Common Sensei
Warlord
- Joined
- Nov 2, 2005
- Messages
- 262
I'd throw in how new colonists born from food surpluses are always Tories regardless of rebel sentiment.
Ah, yes. That's another thing that needs to be fixed. I don't remember if I already said it here or if it was in some other thread.If you make Pioneer from him he'll have zero unit strenght.
I mentioned the natives can't 'cash in' treasures due to their cultural principles. What do I mean with this? Treasures are generally golden artifacts and other relics that are very valuable to the Europeans, but sacred to the natives.Code-wise, let the Indians automatically cash in the treasures when they return home at a 0 percent tax rate. While this doesn't do much NOW, it does get 'rid' of the treasure, and could allow an income option for 'play as native empire' mod.
(Okay, these ads are annoying the heck out of me now... stupid UGO)
I mentioned the natives can't 'cash in' treasures due to their cultural principles. What do I mean with this? Treasures are generally golden artifacts and other relics that are very valuable to the Europeans, but sacred to the natives.
Given they're not simply gold coins, they would refuse to use them as currency, and most likely stash them for safekeeping ('destroying' the treasure unit). I don't think it'd be a valid income source for a hypothetical 'play the natives' mod, given the indians wouldn't loot and desecrate the relics of their ancestors to make themselves richer.
The treasure unit has a guy pulling a cart filled to the brim with gold bars, but I don't think the artifacts and valuables would've been smelted before reaching Europe (or at least a colonial settlement). It's not like the scout robbed Fort Knox.![]()
I doubt they'd sell the jewels. They'd be much more valuable as a symbolic trophy. The same would probably happen between opposing tribes, from my point of view. Sometimes something that represents "haha, we proved superior to you" is much more valuable than the actual material value of the jewels, gold and silver.subanark said:If France invaded England and stole the crown jewels they would either keep them as a trophy or sell them off.
Hmm. If colonists can be either tory or rebel (nothing inbetween), I think each one born in a colonial settlement should have an X% chance of being rebel, where X is the percentage of sentiment in the city.xxhe said:2. Those colonist born in the new world should at least have 50% rebel sentiment.
That's because unit strenght is not tied to unit itself, but profession.
When Veteran Solider has Solider proffession it gets +3 unit strenght. If you make Pioneer from him he'll have zero unit strenght.
Those strategies aren't mutually exclusive.Has anyone else found the religion immigration to be a bit light (even with the English)?
I built a church and put in a couple firebrand preachers but after 50 turns had maybe 10 colonists from that. That's with building more churches, upgrading to cathedral and some religious FFs during that time frame.
I know it's not col1 but the balance makes playing an immigration tactic worthless compared to a trade and buy specialists tactic... doubly so when you consider the construction time for the church and less desirable immigrants (servants and criminals).
Oh, also, there's something that's been bothering me for a while.
I read that REF units can attack your settlements directly from their MoWs (and allegedly without suffering any penalties). This definitely shouldn't be possible, as amphibious assaults weren't even on the drawing board back then. I can't imagine an attack led by lots of slow, extremely vulnerable rowboats, crammed with soldiers, against a coastal fortress being anything but a complete and utter disaster.
Those strategies aren't mutually exclusive.
You can trade and buy specialists while keeping your churches staffed and drawing free immigrants to you.