Recent content by jimjet

  1. J

    Measuring Garrison Revolution Support

    Ok, I won my first game without "cheating". :king: Dutch, huge map, Pilgrim difficulty (yes, I know :lol:), using the cannons aproach I mentioned before. Maybe it was the huge amounts of silver I sold but it was kinda of easy this time. Had a continent for myself (discovered the other...
  2. J

    Possible fix for overly large REF

    Its the 'REVOLUTION_EUROPE_UNIT_THRESHOLD' value the one you have to change NOT the 'REVOLUTION_EUROPE_UNIT_THRESHOLD_INCREASE'. For example if you set the value to 'REVOLUTION_EUROPE_UNIT_THRESHOLD' to 1000, you will see theres almost no REF grow. From what I understand the...
  3. J

    Measuring Garrison Revolution Support

    Thats why Im testing defending with cannons only. What Im doing in my actual game is this: 1)Like everyone seems suggesting, dont build bells until you are ready to independency. 2)Have a city with 3 carpenters building cannons and my other 3 cities as usual producing goods. 3)Defend all my...
  4. J

    Sadly, Grade "F" for Civ IV: Colonization

    The iAIKingUnitThresholdPercent value (thats the '200' value you talk about right?) for what I could see (correct me if Im wrong) is for the AI only. I guess when you increase or decrease that value what you do is making the AI independence harder/easier.
  5. J

    Measuring Garrison Revolution Support

    One thing I noticed its that cannons dont count towards the rebel percentage. So I guess on my next game Ill try defending with just cannons instead of using colonists with muskets and see how it goes.
  6. J

    Sadly, Grade "F" for Civ IV: Colonization

    I dont know if I should post this here or as a new thread in the mods section. But anyways, I found an entry in the GlobalDefines.xml file (Assets\XML folder) that seems to slow down the REF production. <Define> <DefineName>REVOLUTION_EUROPE_UNIT_THRESHOLD</DefineName>...
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