide for shorter feedback loops ("just one more era")
For sure, eras in the game provide an intermediate goal for the player. But it not enough, we planned to add a lot of king missions. Those missions will bring a lot fun for players. (Like stealing 100 goods in French ships)

For the other points you mentioned, I will write another post to answer you. It is a long post you wrote :D. But as I said, it is always a pleasure to answer this kind of questions/remarks.
Thanks again and I will answer you soon.
 
What is also funny, it is when I develop some new features like this one, it totally changes our way to play this game. So it makes the game different and partially new.:)

Absolutely true. I caught myself on several occasions playing along the Vanilla/TAC habits which really didn't make any sense in the DoaNE context.

...we planned to add a lot of king missions. Those missions will bring a lot fun for players. (Like stealing 100 goods in French ships)

Very nice. In the original post, I had wondered whether I should have mentioned that Europe-induced conflicts/wars in the new world should be added (they are both historical and friction-enhancing). These king missions could do the job.
 
In the original post, I had wondered whether I should have mentioned that Europe-induced conflicts/wars in the new world should be added (they are both historical and friction-enhancing). These king missions could do the job.
Yes, this is expected. European wars are also planned and will be combined with the spoils of war ordered by the king (Capture ships, blockade of a colony, plantation destruction, capture colonies, etc ...).

French :
Spoiler :
Oui, cela est prévu. Les guerres européennes sont aussi prévues et pourront aller de pair avec les prises de guerre ordonnées par le roi (Capture de navires, blocus d'une colonie, destruction des plantations, capture de colonies, etc ...).
 
Hi mwyeoh,
It is really strange. It is the first time I read this kind of issue. :(
Can you try to dowload the mod once again, because if you the patch it should works...

I still seem to be having the same problem...
Never mind... I will try downloading the game again at a later date when it has been patched a little more with AI improvements!

Keep up the good work!
 
Just a couple of notes. Love the mod so far. But for some reason cannot build the frigate and/or the ship of the line. Not sure if this is intentional.

Also the only other input i have is it seems like it is really hard to get weapons/guns/cannons. Why do all of the weapon buildings only produce 1 weapon per citizen. Seems a bit low to me?

See ya,
Bob

P.S also is there any reason why the processed goods are so low of value? It seems like since they would be "processed" they would be worth more?
 
So I was trying to add the frigate and the ship of the line to be able to be buildable again. I am having no luck though. It says that you need the shipyard to build it but it does not come up in the menu for building stuff on the city screen. Any ideas how I can make this happen. I was trying to add the Privateer back in as well with no luck.

Right now the auto explore is pretty broken. Is there any way to fix this? I was thinking one way to do this is to add a new terrain type that is black like the unknown terrain and then when you explore it and a turn goes by it hides it again. This way the auto explore still works and you get the desired effect of hiding it from the user? It is also really hard to tell where you have been before (which if you think about that unit would no not to re-explore a certain area.) Any ideas on this?

P.S on a side note is it still possible to do missionaries? If so how? if not is there any way to get converted natives besides burning the village to the ground.
 
Hello Bobisback,
Thank you for your comments ;)
But for some reason cannot build the frigate and/or the ship of the line. Not sure if this is intentional.
Yes it is. Players have to buy frigate and more advanced war ships for two reasons.
First, players have to paid a lot to have good fleet of warships. This makes it more valuable our ships. Then, in real life, Europeans didn't build war ships in the new world. I think they built some frigates but they belonged to the king.
Also the only other input i have is it seems like it is really hard to get weapons/guns/cannons. Why do all of the weapon buildings only produce 1 weapon per citizen. Seems a bit low to me?
I can understand it could be a little frustrating to only produce 1 weapon per citizen. In fact, it is again because of history. In the new world, the can't really produce a lot of weapons. They had to import it in Europe.
P.S also is there any reason why the processed goods are so low of value? It seems like since they would be "processed" they would be worth more?
[/QUOTE]
Same answer :D. Historical facts. Manufactured good produced by new world were were of lower quality than In Europe. They preferred to buy directly raw resources and make the transformation in Europe.
 
So I was trying to add the frigate and the ship of the line to be able to be buildable again. I am having no luck though. It says that you need the shipyard to build it but it does not come up in the menu for building stuff on the city screen. Any ideas how I can make this happen. I was trying to add the Privateer back in as well with no luck.
My bad, I hard coded this part in DLL file. (Shame on me :()
Right now the auto explore is pretty broken. Is there any way to fix this? I was thinking one way to do this is to add a new terrain type that is black like the unknown terrain and then when you explore it and a turn goes by it hides it again. This way the auto explore still works and you get the desired effect of hiding it from the user? It is also really hard to tell where you have been before (which if you think about that unit would no not to re-explore a certain area.) Any ideas on this?
You right, it is broken. I will try to find a way fix it for the next release.

on a side note is it still possible to do missionaries? If so how? if not is there any way to get converted natives besides burning the village to the ground.
It is not possible. But I will add it for the next version. It will be a more clever system. You will see ;)
 
Cool thanks for the answers. First question is when do you plan to have the new version ready?

Second question is there any chance I can get the source code so I can change the ships. I can understand the idea behind the ships but I still want to be able to build at least Privateer and maybe frigates.

I can understand the weapons production as well and I figured that is what you would have said. I just increased the 3rd tier building to do 2 per citizen. This makes it easier. The issue I was having even to have a small fleet (30 to 40 warships) it would take way to long to build the cannons for it. Europe just did not make guns/cannons fast enough.

The expeditionary force seems to be a bit small as far as the ground units go. Even with crappy gun production and nothing but swords I easily dispatched of the enemy ground forces. And of course his navy was ******ed hard to fight which I am sure was intentional, but navy is worthless if you have no ground units.

Is there any thought to adding different game speeds back in? I am guessing they where removed because of a technical challenge?

Last note I wanna make is about the AI. Is there any plans to improve it? I was quite disappointed by the AI in my last game. I just did a game with the TAC mod and I was blown away with how good the AI was in that one. They felt alive. They colonized everything. They built fleets. It should be at least a little possible to get this feeling in your mod?

Thanks,
Bob
 
Second question is there any chance I can get the source code so I can change the ships.

DoaNE has always had a series of good features that I have always liked. I haven’t tested the latest release, but I am sad it has lost one of the features that I liked, which is “communication of new discovered lands”. Nevertheless according to the log, they keep up many of the very interesting features that I love.

What I don’t like as a number-changing modder is that until now, you can’t adapt the mod to your taste. You have to rely on the developers to change these things for you.

There other mods though, where the code is there for you to make it fit your taste. What is more, the developers of the great Medieval:Conquest mod (M:C for short) are in the path to adapting it into the “Colonization Mod Collection” and have a common code for future developments, so that modders like me can pretend to make so interesting mods as DoaNE or M:C. Have you tried it?
 
Does anyone know how to define cargohold contents in WorldBuilder files? I've managed to create a DoNE map for which, somehow, none of the starting vessels have builder's packs.

...actually, how do you suggest making maps for DoNE? It looks like using WorldBuilder erases the starting builder's pack.
 
Hello everyone,

As promise, I present you the new version of DoaNE!

In this version, we have specially work on the AI but we have added also very nice features.

See the changelog below for the most curious of you. :)
Spoiler :
CHANGELOG DoaNE - V5.00 - May 2016
AI:
# AI thinks to do a third colony if necessary for his goals.
# AI thinks to redo a third colony if one of them has been captured.
# AI sets up one or several merchant fleet in order to sell all his goods production.
# Damaged ships go to be repaired in a drydock in Europe before get back to the ocean.
# A better land millitary defence of colonies (depends on the game difficulty chosen by the player).

AI - Peace and War:
# No units can attack during the war declaration turn.
# AI use different tactics to attack colonies :
- Plants destruction,
- Roads destruction,
- Kill most valuable units,
- Capture colonies,
- Do maritime blockades to colonies,
- Attacks fleets.

AI - Natives:
# Natives don't declare anymore wars against an european if he is not close to him.
# Natives cannot anymore destroy colonies that has more than one unit inside.
# Fights against natifs are not always lethal

AI - Pirates:
# Pirates come ealier in the game.
# Pirates hunt now closer of our coasts.
# Pirates can attack during our turn if the player meet a pirate.

AI - Sea:
# AI is looking for milittary fleets of players that attacks their colony or trade ships.
# Naval forces of AI attack players colonies in order to disturb trade routes.
# AI is looking for our merchant ships to rob or destroy them.
# AI sets up a naval force to stop a blocus on their colonies.

Victoires :
# Allow team victory systemwith areas

Statistics :
# Adding statistics for the player.
# Adding immigration statistics for players at the end of the game.

Colonies :
# In the TOP, picto is hidden "Influence mangement" on the first era.
# picto are hidden "Armory management" " Hospital management" as soon as this building are not built.


UNITS - FEATURES

# Agronomist can build forest on hills.
# An military ship can protect effectively 2 merchant ships. Beyond, pirates or ennemies can more easily attack merchantships in the fleet.
# Once a native contract is over, the name of the previous european colony is highlighted.
# Trade is more lucrative and natives give more differents goods during trades.

Help of the king:
# The naval escort given by the king comes earlier.
# The king can give us more warships if the pirates number is higher.
# Crews given by the king have better promotions.

Europe :
# It is now possible to load builder pack on a ship from Europe (you have to pay materials required).
# Automatic fleets don't go back directly after they arrive in Europe.
- With this break, ships sell et buy the programed goods,
- With this break, the player can load empty slots in the fleet,
- Despite this break, the fleet can arrive in the new worlf the following turn.
# Automatic fleets load european immigrants by respecting the arrival order on the dock.
# the recruit system is enabled once we have created our first colony.
# Creation of "immigration points" in Europe/Immigration that allows to force an immigrant to come from Europe.

Adding units - Natifs :
# Adding of 14 natives nations (Mayas, Tehuelche, Shuar, Huron, Zapotec, Guarani, Carib, Navajo, Algonquian, Machiparo, Mixtec, Muisca, Comanche, Toromona)



I hope you will enjoy this version.

Have a good game ;).
 
Last edited:
New version coming !

Dawn of a New Era v5.30 is released.



See the changelog below for the most curious of you.
Spoiler CHANGELOG DoaNE - V5.30 - Oct 2017 :

This version brings some bugs fix and interesting feature to make the game more stable.

Features:
# Give a ship or a wagon builder to Europeans if there is a third colony to do.
# Add new system to see what are required yields for native agreements
# Allow to players to automatically negociate with native agreements
# Add No_production Icon when the user is banned fron Native village.

Bugs Fix:
# Trade routes during war time does not work
# Do not block the game in multi when a human is transformed to AI.
# Fix Infinite loop with Trade routes and crash when one player is transform to AI.
# Give in the same turn an agronomist for all other player of the same team.

Adjustments:
# Remove king alert (increase army for revolution) if game mode is not revolution
# Do not display culture for the first era
# Improve AI relationship with Natives
# Do not receive a new ship if no colony
# Improve construction recommendation for AI and humans
# Ask for confirmation to unload a sailor

 
Hullo, there!

I'm not sure if this is the right place to ask this, but can't find a better one online. I've starting playing Dawn of a New Era, and came upon something a bit of a ways into the game (3rd Era). Not sure if it's a bug or some bizarre "feature" I've never seen before; also not sure if it's specific to this mod or comes from the vanilla game; but it does look buglike, so I thought I'll post here.

So, one of my colonies is not producing any hammers. Or rather, it IS producing them, but also immediately losing them. If I go into the colony screen, I can see my two carpenters creating 14 hammers each turn, as marked by the green 14 under the carpenter's shop. However, right next to that there's also a red 14 meaning that none of that production actually happens. If I hover the mouse cursor over the numbers, it gives a breakdown like this:

14 production
(breakdown of that)
14 lost because of lack of wood

The problem is, I have plenty of wood! More than 100 units in the warehouse, and my lumberjacks are producing 23 units each round.

Only one of my 3 colonies is exhibiting this behaviour. Removing all colonists from the carpenter's shop and placing them back in the next round doesn't fix it, and I've no idea what else to try. So, what is this? Is it a bug? If yes, is there anything I can do about it? A Google search produced nothing relevant.

Thanks in advance for any replies!
 
Hello @Arrowgrab,

You could write your post there, but in this thread it is working too.
First of all thank you for your feedback, with your issue description, I would say it is DoaNE bug because it is not a feature. But I never had this issue before.
Could you send me your save in attachment ?
It will help me to solve this issue.

Last thing what kind of building are you trying to build?
Maybe you need other ressources like cloth or tools and the message display is incorrect.

Thanks again for your message.
 
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