Recent content by Acheron81

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    Adding more Yields? [IMPLEMENTED]

    I wasn't thinking of modern factory farming, I know that's not how it used to be done. If anything I'm relating it to hobby farming which is not that different from the traditional way. The main distinction I'm trying to make is not indoors vs outdoors, it's space. Grazing animals require...
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    Adding more Yields? [IMPLEMENTED]

    Cool. :) I like the more generic name because it represents the slice of the population that were shopkeepers. Then if you ever decide to add more professions to the market building the Master Merchant could get a bonus on those as well.
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    Adding more Yields? [IMPLEMENTED]

    I wasn't thinking literally in the town, but more abstractly like the current STABLE building is probably on the outskirts of town. I thought it would give the player more options to have certain livestock that could be produced "in town". For example what if you had a colony on a small island...
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    Adding more Yields? [IMPLEMENTED]

    Hi Ray, I'll weigh in on this: B) Breeding Pigs. I get that this will make wetlands and marsh tiles more valuable and distribute the livestock yields more evenly. Would you consider this idea? Make pigs produced in towns, rather than on pastures outside of town. We could add a worker slot to...
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    More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

    Looking good. So will grassland be the wettest tile you can find in the temperate zone? For example from wettest to driest Grassland/Plains/Rock Desert? How much work would it take to make the Faire Weather map generation script work with this? I bet it would make some very realistic looking maps.
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    More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

    This is excellent! :woohoo:I have always wanted more terrain types in civ/colonization. They started down that road with the first colonization and the "mixed forest" and savannah terrains but then reverted back to the old plains/grassland standby in colonization 2 for some reason. This will be...
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    Question regarding possible slaves vs experts balance

    Ok so we want to reflect that slavery is being phased out in the late game, I get that. But I still don't understand where this god-like master planter comes from. Why should he appear just because you reach a certain point in the game? Era based bonus I don't like this for reasons stated...
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    Question regarding possible slaves vs experts balance

    This is what I had in mind also. Just a minor rebalancing of existing units, not creating any new ones. By ages, are you referring to before and after the revolution? What happens in the 2nd age to the bonus for the non-native plants? I agree this would make things a bit more realistic in...
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    Question regarding possible slaves vs experts balance

    I like the idea, but I think the devs are signaling that we should implement it ourselves and then maybe it will find its way into WtP in the future, or not. Maybe a rebalancing is something modmod would consider adding to his version? I would try it myself but I want to finish the project I'm...
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    Idea: selling slaves/criminals/prisoners and possible new unit, PoW

    I agree. Currently the production modifiers for cash crops go like this: Expert Planter +3, African Slave +2, Native Slave +1. Maybe it should be rearranged like this: African Slave +3, Native Slave +2, Expert Planter +1. If this makes the slaves overpowered then the price for them can be raised.
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    Idea: selling slaves/criminals/prisoners and possible new unit, PoW

    I believe the reason this request comes up all the time is because slaves aren't very useful. Players want to unload them and it seems logical that they should get something in return since they had to pay for them or attain them in war to begin with. It could be fixed with a little bit of...
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    Adding more Yields? [IMPLEMENTED]

    Coming late to the discussion but I wanted to cast a yes vote anyway. Personally I would rather see more yields even at the risk of having a few that are unpopular. There are still several historically significant goods that really ought to be in the game: Rice is an important one. Personally I...
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    More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

    The vulture could indicate that there is game nearby, hence the +2 food bonus? Other possibilities for a food bonus in the desert could be jackrabbit or quail.
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    More Terrains / Terrain Features / Bonus Ressources [IMPLEMENTED]

    Hi guys, Wow! These new features look really good. This mod is turning out to be incredibly detailed. Truly a total conversion from vanilla colonization 2. I want to apologize for my long absence with no updates. My last post here was in September after which I got super busy at work and had...
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    Just an idea about slaves

    Thanks. I’d be happy to create some more. :) For now I’m going to keep working on my map. It”s nearly finished, just needs all of Brazil :sad: and maybe some cleanup of other areas. If I come up with any good events I’ll test them out and submit the best ones to you for review.
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