Resource icon

[MODCOMP] Slavery Market. The Orient. Port-Royal. 2016-10-05

Slavery Market. The Orient. Port-Royal.
beta 0.1


About:
This mod is mainly based on the "Triangle Trade" mod by Dom Pedro II. I adapted a part of his old mod for Civ4Colonization with 1.01f patch, added two additional screens and made number of required changes and corrections. Later I plan to incorporate this mini-mod into a large "1492: Global Colonization" mod. However, now I am releasing it as a separate [MODCOMP]. This will facilitate its integration in the modes of other authors.


The basic idea of a mini-mod:

In the late 15th century the search of new naval ways to exotic "India" leds to the discovery of the New World. However, the true purpose of the search was just India, or in a more general case "The Orient" that particularly included regions that used to be known as Persia, Mesopotamia, Asia Minor, later South, Southeast or East Asia. By the late 19th century, the term usually referred to China, Japan, Korea and surrounding nations while the British colonists frequently used it when speaking of India.

New European colonies founded in the New World required a large number of cheap workers. Initially the flow of European settlers was very small. To fill this gap could "Slaves", which in large numbers began to import from Africa in the New World.

The development of European colonies in the New World opens the Golden Ages of of piracy in the Caribbean region. Port Royal founded in 1518 provided a safe harbour initially for privateers and subsequently for pirates plying the shipping lanes to and from Spain and Panama. Buccaneers found Port Royal appealing for several reasons. Its proximity to trade routes allowed them easy access to prey, but the most important advantage was the port's proximity to several of the only safe passages or straits giving access to the Spanish Main from the Atlantic.The harbour was large enough to accommodate their ships and provided a place to careen and repair these vessels. It was also ideally situated for launching raids on Spanish settlements. From Port Royal, Henry Morgan attacked Panama, Portobello, and Maracaibo. Roche Brasiliano, John Davis (buccaneer), and Edward Mansveldt (Mansfield) also came to Port Royal.

Unfortunately, all these very important elements are totally absent from the Civ4Colonization. This mini-mod partially compensates for this shortcoming.


"Slavery Market. The Orient. Port-Royal" contains the following elements:

1. Slaves and Slavery Markets

Slave:
- cannot Build Settlement;
- cannot be educated inside the city;
- can be Soldier; (this option is open for Slave unit because now "Slave" has no possibility to escape);
- requires 1 Food per day;
- produces +1 Food, Lumber, Silver, Cotton, Fur, Sugar, Tobacco and Ore comparing to the European colonist;
- produces -1 Cloth, Coats, Rum, Cigars;
- produces -2 Tools and Hammers;
- cannot produce Muskets;
- produces no Bells, Crosses, Education;
- can gain independence, if he will be trained by natives in any specialty in any native village.

Slavery Markets:
Slaves can be bought in Africa, the Orient and Port Royal. Very rare Slaves become available in Europe at very low price.

2. New screens: Africa, the Orient and Port-Royal

Africa is the main and permanent source of slaves for the New World. Some Europeans goods could be sold in Africa with a good profit. You can compare European and African prices and buy some goods in Africa.

The Orient: in current version this is also a source of Slaves. Only few Europeans goods could be sold on the Orient market with a good profit. You can compare prices on European and on the Oriental markets and buy some goods.
Later when new exotic Oriental good (silk, species, tea, porcelain) will be introduced in the "1492: Global Colonization" mod the Orient will be a cheap market, where such goods could be bough at rather low price. Then these Oriental goods could be sold in Europe with a very high profit.

Port-Royal: in current version this is also a source of Slaves, criminals. Taking into account the American origin of tobacco "Tobacco Planter unit" are also available in Port-Royal. Only in this city the player could buy Privateer ship. Some Europeans goods (Rum, Cigars, etc.) could be sold in Port-Royal with a very high profit.
Later Port-Royal will be a source of Pirate Captains and Buccaneers.

3. Loans

Possibility to loan some money at some procent. Very useful feature in the beginning when money are very limited.

4. Sell units in Europe

You can sell for instance your ship in Europe.

5. Slaves and Treasures cannot reveal map.

Both Slaves and Treasures can move only on already discovered territory. Absolutely crazy situations when one treasure can reveal all continent or even to "Speak with Native leader" here are fully excluded.


Download here:

File: Slavery_Market.rar
Size: 10124 KB

Buy option fix: View attachment 249732
Copy three files (CvAfricaScreen.py, CvAsiaScreen.py and CvPortroyalScreen.py) from this archive in ..../Slavery Market/Assests/Python/Screens directory. Older CvAfricaScreen.py, CvAsiaScreen.py and CvPortroyalScreen.py files will be exchanged on three new ones.
Now you could buy goods in Africa/Orient/Port-Royal. My special thanks to Androrc the Orc, who found the solution.

Installation:

1. Unpack in \Mods directory.

Sample:
Spoiler :
C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods.
If Mods directory is absent, please, create it.
Correct location is here: C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Mods\Slavery Market.
2. The loading through "Advanced" and "Load a Mod".

This is fully English version. Last official 1.01 patch must be installed to play "Slavery Market. The Orient. Port-Royal" mini-mod.


Next possible steps in mod development. Need help of modders!

1. Some improvement map generatiors used in the Civ4Colonization.
Sometimes not all new regions (Africa, Orient, Port-Royal) appear on the maps generated by standart A_New_World.py and Caribbean.py. I especially added in the PublicMaps directory Earth32.py, where practically all the time all new regions are available. Please, remember that "Europe" and "The Orient" are available in Northern hemisphere, Africa and Port-Royal in Southern hemisphere.

2. New possible options for Slaves.
At the moment the slaves have three available options:
- can work as Slave units with their +/- productivity (+ in food and raw materials output, - in the final goods production).
- can be educated inside native villages and thus gain his freedom and get new profession.
- can be cheap soldiers.

To my opinion some additional options for Slaves could be added.
For instance:

2.1. The possibility to escape from the city and to start destroy players improvements.
Example:
Spoiler :
Turn 1. The escaped slave left his working place inside city, appears on next to city tile and became enemy for the player.
Turn 2. The player has two possibility: or to send his armed unit (soldier, armed colonist or scout) and to catch the escaped slave with, for instance 50% on success; or let to his slave to run.
If the player don't try to catch his escaped unit, the slave can destroy the improvement on the tile where he is located at the moment. For instance, Farm, Mine, Plantation. etc.
Turn 3. The same options for player and slave. Or to catch slave and return him in his city, or the slave continue his actions. Etc.
Thus, we could create some problems for the player who use slaves. Some military units all the time must be in the city to prevent slave escapes and to catch slaves if they escape anyway. Algoritm of realization could be different, however, I guess the main idea is clear: Slave can escape and start destroy players improvements.
Of course, if "escape" possibility will be realized, the slave unit cannot be used as Soldier in the city.

2.2. The possibility to grant freedom to his slave for money.
The player could have some possibility to grant freedom for his slave despite this is historically incorrect for XVI-XVII centures. Of course, this action must cost some money, however, as bonus the player will have a free colonist plus probably will get for instance 50 or 100 free Bells.

3. New screen for Native (city) trading could be added.
Now we can only buy few goods from natives and sell them also some European goods.

Probably, somebody decide to make Native City screen, where we could exchange European goods on some goods from natives. Not to sell and to get money from local natives (why they have money? from where?), but naturally exchange, for instance: 1 tool = 5 furs or 5 tools =1 fur. This detail would be historically much more correct that the current variant.


Information for modders:

Spoiler :
Modified source codes are collected in CvGameCoreDLL directory and included in the archive.

All changes in source codes are marked with markers.

Markers of Dom Pedro II are

Code:
	/*** TRIANGLETRADE

My markers are

Code:
	/*** KJ ADDON START ***/
and
Code:
	/*** KJ ADDON END ***/
This version needs to be tested for stability and balancing. Everybody are welcome to join and participate in this mini-mod development and improvement.


Credits

My credits to Dom Pedro II for his old, but very interesting "Triangle Trade" mod and to Androrc the Orc, who found how to "Buy" goods in new cities.


Screens.

Main screen and new buttons



Europe



Africa



The Orient



Port-Royal



Game concepts


Africa:

The Orient:

Port-Royal:


Slave and his features



Loans



Idea of intercontinental trading.

  • titled_YOJ.jpg
    titled_YOJ.jpg
    67.2 KB · Views: 260
Author
KJ Jansson
Downloads
1,568
Views
1,568
First release
Last update
Rating
4.00 star(s) 3 ratings
Top Bottom