Civ 4 Colonization : new deal !

M07

Prince
Joined
Mar 29, 2009
Messages
514
Location
Canada
Civilization IV Colonization is a good game but its structure is too basic to attract players long term.

Those of us who have experienced disappointment in discovering Colonization in 2008 and the disappearance of more and more of fans, we have to understand that the game deserved a serious upgrade and a big substantive work.

Like many people, we had a clear idea about the development of a mod. This culminated in the birth of "Dawn of a New Era". You can download here or if you had a pb here.



Dawn of a New Era "traces the colonization of the New World.

We kept the period and a part of Colonization conception, the objective of DoaNE is to amend certain aspects to make the game more relevant.

DoaNE takes into account the chronological period spanning 300 years in providing the context and the evolution of military units.

The addition of new buildings allows the development of resource management more complex.

The diversity of equipment of military units and the special units permit to provide additional help to Colonization a more strategic scale.

These changes provide different perspectives where management and strategy are more important than ever.

"Dawn of a New Era" is in permanent evolution, enrichment continues!

Below there is the changelog of the last version:
Spoiler :
DAWN OF A NEW ERA VERSION 1.34 English :

Autors : M07 (Concept & mod)
Dazio (Concept & graphics)
thanks to Robert Surcouf, Invock (Main Menu), Aymerick, Deliverator.

1. Changes

To begin the colonization
You have a ship with 3 units on board
. a convoy builder
. a pioneer
· an arquebusier
This soldier has muskets and 100 ammunitions .

Successive versions of DoaNE had weakened the military capabilities of nations IA. Corrections were made to increase the number of military units and make the nations managed by the AI more aggressive during a war.





A / Conceptual Change:


Integration phase which will straddle two eras.
For version v1.34, two phases are present, through diplomacy with King:
Phase 1: The reign of privateers,
Phase 2: The end of the reign of privateers.


The statesmen will have three distinct roles:
· Labor Organization (up to 50%): Statesmen have a primary mission to organize the work in the colonies. More you have a good organization, more your level of production increases. This is totally independent of the rate independence.
· Development rate of Independence: As before, the statesmen generate development rate of Independence, yet every colonist individually grow and maintain its level even if it is moved to another colony. In addition, units outside the settlements would penalize the most
independence rate (Troops military, explorers, pioneers).
· Development of the influence of territory (no change).


Arming of military units on land and sea.
All military units must be equipped to fight.

The soldiers and dragons should bring muskets and ammunition.
Artillery units and ships of war should bring muskets and ammunition.
These munitions were consumed during each fight.
You will absolutely provide convoys during your military campaigns land to supply the artillery units such as soldiers and dragons. Ships will return to a colony to recharge its reserves.
Ships:

The warships will require more than muskets for their manufacture. They are built by the work of carpenters and input tools.
However, warships are mere empty shells devoid of a military potential. To acquire this potential fight, you will be armed with cannons
and ammunition in addition to the crew previously required.

Warships bought in Europe are however fully equipped for battle.


Sale of vessels:

You can now sell the vessels are no longer of interest to you. They can be sold either in Europe or in one of your coastal settlements.

The sale price is 50% of the purchase price for merchant ships.
The selling price of warships is also 50% but is based on its equipment in guns.




Travel Europe / New World:

You can choose the direction of destination leaving from Europe.
In the New Continent:
You must first define a "Seaway", in placing you with a ship in a plot "ocean" of your choice and clicking on the "Sextant"
located in the bottom of the screen. You can remove this "Seaway" by going on the same plot and clicking on the "Sextant" with red cross.
The boxes "Seaways" are symbolized by circles with black boxes "ocean" and are only visible by you or your team.
You can have 10 "Seaways" different and change at will in Europe across.

In Europe:
When you go to Europe for the new continent, you can always choose to start from where you came from, or click on the "Sextant" and start
a window where you can find these Seaways to target a course through pre Seaways.

You can name these Seaways as you see fit.


Prices and access to goods:

Access muskets: The muskets are now available from the beginning of the game but the price is very high.





B / Additions units:

- Naval Escort:
Vessels "Naval Escort, the equivalent force of privateers to fight against possible attacks throughout the latter part of
Thurs
You can change the use of these vessels by requesting a letter of marque to conduct operations filibustering. An icon "flag exchange"
(represented by a black veil) command to change this status. The same icon, represented by a beige veil, makes a return to the status of "Escort
Naval.
Armaments Naval Escort: 20 cannons/200 ammunition


- Experienced ArtilleryMan: This unit can be an artillery unit with the same bonus unit "Experienced Soldier". ArtilleryMan Experienced
must be equipped with 40 cannons and ammunition to be functional and takes the form of an artillery unit.



C / Additions to Professional:

- ArtilleryMan: The ArtilleryMan is equipped with cannons. There are two artillery units in the game
Artillery unit artilleryman with experienced (Blue Uniform)
Artillery unit with basic colon (brown uniform)



D / Modifications units:

Measures concerning reloading ammunition are active only from the level "Conquitador. Before this level, the ammunition is not available in Europe and
your military units (soldiers, artillery and ships) are functional without their use.


Ships of War (Naval Escort / Frigate / Ship of the line):
These vessels are now empty shells in their construction in your dry-dock and shipyard.
When one of these vessels will be built, you will need to equip cannons and ammunition to enable him to fight.

Armament required for Naval Escort / Capri: 20 cannons/200 ammunition. 20 ammunition consumed per volley.
Frigate armament required for 50 cannons/500 ammunition. 50 ammunition consumed per volley.
Armament required for Ship of the line: 80 cannons/1000 ammunition. 80 ammunition consumed per volley.

Warships consume ammunitionn in attack and defense.
Each cannon board consumes 1 unit of ammunition for combat.


privateer:
You can have privateer if you transform a naval escort with the "flag exchange" icon (represented by a black veil). This
operation will take place in one of your colonies and immobilize your ship for the turn.
Patch: Privateers can no longer contact the opposing powers and Indian nor be responsible for a declaration of war.
Privateers can not go in the colonies or in opposing the Indian villages for repair.


Artillery:
Armament required Artillery: 40 canons/200 ammunition. 40 ammunition consumed per volley.

Soldiers:
Armament required for soldier 50mousquets/100 ammunition. 10 ammunition consumed per volley.

- You can now arming soldiers swords (tools) all through the game without any constraint.

The soldiers are now the following names:
1st generation: Swordman
2nd generation: Arquebusier,
3rd generation: Musketman,


In the case of lack of ammunitions, your unit will lose its offensive and defensive potential in terms of what he will.

Ammunition is an important resource to ensure the potential of a military unit. You must ensure that they never run out on pain of seeing your
unit reduce or lose its defensive and offensive potential.

For example:
A soldier who still 5 ammunition (usually 10 ammunition for a round) has a potential cut in half, or 16 / 2 = 8 real power plus the
percentage of promotions.


Marauder:

The Marauder has 2 modes now.

· Stealth:
Allows movement without having to fight: In stealth mode, the Marauder can move safely to engage in combat unwanted. Must
however, always careful not to get caught by an explorer or a seasoned scout and marauding enemy on enemy territory.
Allows espionage: The marauders are automatically in stealth mode when they enter a colony opponent you can, by double-clicking
on it, view the buildings, products, goods stored.
This ability is active even in wartime.

· Hostile:
The activation mode Hostile up your Marauder in clean, aggressive position to capture the pioneers, treasures, famous generals and sabotage
adverse improvements.
In all cases, the Marauders can no longer trigger war by crossing into enemy territory.


Patch: Marauders can not contact the opposing powers and Indian nor be responsible for a declaration of war.



E / Additions to buildings:

Tavern:
The tavern can be built in a coastal colony. Subject to bring rum, it can attract criminals in the colony where it is
present.
These units are perfect for train crews of ships or enlist as soldiers or artillerymen.

Rapid recruitment depends rum allocated per turn and the number of tavern you have.



F / Modifications to Buildings:

Armory: From now on buildings of weapons can make muskets, cannons and ammunition.
The armory allows the manufacture of ammunition and muskets,
The following upgrades can start making the resource "Cannon"
A window management controls the manufacture of these products according to your needs.



G / Adds resources:

Two new resources are present.
Canons: Production possible from the presence of a store, allow guns to arm the ships and artillery units.
Ammunition: Essential Resources to allow your military units to fight, they can be manufactured in mass from the presence of a gun in a
colony.
Random storage warehouse: 1000 units
Storage and warehouse: 2500unités,
Storage warehouse with expansion: 5000 units.



H / Feature Additions:

For Marauder: Hostile Mode and Stealth Mode.
For weapons: Management of the arsenal,
Warships: arms management,
For Escorts Naval / Privateer: New Flag "Naval Escort / Privateer",
To the Tavern: Management of the allocated quantities of rum.
For sea crossings: Management, creation / deletion of Seaways.
 
Woow! It sounds really great! I will test it tonight !
I had abandoned this game since some months :p.
 
I had abandoned this game since some months
I would have done like you if I did not create this mod.
I hope you will like to play with it. I put regularly new online versions. So, don't forget to look if a new version was launched!! ;)
 
This sounds interesting. I've played CIV for many years now and have seen that the creators have given the players many tools to extend and modify the game. I didn't know that you could do this much, though. I am looking forward to giving it a try. If I like it I might hit you up for some tips on creating my own mod ;)
 
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