Age of discovery - Victory conditions

Jonson

Chieftain
Joined
Jul 5, 2009
Messages
1
Hello eveyone,

I'm a recent member on CivFanatics and also recent player of Colonization.

I recently downloaded the Mod "Age of discovery" which provides new victory conditons but there is no instructions on how to adapt my colonies management to those new victory conditions. For instance, I wonder how I can improve my prodcution rate per turn to achieve "industrial revolution".

Does anyone anybknow where I can read on how to improve my production rate per turn or where I can learn more tips on all those new victiry conditions ?

Thanks
 
Hello eveyone,

I'm a recent member on CivFanatics and also recent player of Colonization.

I recently downloaded the Mod "Age of discovery" which provides new victory conditons but there is no instructions on how to adapt my colonies management to those new victory conditions. For instance, I wonder how I can improve my prodcution rate per turn to achieve "industrial revolution".

Does anyone anybknow where I can read on how to improve my production rate per turn or where I can learn more tips on all those new victiry conditions ?

Thanks

Sounds like your doing better than I. I can't find out where the victory condition descriptions are located except the Independence war under Liberty Bells.
 
From the PM I sent Jonson:

Economic victory: total amount of traded goods. This includes buying and selling to Europe, natives, other colonies.
Industrial victory: total amount of produced goods in a turn. This represents the total production power of your entire colony for a single turn. This includes bells, education and all yield types.

Also note that the description is on the Dawn of Man screen.
 
I'm playing 1.11 and I am glad that the economic and production victory conditions were disabled. The numbers that the ai gets in the victory condition ledger have to be made up. I look at there undeveloped tiles on the map ad see that there is no possible way that the ai could have produced and traded this amont of goods.

I did like the idea though of obtaining a vitory without winning a WOI. Right now it seems that there is no way to compete with the ai and its high economic and production numbers though.

What kind of bonuses are added to the ai to let it get these high nubers? Is there a way to add these victory conditions back in, but make ai econmic and production numbers more realistic?
 
I never was a huge fan of the other victory conditions, I always disabled them as it seemed the computer colonies numbers didn't relate to their colony sizes.

Maybe a fun victory condition would be global domination... wiping out all the other euro colonies and natives. I know this is impossible given they always send more ships with colonists, but I think if you had like 95% of the new world population, that could perhaps trigger victory.
 
I'm playing 1.11 and I am glad that the economic and production victory conditions were disabled. The numbers that the ai gets in the victory condition ledger have to be made up. I look at there undeveloped tiles on the map ad see that there is no possible way that the ai could have produced and traded this amont of goods.

I did like the idea though of obtaining a vitory without winning a WOI. Right now it seems that there is no way to compete with the ai and its high economic and production numbers though.

What kind of bonuses are added to the ai to let it get these high nubers? Is there a way to add these victory conditions back in, but make ai econmic and production numbers more realistic?

Sorry to disapoint but the figures are not made up. That is how the AI is performing.
 
Does the ai get free goods that spawn in its warehouse or something? There must be some type of bonus because the numbers that I am seeing dont match the undeveloped, one pop, ai cities that I see in the early game.

The ai must start out with a large treasury, large stockpiles of goods, full docks, and no taxation. If not, then whatever bonuses it is getting make it very hard to compete with for FF, land grabbing, and the economic and production numbers.
 
Don't play v1.10 as it was very hard to keep up with the AI. Play v1.11 instead. :)
 
Hi.

I'm just discovering AoDII, very great mod that adds a whole new level of depth to the game. Great job ! :goodjob:

I'd like to come back on these victory conditions. Being a builder type, I was interested by the idea of an economic victory, as I have read it was meant for the players who like to build. However, if I'm not mistaken, it's the total amount of goods traded that counts: that means an unity of ore, wood or food is worth the same thing than a musket or any kind of manufactured good. Is that true ?

If so, it's really not encouraging to play a builder style: if you're a builder, you want to build a colony. It means you have to train specialists to harvest a specific resource and transform it with enough food to sustain them while they work. That's three people, to finally get something that's not counting more than food or ore or anything you could have with a single colon.

TBH, it just makes me want to disable the condition. Developping your colony becomes a handicap, you'd better harvest raw stuff and sell it a ridiculous price, it doesn't matter and you win. You don't become an economic power by taking stuff that grows on trees and selling it for 1 cent per ton. :mischief:

Is there any way to make so that the victory is determined by the total amount of gold earned from trades ? Instead of aiming for 100k unities of good traded, to aim for a specific amount of cash. This way, manufactured goods that are more difficult to produce but sell at a higher price would have an utility, and we could play a real builder game. Of course, to be accurate, the cash you spend to buy stuff sould be deducted from the total needed to win: this way, just buying muskets in homeland and sell it around wouldn't garantee a victory.

I'd really like such a victory condition. Is it a lot of work to code ? I admit I don't know anything about modding.
 
Top Bottom