Colonies IV MP beta test

Ok, some thoughs:

First of all, the initial phase of this scen is about MONEY. You'll be in a severe deficit (unless Dutch, who are democracy). To improve your goverment is your first task (go after Const. Monarchy). The list of goverment, their effect and the civs they're avaliable to are in the README.TXT

After switching goverment, you need to trade and trade a lot to mantain a good tech rate. Spanish starts with some commodities in America and the Philipines, and she need to take them to Europe (so, if you're Spain protect them even better than Madrid). England, Sweden and France should go in beer-hunting: beers hunted are transformed into a Furs comodittie, that should be take to Europe for maximizing money and science. The Netherlands are in a democracy and they don't run a deficit.

Remember that this game is about Colonies: the colonies will be very productive in the future, so it's up to you to mantain and develop them. In America you can terraform the land into Plantations (very very profitable terrain). For that, you'll need slaves (slaves=engineer, the unit that can terraform). Spain gets slaves from Central and South America Native units; England, The Netherlands and France (not sure about Sweden) get them from African units.

In Europe, your objetives depend on who're you playing:

-France: big, with a rich and beatiful land. Probably you'll want to take the south of france (still in Independent's hands), and after that, all your ways of growing are closed by the Spanish (the Spanish Netherlands at your North, the French Count and Italy at your east). Irlanda and North Africa could be other interesting options.

-Spain: Probably, Portugal and Italy are your main objetives. North Italy will be very difficult to defend, and the Spanish Netherlands, Luxembourg and the Frenc Count near impossible, specially against a French-Sweden alliance (or the like). Africa is also very interesting.

-The Netherlands: Not too much space for expansion, maybe some Independent's cities.

-England: Scotland for sure. Also Ireland, although some Catholic nations would like to enter in this game ;)

-Sweden: All the catholics (Haspburg) and Indepent cities in europe are at your hands.

In America, there are two zones: the Caribbean (Spanish dominated) and USA-south of Canada. It's up to you what you should do about these lands.

Remember that you can always use sappers to build fortress :)

About techs: State Constitution Army is a must, as the techs that will give a boost to population in the colonies (Civil Service and the like). Don't forget the tech needed to build trade units, that around 1700 will probe useful to every single player.
 
Yes, Steve is correct. (Except, I am not evil, just misunderstood...:D )

The Garrison unit in SP has been replaced with the Sapper unit, so Fortresses can be built for seiges etc. Food/growth is indeed hard under the Despotisms ("Monarchies") that most Nations are in at the start. One trick that you may or not be aware of is that under Despotism, if you can engineer a "we love the King day", you get a massive food bonus in some squares. It can often be worth dedicating a few citizens as "entertainers" to get this.

But, yes, the main goal should be to develop Constitutional Monarchy (Classic Civ Monarchy). Later governments are partly reliant on the Events, and certain national advantages/disadvantages. Read the PlayersNotes file that comes with the scenario for all that.

Sorry I did not post the game to you yesterday as advertised - I came down with a high temperature and migrane on Friday night and I am only just well enough to be typing this. I don't want to forget anything important (and I am holiday now until January) so I will post the files to you all tomorrow (Monday).
 
Yaro is also correct in what he says, and he has given a useful summary of the info in PlayersNotes, plus a few interesting observations.

State Commission Army is the tech he means, and is very important, but without it you can still make a reasonable showing with Firelocks, Royal Cannon, and the national cavalry unit applicable to your civ.

Money is indeed critically tight, for everyone except the Dutch. The Dutch have their own problems though, as they have a low population and have problems with troops away from home cities (unless they are based on Amsterdam, which has the Shakespeare's Wonder).

Some other ways to make money are:
Kill Pirates
Plunder Native Dwellings
Hunt Beaver (For French, English and Swedish) and ship the resulting Furs to Europe - after first homing them to a nice fat colony.
Sink enemy Carracks (this does not work for the Dutch - they are rich enough anyway).
Build Plantations by terraforming Swamp or Jungle with Slaves (to make the most of this you will need Legal Reform to build Courthouses, as well as Constitutional Monarchy or better). Plantations cannot be built in Europe.
 
Originally posted by Patient English
State Commission Army is the tech he means

:o Of course. Blame my bad english :o
 
I have about 1 k events space free now, as I have taken all Colonist and Farmer events-generation away, as Sappers can now be built to do that stuff. Quite a disadvantage for the English, there. Any suggestions for new inclusions?

Talking of events, I have added an event: some Native Clansmen appear from time-to-time in the Native Castle in Ireland (350,24). As mentioned above, the Swedish and Spanish now can make money from Piracy of enemy Carracks. Merchantmen are not money-generating in the same way (due to lack of events-space) but by the time those units start to replace Carracks you all ought to be at or near Constitutional Monarchy anyway.
 
What about more african generation?? I think that there will be a short of "slaves-war" in Africa between Dutch, French and Englishmen.

Or maybe a sweden-get-slaves event???

Or money or units generation for Austrians, in order to counter-balance the Swedish?
 
Just a final observation on the scoring. The points are calculated at the beginning of the scenario (Autumn 1630), and subsequent scores are based on this. Therefore, having a large starting score is a disadvantage, and Nations starting with more points have to accumulate them faster too, to stay competitive.

As mentioned, I am just recovering for a bad migrane, so I will stop posting now. Game files to be sent out Monday (including scoring spreadsheet) and threads to be started then. The French are the first to play, so whoever is French in a particular game can start when they are ready.

With the holidays upon us, I don't expect much movement for the first two weeks, so take your time to get used to the game before you start. Yaro is correct to note that other in house rules should be agreed before we start, regarding the use of CivDip, LazyCiv etc. I am easy (and ignorant) about these, so perhaps somebody who knows should post some do's and don't about their use...?

Regarding CivDip, there are "untradeable" techs that should not be swapped via CivDip or online. Basically, these are the "starred" techs.
 
Basically, Lazyciv is used to repair cities' production after AI changing them (basically, if you lost a city). The main problem of Lazyciv is that it changes the name of the longest cities. CivDip doesn't do it, correct a little few things more than production, and is runnable in MAC (well, except in Henrik's MAC :p)

I'm not saying that Lazyciv is bad; I've been inspired by this utilty to do the repair part of CivDip :b: :b:

If you want, I can write a little how-to about reparing your productions...

(BTW, I'll be out both tomorrow and the day after)
 
Yaro, I'm really excited about your program. I've used version 2 for some time, and i'm sure the new version will make Lazyciv obsolete ;) Like you said, Lazyciv had some issues with it, but up untill now it's been the only alternative.
 
And by the way, thanks for the list of tips. I really appreciate it.

John, the scenario is incredible. It certainly will be one of my favorite PBEM scenario on my computer.
 
Thank you, sas. The English version of CivDip 3.0 is ready to be published, but not the translations and I'm awaiting until returning from my trip (and receive the translations) to end them. I hope I'll release it before the end of the year, but I'm not sure.
 
Sounds like it will be ready well in time for the Tourney to get really under way. We are unlikely to be taking each other's cities in the first 2-3 moves (except if Steve can get ahold of mine, somehow..:D )

It does sound like a very useful tool, and I'm sure the whole PBEM world owes Yaro big-time! :goodjob:

Thanks for the kind words, SAS. I will be sending the latest version of the game to you all today, along with the scoring spreadsheet and a note of any last minute changes.

Yaro, I have built-in your events-suggestions. There is a new African Slave unit appearing (at a 4:1 chance) near Tadmekka, and another in the Atlas mountains.

The Swedes and the Dutch can also capture slaves, but all native slave-generating units (Africans, Caribs and Indians) are now tougher fighters, and move faster.

There is also a Ritters-generating event for the Hapsburgs in Vienna or Prague, to make them tougher opponents.

I have added some more Pirates. Some "Native" ones will appear in the hills behind the Spanish Main (Cartagena Indias), and now the English and French get one to start and one or two more on a very low chance (1:70). However, Pirates are less powerful now, so Spain should not suffer from them so much. It will be interesting to see how people use their "Paradrop" capacity for making sudden descents on unsuspecting colonies! The French particularly will find it easier to get some Carib Slaves right at the beginning. However, once they "drop", there is no French ship in the Caribbean in 1630 to retrieve them....

The Dutch have it a bit easier, they have two starting Pirates and a nearby transport to each and can get Carib and African slaves from the start. However, they get no more Pirates via events, as I have run out of available triggers even though I have enough bytes left. The English have a transport not too far away from their Pirate, but they cannot benefit from killing Caribs. The Pirates are still quite strong against early-era units (Pikemen etc) but do not ignore city walls (and have quite a few problems with Stockades).

I think these "National" Pirates will spice up the early moves of the game, and get a bit of slave aquisition under way.

The French now are the first movers in-game, as well as the first to move in a given turn. (It used to be the Dutch, for reasons I can no longer remember!)

The only other change I can think of is that my reading tells me that Maderia was a very fertile island and a big sugar plantation, so now it is. It is held by the Portuguese (Independents:Funchal).

Oh yes, and the Spanish get to benefit from sinking/capturing enemy Carracks.
 
One question about the initial setup of alliances and relations.

Do we start out with the alliances that was in place at the time, or do we start from scratch? I did some reading on the period yesterday, and i guess some sort of initial "setup" should be in order.

Have you guys talked about this?

EDIT: Clearly, anything can happen over time, no matter what we start out with :D
 
I don't think any pre-conceived alliances are valid in a PBEM. By all means follow the historical period if you wish - I have set the game up to reflect this as much as possible in SP mode - but each King (or Chancellor) must make his own diplomacy.
 
I'm also against fixed alliances. IIRC in France, for instance, there were two parties in this age: the ultra-catholic party, that wanted to supress the Edict of Nantes and ally with Spain and The Holy Roman Empire and the pragmatic party that wanted to ally protestant in order to counter-balance Spain. Richelliu went against protestants inside France in order to please the ulta-catholic, but when he had the oportunity, he swichted to the pragmatic party.
 
One other change to note: as we will be playing at Governor (King) level, I have increased the unhappiness factor by one. This leaves everyone close to a rebellion somewhere or other, although only Grenoble will rebel (against the French) on move 1.

I have rehearsed the reasons for this precarious state of Civil near-unrest many times now, I'm sure you will all be happy to take on the additional challenge! :D

EDIT: I've rethought this, the unhappiness factor is back at 6, and the riot factor is increased a bit from 16 to 20 to allow the bigger empires to hold together a bit better.
 
Originally posted by Patient English

EDIT: I've rethought this, the unhappiness factor is back at 6, and the riot factor is increased a bit from 16 to 20 to allow the bigger empires to hold together a bit better.

John Im astounded!

You must be getting soft in your old age! :)

I do hope you are feeling better, and that it is NOT the flu. Dont know about Europe but the talk in the States this year is we are going to have a very potent version of it, numerous people have died already. So if it is the flu get treatment soon, dont think you can just tough it out.:eek:

How are we going to determine whom plays plays what Civ in each game? :confused: Since I haven't done jack sh1t yet to get this going do you want me to work up a potential list? Its a quiet day at work and I could handle that I think. John all I would need right now is the proper turn order and I could get going on that.

Two more things, alliances should be at the descretion of the players at the start of each game and we should use Yaro's new utility although I have not had a chance to test it out yet.
 
I don't think it is the flu - it is just about over with now, thanks. Probably more a drinking-related injury, if truth be known :o However, there has been a very nasty flu-variant in England this winter, there have been many deaths amongst the old and very young, and some of my London friends have been pole-axed for weeks.

The unhappiness is still a factor, especially if you are the English, French or Spanish and have your starting Happy Wonder obsoleted - but is is not quite so crippling now, so not every unit has to be kept at home suppressing the peasants and there is a small surplus for offensive action! You're right, I must be going soft! (Makes for better fun in MP, as long as happiness is still some sort of factor to consider.)

I am building in the player-nation line up in each game to my scoring pack, and I am trying to mix it up a bit so old enemies won't always be pushed into opposite corners....Should all be out in a few hours. Steve, which of your emails is current - the the com...at bluemarble, or the knap..at bluemarble. Or do you still use the .mil one?
 
John for passing files please use:

conmcb25NOSPAM@bluemarble.net.

You can use the: Knapowski_seabeeNOSPAM@crane.navy.mil, but we have a completely new network and computers now with lots more security so it best I do NOT get files there.

I have better 24 hour access to bluemarble anyway.

Ok John as long as you have it handled, Im OK with it. Just try to make sure the one Im France in you are England, for obvious reasons............. ;)
 
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