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Colonization Mod for Civ IV

Discussion in 'Civ4 - Creation & Customization' started by jhsveli, May 18, 2006.

  1. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    PEDIA.TXT
    Part 1
    Spoiler :
    ;
    ; COLONIZATION Colonizopedia Data
    ; Copyright (c) 1994 by MicroProse Software
    ;
    ; Altering the contents of this file may cause the game to
    ; malfunction.
    ;
    ;

    @; Colonizopedia categories

    @PEDIA
    Cargo Type
    Unit Type
    Terrain Type
    Colonist Skill
    Colony Building
    Founding Father
    Game Concept

    @MISCELLANEOUS
    12
    Disband
    Fortify
    Plowing
    Roads
    Sentry
    Trade Route
    Veteran Units
    Prices
    Taxes
    Liberty Bells
    Crosses
    Hammers


    @; *** FOUNDING FATHERS ***

    @; ECONOMICS AND TRADE

    @; Adam Smith
    @FATHER0
    @width=300
    ^{Adam Smith (1723-1790)}
    British economist who published the first major work of political
    economy, "An Inquiry into the Nature and Causes of the Wealth of
    Nations," which was a detailed examination of the consequences of
    economic freedom.
    ^
    {Adam Smith allows factory level buildings to be built in the colonies.
    Factories allow the production of 1 and 1/2 units of manufactured goods
    for each unit of raw materials.}

    @; Jakob Fugger
    @FATHER1
    @width=300
    ^{Jakob Fugger (1459-1525)}
    Extremely successful German merchant active in early import and export
    business from the East Indies. Exceedingly rich, he loaned money to
    Emperor Maxmillian I of Germany.
    ^
    ^{When Fugger joins the Congress, all boycotts currently in effect are
    forgiven, without back taxes. Trade in these goods may be resumed at no
    cost.}

    @; Peter Minuit
    @FATHER2
    @width=300
    ^{Peter Minuit (1580-1639)}
    Director-general of the Dutch West India Company's colony in America,
    he bought the Island of Manhattan from the Indians for $24....!
    ^
    {Once Peter Minuit joins the Continental Congress, the Indians no longer
    demand payment for their land.}

    @; Peter Stuyvesant
    @FATHER3
    @width=300
    ^{Peter Stuyvesant (1610-1672)}
    First successful governor of the Dutch colony of New Amsterdam (New
    York), he ruled harshly and promoted increased trade and increased
    protection of New World interests.
    ^
    {Peter Stuyvesant allows construction of the Custom House
    in your colonies which can streamline trade with Europe and allows
    European trade during the Revolution.}

    @; Jan De Witt
    @FATHER4
    @width=300
    ^{Jan de Witt (1625-1672)}
    Dutch statesmen and Chief Minister of the United Provinces of the
    Netherlands, he sought to abolish the office of the stadtholder and to limit
    the power of the House of Orange.
    ^
    {When de Witt joins your Congress, trade with foreign colonies
    is allowed. In addition, your Foreign Affairs report becomes more
    revealing.}

    @; EXPLORATION

    @; Ferdinand Magellan
    @FATHER5
    @width=300
    ^{Ferdinand Magellan (1480-1521)}
    Portuguese explorer who led the first European expedition to
    successfully circumnavigate the globe. Although Magellan himself did not
    complete the voyage, his leadership and daring made it possible.
    ^
    {With Magellan in the Congress, the movement allowance of all naval
    vessels is increased by one, and the time to sail from the west
    map edge to Europe is shortened considerably.}

    @; Francisco de Coronado
    @FATHER6
    @width=300
    ^{Francisco de Coronado (1510-1554)}
    Spanish conquistador who led the first European expedition into the
    American southwest. He was the first to observe the Grand Canyon and the
    Pueblos of New Mexico. Coronado was a careful organizer and a great scout
    who gleaned valuable information about a wide area.
    ^
    {When he joins the Congress, all existing colonies and the area around
    them become visible on the map.}

    @; Hernando De Soto
    @FATHER7
    @width=300
    ^{Hernando de Soto (1500-1542)}
    Ruthless Spanish Conquistador who led the first European expedition into
    the southeastern areas of North America. He landed in Florida and
    explored much of Georgia, Tennessee, Alabama, Mississippi, Louisiana,
    and Arkansas.
    ^
    {With De Soto, results of exploring Lost City Rumors are always
    positive, and all units have an extended sighting radius.}

    @; Henry Hudson
    @FATHER8
    @width=300
    ^{Henry Hudson (????-1611)}
    English explorer, in the service of the Netherlands, who explored
    Chesapeake and Delaware bays and the Hudson River as far north as
    present-day Albany. Hudson later discovered Hudson bay and was finally
    killed by mutineers. Hudson bay became a primary fur trapping
    preserve, and the Hudson Bay Company operated extensive trapping and
    processing facilities for many years.
    ^
    {Hudson increases the output of all Fur trappers by 100%%.}

    @; La Salle
    @FATHER9
    @width=300
    ^{La Salle (1643-1687)}
    French Explorer who sailed down the Mississippi River into the Gulf of
    Mexico and claimed for the French Crown all land drained by this mighty
    river. He was instrumental in establishing French dominance west of the
    Appalachians.
    ^
    {La Salle gives all existing and future colonies a stockade when the
    population of the colony reaches 3.}

    @; MILITARY

    @; Hernan Cortes
    @FATHER10
    @width=300
    ^{Hernan Cortes (1485-1547)}
    Spanish conqueror of Mexico and destroyer of the Aztec empire, Cortes is
    the paradigm conquistador, a master of conquest and plunder.
    ^
    {When Cortes joins your Congress, conquered native settlements always
    yield treasure, in greater abundance, and the king's galleons transport the
    treasure free of charge.}

    @; George Washington
    @FATHER11
    @width=300
    ^{George Washington (1732-1799)}
    Commander of American revolutionary forces and first President of the
    United States, George Washington displayed a remarkable ability to train
    and inspire colonial forces to victory.
    ^
    {Once Washington joins the Continental Congress, every non-veteran
    soldier or dragoon who wins a combat is automatically upgraded.}

    @; Paul Revere
    @FATHER12
    @width=300
    ^{Paul Revere (1735-1818)}
    American patriot who served in the Continental Army during the War of
    Independence and roused the minutemen as British forces approached.
    Paul Revere's example as a patriot allows colonists working at productive
    duties to become minutemen, capable of rallying to the defense of the
    colony in times of danger.
    ^
    {When a colony with no standing soldiers is attacked, a colonist
    automatically takes up any stockpiled muskets in defense of the colony.}


    @; Francis Drake
    @FATHER13
    @width=300
    ^{Francis Drake (1540-1596)}
    England's greatest seaman of the Elizabethan period, Drake was a
    formidable privateer who terrorized the Spanish Main with a fleet of
    fifteen ships then rescued a floundering English colony.
    ^
    {When Drake joins the Congress, the combat strengths of all your
    privateers are increased by 50%%.}

    @; John Paul Jones
    @FATHER14
    @width=300
    ^{John Paul Jones (1747-1792)}
    Daring Scottish naval commander who served for the colonies during the
    War of Independence, he demonstrated his incredible abilities in many
    daring exploits in battle.
    ^
    {When Jones enters the Congress, a Frigate is added to your colonial
    navy, without cost.}

    @; POLITICAL

    @; Thomas Jefferson
    @FATHER15
    @width=300
    ^{Thomas Jefferson (1743-1826)}
    Great US statesman, framer of the Constitution, and third President of the
    United States, Jefferson promoted the development of democratic
    institutions within Colonial America.
    ^
    {Jefferson's presence in the Congress increases Liberty Bell production
    of statesmen by 50%%.}

    @; Pocahontas
    @FATHER16
    @width=300
    ^{Pocahontas (1595-1617)}
    Powhattan Indian princess who mediated tensions between the English
    colony at Jamestown and the Powhattan Confederacy of Virginia.
    Pocahontas married John Rolffe, an Englishman from Jamestown, which
    led to a period of peace between the Indians and the English.
    ^
    {When Pocahontas joins the Congress, all tension levels between you and
    the natives are reduced to content, and all Indian alarm is generated half
    as fast.}

    @; Thomas Paine
    @FATHER17
    @width=300
    ^{Thomas Paine (1737-1809)}
    Englishman that migrated to Philadelphia and wrote the important,
    inflammatory pamphlet, "Common Sense," which strongly advocated total
    independence for the colonies. He later wrote "The Rights of Man" in
    favor of the French Revolution, and finally "The Age of Reason."
    ^
    {When Paine enters the Continental Congress, Liberty Bell production
    in all colonies is increased by value of the current tax rate.}

    @; Simon Bolivar
    @FATHER18
    @width=300
    ^{Simon Bolivar (1783-1830)}
    Organized and, in large part, conducted the rebellions in a vast area of
    northern South America, liberating current-day Venezuela, Colombia,
    Ecuador, Peru, and Bolivia.
    ^
    {When Bolivar is in the Congress, Sons of Liberty membership in all
    your colonies is increased by 20%%.}

    @; Benjamin Franklin
    @FATHER19
    @width=300
    ^{Benjamin Franklin (1706-1790)}
    Colonial and later US Statesman who became the first Postmaster,
    printer, and foreign ambassador in the English colonies. He was also one
    of the first great American scientists. Franklin, as ambassador to Europe
    in the Continental Congress, brings coherence to the colonies' relations
    with foreign powers.
    ^
    {The King's European Wars have no further effect on the relations
    between the powers in the New World, and Europeans in the New World
    always offer peace in negotiations.}

    @; RELIGIOUS

    @; William Brewster
    @FATHER20
    @width=300
    ^{William Brewster (1567-1644)}
    One of the Pilgrim Fathers and framers of the Mayflower Compact,
    William Brewster served as the first Pilgrim minister, and was
    instrumental in organizing the party that sailed on the Mayflower.
    ^
    {With Brewster in the Congress, no more criminals or servants appear
    on the docks, and you select which immigrant in the Recruitment Pool
    will move to the docks.}

    @; William Penn
    @FATHER21
    @width=300
    ^{William Penn (1644-1718)}
    English Quaker leader and founder of Pennsylvania, William Penn
    obtained a large land grant in North America for religious freedom. This
    land later became Pennsylvania.
    ^
    {With Penn, cross production in all colonies is increased by 50%%.}

    @; Father Jean de Brebeuf
    @FATHER22
    @width=300
    ^{Father Jean de Brebeuf (1593-1649)}
    French Jesuit Missionary who died at the hands of the Iroquois in the
    Huron country of Canada in a battle between the Hurons and Iroquois. He
    translated the Catechism into the Huron language and was canonized in
    1930.
    ^
    {With de Brebeuf in the Congress, all missionaries function as experts.}

    @; Juan de Sepulveda
    @FATHER23
    @width=300
    ^{Juan de Sepulveda (ca. 1490-ca. 1573)}
    Spanish philosopher and "humanist" who argued for harsh treatment of
    the natives. He based his reasoning on the proposition that the Natives
    were incapable of ruling themselves because of their savagery; this was
    proved by their inability to resist Spanish invasion...
    ^
    {His presence in the Congress increases the chance that subjugated
    Indians will "convert" and join a colony.}

    @; Bartolome de las Casas
    @FATHER24
    @width=300
    ^{Bartolome de Las Casas (1474-1566)}
    The "Apostle of the Indians," Las Casas was a Spanish missionary who
    sailed with Columbus' third expedition. His efforts to protect the native
    population from slavery and abuse led him to speak on their behalf in the
    Spanish courts on several occasions.
    ^
    {With Las Casas, all currently existing Indian converts are assimilated
    into the colonies as free colonists.}
     
  2. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    PEDIA.TXT
    Part 2
    Spoiler :
    @; *** CARGO TYPES ***

    @;
    @CARGO0
    @width=300
    ^{FOOD}
    Food is one of the most valuable commodities your people
    produce. The survival of your colonies depends upon it. The best
    places to grow food are in {plains, grasslands, prairie, and savannah.}
    Plowing the land also increases food yield. {Fishing} is an excellent
    source of food, and {fisheries} are particularly productive.
    ^
    {Each colonist working inside a colony eats 2 food every turn.}

    @;
    @CARGO1
    @width=300
    ^{SUGAR}
    Sugar is a cash crop that can be sold in Europe for a handsome profit or
    converted into {Rum} by a {distiller} for sale at a better price.
    ^
    {Sugar grows most abundantly in Savannah, especially in Prime Sugar
    Land.}

    @;
    @CARGO2
    @width=300
    ^{TOBACCO}
    Tobacco is a cash crop that can be sold in Europe for a handsome profit
    or converted into {Cigars} by a {tobacconist} for sale at a better price.
    ^
    {Tobacco grows most abundantly in Grassland, especially in Prime
    Tobacco Land.}

    @;
    @CARGO3
    @width=300
    ^{COTTON}
    Cotton is a cash crop that can be sold in Europe for a handsome profit or
    converted into {Cloth} by a {weaver} for sale at a better price.
    ^
    {Cotton grows most abundantly in Prairie, especially in Prime Cotton
    Land.}

    @;
    @CARGO4
    @width=300
    ^{FURS}
    Fur is abundant in the Americas and there is a hungry market for it
    in Europe. Your {fur traders} can convert furs into coats for an even
    greater profit. {Woodlands} of all sorts are good for trapping, but
    even better are {game and beaver} squares in colder climates.
    Additionally, a {road} in a forest square increases fur output.
    ^
    {Fur is found most abundantly in all forested areas, but especially in
    colder terrains where there is Beaver.}


    @;
    @CARGO5
    @width=300
    ^{LUMBER}
    Lumber is one of the most valuable commodities you can produce. Your
    {carpenters} need lumber to build {buildings, ships, artillery, and
    fortifications.} Lumber is collected whenever your pioneers clear a
    forested square or when you have lumberjacks working the forests.
    ^
    {Woodland of all sorts is good for wood cutting, and roads in forests
    and Prime Timber increase lumber production.}

    @;
    @CARGO6
    @width=300
    ^{ORE}
    Ore is one of your most useful resources. It can be sold in Europe or
    converted into {tools} by your {blacksmiths.} Tools may then be changed
    into {guns,} by {gunsmiths.}
    ^
    {Ore is found in hills, mountains, and swamps.}

    @;
    @CARGO7
    @width=300
    ^{SILVER}
    Silver is one of the most valuable metals found in the New
    World. Silver can be mined from {mountain} squares, and some native
    civilizations have it in great quantity.
    ^
    {Silver is found in mountains, but these abundant sources will soon run
    dry if mined.}

    @;
    @CARGO8
    @width=300
    ^{HORSES}
    Horses are useful for aiding travel in the New World. {Scouts and
    Dragoons} move significantly faster than do colonists on foot. {Any
    colonist} may be mounted to create {scouts} and {any soldier} can be
    mounted to create {dragoons.}
    ^
    {Horses can be obtained only in Europe,} but once brought over, they
    may be bred. If you have {two or more horses} in a colony and {extra food}
    stored in your warehouse, your colony will {produce more horses}. If you
    construct stables, your horses will breed twice as fast.

    @;
    @CARGO9
    @width=300
    ^{RUM}
    Rum is the product of sugar processing in a distillery. It is usually of
    much greater monetary value than raw sugar.
    ^
    {Any colonist working as a distiller can convert sugar into rum.}

    @;
    @CARGO10
    @width=300
    ^{CIGARS}
    Cigars are the product of tobacco processing in a tobacconist's house or
    shop. Cigars are usually of much greater monetary value than raw
    tobacco.
    ^
    {Any colonist working as a tobacconist can convert tobacco into cigars.}

    @;
    @CARGO11
    @width=300
    ^{CLOTH}
    Cloth is the product of cotton processing in a weaver's house or shop. It
    is usually of much greater monetary value than raw cotton.
    ^
    {Any colonist working as a weaver can convert cotton into cloth.}

    @;
    @CARGO12
    @width=300
    ^{COATS}
    Coats are made from fur in a fur trader's house or shop. They are
    usually of much greater monetary value than unprocessed pelts.
    ^
    {Any colonist working as a fur trader can convert fur into coats.}

    @;
    @CARGO13
    @width=300
    ^{TRADE GOODS}
    Trade Goods can be obtained only in Europe or from other European
    settlements. These represent manufactured goods such as small tools,
    jewelry, and clothing, which the Indians may want to trade for. Most
    native tribes will gladly take trade goods, at least at first.

    @;
    @CARGO14
    @width=300
    ^{TOOLS}
    Tools are fundamental to successful colonial endeavors. You need tools to
    create {pioneers,} and only pioneers can {build roads, clear forests, and
    plow fields.} Additionally, tools are necessary to complete many
    {buildings} you construct inside your colonies. Finally, tools are
    converted into muskets by {gunsmiths.}
    ^
    {Tools may be bought in Europe or manufactured by blacksmiths, who
    convert ore into tools.}

    @;
    @CARGO15
    @width=300
    ^{MUSKETS}
    Muskets are necessary for defense of your colonies and for building a
    substantial military force. You need muskets to create soldier
    units. {Any colonist} may be given muskets to create {soldiers} and {any
    scout} may be given muskets to create {dragoons.}
    ^
    {Muskets may be purchased in Europe or manufactured at an armory,
    magazine, or arsenal.} Any colonist working as a gunsmith can convert
    tools into muskets.


    @;
    @; *** UNIT TYPES ***
    @;

    @;
    @UNIT0
    @width=300
    ^{COLONISTS}
    These represent the various people that come to the New World. A single
    colonist in the game represents a number of people in real life, perhaps
    100-200. There are four general types of colonists, each with different
    capabilities: petty criminals, indentured servants, free colonists, and
    specialists. Any of these colonists can do any job available in the
    settlement, but the experts do their particular jobs very well.
    ^
    Another type exists: Indian Converts. These represent Native Americans
    that join your settlements and become colonists. They're very effective at
    outdoors jobs, but are little suited for manufacturing.

    @;
    @UNIT1
    @width=300
    ^{SOLDIERS}
    Soldiers are created when you give a colonist {muskets.} A
    soldier may become a {veteran} as a result of winning battles or of
    education in a {college}. Additionally, {Expert soldiers (veterans)} may
    immigrate to the New World from Europe upon occasion, and may be hired
    from the {Royal University.}

    @;
    @UNIT2
    @width=300
    ^{PIONEERS}
    Pioneer units are created when you give a colonist {tools.}
    Pioneers have several important functions: they {clear woods, plow
    fields, and build roads.} In general, {Hardy Pioneers} perform their tasks
    faster than ordinary colonists working as pioneers.

    @;
    @UNIT3
    @width=300
    ^{MISSIONARIES}
    A missionary may be created at any site where there is a {church or
    cathedral.} This may be on the {Docks of Europe} or in a colony where a
    church or cathedral has been built. Missionaries perform the following
    important special functions: {create missions in native settlements} to
    counteract Indian anger; {denounce another European's mission} in a
    native settlement (which can result in the destruction of that mission),
    or {incite Indians to attack} another European power. {Jesuit
    Missionaries are particularly effective at these tasks.}

    @;
    @UNIT4
    @width=300
    ^{DRAGOONS}
    Dragoons are {soldiers mounted on horseback,} the colonial equivalent of
    cavalry. Any soldier may be converted into a dragoon if he is given horses.
    Dragoons can move farther during a turn, and they fight more effectively.
    {Veteran dragoons are more effective in battle than normal mounted
    soldiers.}

    @;
    @UNIT5
    @width=300
    ^{SCOUTS}
    Any colonist can become a scout if he is mounted on {horses.} Scouts
    can perform many valuable services to your cause: they {reveal}
    unexplored terrain faster, {move farther} in a turn, have better luck
    when {exploring Lost City Rumors,} can meet with and {talk to Indian
    chiefs,} {infiltrate enemy colonies} to see what's going on, and meet with
    enemy mayors in their colonies. {Seasoned scouts are better at all these
    tasks than regular colonists working as scouts.}

    @;
    @UNIT6
    @width=300
    ^{REGULARS}
    European regular infantry units are the Crown's regular army troops.
    They enter the game against you if you declare independence. Their only
    weakness is lack of training in the rough, wilderness terrain of the New
    World.

    @;
    @UNIT7
    @width=300
    ^{CONTINENTAL CAVALRY}
    Continental Cavalry is one step above your veteran dragoons in combat
    effectiveness. They know the backwoods, are veteran soldiers, and have
    received some military training.

    @;
    @UNIT8
    @width=300
    ^{CAVALRY}
    European regular cavalry units are the Crown's regular mounted soldiers.
    They enter the game against you if you declare independence. Their
    weakness is lack of training in the rough, wilderness terrain of the New
    World.

    @;
    @UNIT9
    @width=300
    ^{CONTINENTAL ARMY}
    Continental Army infantry is one step above your veteran soldiers in
    combat effectiveness. They know the backwoods, are veterans, and have
    received some regular military training.

    @;
    @UNIT10
    @width=300
    ^{TREASURE TRAIN}
    This wagon train carries {plunder,} usually gold and silver, precious
    stones, and rare fabrics. Treasure trains are used to cart away the
    plunder gleaned from a native settlement or lost city. A {Galleon} is
    always required to transport the contents of a treasure train by sea.

    @;
    @UNIT11
    @width=300
    ^{ARTILLERY}
    Artillery may be bought in {Europe} or constructed by the armories
    within your colonies. Artillery is very effective at {attacking and
    defending colonies,} and also at attacking fortified units and Indian
    settlements. However, when defending in unprotected terrain it is
    extremely vulnerable, and when attacking there it is ineffective. An
    artillery unit that is defeated in battle is damaged and loses some of its
    firepower; if defeated again, it is destroyed.

    @;
    @UNIT12
    @width=300
    ^{WAGON TRAIN}
    Wagon Trains are used for hauling goods and commodities {over land.} In
    order to trade most profitably with the Indians you should enter their
    settlements with wagons full of goods. A wagon train can transport any
    cargo a ship can, except colonists and artillery. Wagons have 2 cargo
    holds and can be assigned to {trade routes.} You may never build more
    wagon trains than you have colonies.

    @;
    @UNIT13
    @width=300
    ^{CARAVEL}
    A Caravel is an exploration ship designed to carry a small crew
    and adequate cargo for a few months of provisions.

    @;
    @UNIT14
    @width=300
    ^{MERCHANTMAN}
    A Merchantman is a medium-sized cargo ship. Its main function is to
    carry cash commodities to port for trade. It is a little larger than a
    caravel with more sail.

    @;
    @UNIT15
    @width=300
    ^{GALLEON}
    A Galleon is a large cargo vessel designed for long voyages and heavy
    transport. It is as large as a ship of the line, but not armed.

    @;
    @UNIT16
    @width=300
    ^{PRIVATEER}
    A Privateer is a ship owned by an individual that has obtained a "Letter of
    Marque" from his government, giving him the "right" to prey upon
    foreign shipping. Privateers can be very dangerous to your commerce
    because they observe no code of international behavior; the countries
    sponsoring them will likely claim no knowledge of their actions.

    @;
    @UNIT17
    @width=300
    ^{FRIGATE}
    Frigates are dangerous gunships, capable of sinking or damaging
    enemy vessels.

    @;
    @UNIT18
    @width=300
    ^{MAN-O-WAR}
    These powerful vessels appear in American waters when the War of
    Independence develops. Your mother country will send them against your
    forces, and, if foreign intervention occurs, you'll receive some to support
    your cause. They are heavily armed with cannon and capable of carrying
    large invasion forces or cargoes.

    @;
    @UNIT19
    @width=300
    ^{BRAVES}
    Braves are small groups of Native Americans. They represent Indians in
    their natural state, before receiving guns and horses from Europeans.

    @;
    @UNIT20
    @width=300
    ^{ARMED BRAVES}
    Native Americans become increasingly dangerous as they learn to use the
    deadly weapons of the Europeans. When a native tribe obtains guns from
    the Europeans, some braves will be armed with them. {This, combined
    with their knowledge of the wilderness, make them formidable opponents
    in the woods, hills, and mountains.}

    @;
    @UNIT21
    @width=300
    ^{MOUNTED BRAVES}
    Native American peoples did not have access to horses until the Spanish
    brought them in the late 15th century. In some cases, Indian culture
    changed considerably to incorporate the horse as a vital element. {Horses
    increase the mobility and combat power of the Indians.}

    @;
    @UNIT22
    @width=300
    ^{MOUNTED WARRIORS}
    Tribes that have horses and muskets are very dangerous. They are as good
    as any colonial dragoons -- even better when fighting in the wilderness.

    @;
    @UNIT23
    @width=300
    ^{Colonists}



    @;
    @TERRAIN0
    @width=300
    ^{TUNDRA}
    This rather cold, open land can produce a minimal amount of food, but
    little other agriculture; however, you often find ore here.

    @;
    @TERRAIN1
    @width=300
    ^{DESERT}
    These dry, sparse areas are difficult places to grow food (although it is
    possible). You can sometimes mine ore here, though.

    @;
    @TERRAIN2
    @width=300
    ^{PLAINS}
    These are areas good for growing a wide variety of foods. You can
    grow a little cotton here as well.
    ^
    {Food grows most abundantly here.}

    @;
    @TERRAIN3
    @width=300
    ^{PRAIRIE}
    This is relatively flat, open land, ideal for production of cotton; you can
    also grow food crops here.
    ^
    {Cotton grows most abundantly here.}

    @;
    @TERRAIN4
    @width=300
    ^{GRASSLAND}
    Fertile soil in temperate areas, this is perfect for tobacco growing; you
    can also harvest food here.
    ^
    {Tobacco grows most abundantly here.}

    @;
    @TERRAIN5
    @width=300
    ^{SAVANNAH}
    Rich, moist soil specially suited for growing sugar cane; this land is
    good for food production, as well.
    ^
    {Sugar cane grows most abundantly here.}

    @;
    @TERRAIN6
    @width=300
    ^{MARSH}
    A wet, briny area, this is where the sea meets the land. You can grow
    some foods here, and you can find ore in abundance.

    @;
    @TERRAIN7
    @width=300
    ^{SWAMP}
    These low wetlands often harbor bog deposits of ore. You can grow a
    little food and some sugar cane here, as well.

    @;
    @TERRAIN8
    @width=300
    ^{BORREAL FOREST}
    This is cold wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Tundra (good for ore) if cleared.}

    @;
    @TERRAIN9
    @width=300
    ^{SCRUB FOREST}
    This is dry barren country with scattered vegetation. Some ore may be
    found in these areas.
    ^
    {Becomes Desert (good for ore) if cleared.}

    @;
    @TERRAIN10
    @width=300
    ^{MIXED FOREST}
    This is temperate wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Plains (good for food) if cleared.}

    @;
    @TERRAIN11
    @width=300
    ^{BROADLEAF FOREST}
    This is temperate wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Prairie (good for cotton) if cleared.}

    @;
    @TERRAIN12
    @width=300
    ^{CONIFER FOREST}
    This is temperate, wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Grassland (good for tobacco) if cleared.}

    @;
    @TERRAIN13
    @width=300
    ^{TROPICAL FOREST}
    This is humid wooded country that is good for woodcutting and trapping
    fur.
    ^
    {Becomes Savannah (good for sugar) if cleared.}


    @;
    @TERRAIN14
    @width=300
    ^{WETLAND FOREST}
    This is tropical wooded country that is good for woodcutting, trapping fur,
    and mining ore.
    ^
    {Becomes Marsh (good for ore) if cleared.}

    @;
    @TERRAIN15
    @width=300
    ^{RAIN FOREST}
    This is Tropical jungle country that is good for woodcutting, some
    sugar, and ore.
    ^
    {Becomes Swamp (good for ore) if cleared.}

    @;
    @TERRAIN16
    @width=300
    ^{BORREAL FOREST}
    This is cold wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Tundra (good for ore) if cleared.}

    @;
    @TERRAIN17
    @width=300
    ^{SCRUB FOREST}
    This is dry barren country with scattered vegetation. Some ore may be
    found in these areas.
    ^
    {Becomes Desert (good for ore) if cleared.}

    @;
    @TERRAIN18
    @width=300
    ^{MIXED FOREST}
    This is temperate wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Plains (good for food) if cleared.}

    @;
    @TERRAIN19
    @width=300
    ^{BROADLEAF FOREST}
    This is temperate wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Prairie (good for cotton) if cleared.}

    @;
    @TERRAIN20
    @width=300
    ^{CONIFER FOREST}
    This is temperate wooded country that is good for fur trapping and
    woodcutting.
    ^
    {Becomes Grassland (good for tobacco) if cleared.}

    @;
    @TERRAIN21
    @width=300
    ^{TROPICAL FOREST}
    This is humid wooded country that is good for woodcutting and some fur.
    ^
    {Becomes Savannah (good for sugar) if cleared.}

    @;
    @TERRAIN22
    @width=300
    ^{WETLAND FOREST}
    This is Tropical wooded country that is good for woodcutting, some fur,
    and ore.
    ^
    {Becomes Marsh (good for ore) if cleared.}

    @;
    @TERRAIN23
    @width=300
    ^{RAIN FOREST}
    This is Tropical jungle country that is good for woodcutting, some
    sugar, and ore.
    ^
    {Becomes Swamp (good for ore) if cleared.}


    @;
    @TERRAIN24
    @width=300
    ^{ARCTIC}
    Cold and icy, the arctic is almost incapable of supporting life.

    @;
    @TERRAIN25
    @width=300
    ^{OCEAN}
    This is the wide open water of the sea. It is useful for fishing,
    especially along the coasts, and in fisheries.

    @;
    @TERRAIN26
    @width=300
    ^{SEA LANE}
    This is open ocean that leads to standard sea routes from the New World to
    Europe, and vice-versa. To return to Europe, a ship only has to enter a
    sea lane then move toward the east (if exiting east) or west (if exiting
    west).

    @;
    @TERRAIN27
    @width=300
    ^{MOUNTAINS}
    These are large areas of mountainous terrain, difficult for travel, but
    likely sources of ore and silver. Colonies cannot be established in
    mountain terrain.
    ^
    {Silver and ore are abundant in these areas.}

    @;
    @TERRAIN28
    @width=300
    ^{HILLS}
    A gently rolling area that offers easy access to ore; you can also develop
    some agriculture here.
    ^
    {Ore is abundant here.}
     
  3. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    PEDIA.TXT
    Part 3
    Spoiler :
    @;
    @; *** COLONIST PROFESSIONS ***
    @;

    @;
    @JOB0
    @width=300
    ^{EXPERT FARMERS}
    Some of your people have a knack for growing food crops and an
    understanding of weather and seasons. These experts can be found in
    Europe as immigrants or trained at the Royal University. Some Native
    Americans are excellent farmers, as well, and can teach free colonists
    and indentured servants the secrets of agriculture. The best place for
    farming is in the plains.
    ^
    {Expert farmers grow 2 more food in a square than other farmers.}

    @;
    @JOB1
    @width=300
    ^{MASTER SUGAR PLANTERS}
    Planting and tending of sugar cane is a complicated job that takes
    planning and special techniques. Only the Native Americans are
    knowledgeable enough to be called experts, and only they can teach your
    people to do it. However, a colonist that works at it long enough may
    become a master himself.
    ^
    {The best place for sugar cultivation is in the savannah.}
    ^
    {Master sugar planters are twice as productive as others.}

    @;
    @JOB2
    @width=300
    ^{MASTER TOBACCO PLANTERS}
    Tobacco is found in great abundance in the New World. It is cultivated and
    used by the Native Americans for many ritual as well as leisure purposes.
    Some Indians have great knowledge of this mysterious weed and will help
    your people become masters at cultivating it.
    ^
    {The best place for tobacco cultivation is in the grasslands.}
    ^
    {Master tobacco planters are twice as productive at growing tobacco than
    others.}

    @;
    @JOB3
    @width=300
    ^{MASTER COTTON PLANTERS}
    The cotton found in the New World is of high quality, capable of being
    spun into fine fabrics and garments. Master planters of cotton must be
    trained by the Native Americans who have learned through years of
    experience the best ways to cultivate this staple crop.
    ^
    {The best place for cotton cultivation is in the prairie.}
    ^
    {Master cotton planters are twice as productive at growing cotton than
    all others.}

    @;
    @JOB4
    @width=300
    ^{MASTER FUR TRAPPERS}
    The New World is abundantly supplied with fur-bearing mammals whose
    pelts can be sold for a handsome profit in Europe. Native Americans have
    long studied and trapped these creatures for their fur and meat. Your
    people can learn the ways of the forest creatures and become master
    trappers only from the Indians.
    ^
    {The best place to find fur is in wooded country, especially in colder
    climates.}
    ^
    {A master trapper is twice as productive as other trappers.}

    @;
    @JOB5
    @width=300
    ^{EXPERT LUMBERJACKS}
    Lumber has long been a necessity in both New and Old Worlds. Expert
    lumber men can be found on the docks of Europe or trained there.
    ^
    {The best places for lumber cutting are forests and woodlands.}
    ^
    {Expert lumberjacks are able to yield twice as much lumber as others.}

    @;
    @JOB6
    @width=300
    ^{EXPERT ORE MINERS}
    Since the Iron Age, mining has been an important occupation in the Old
    World. There are many experts there who understand minerals and
    deposits, veins and mine construction. You can get expert miners from the
    European Docks or from training them.
    ^
    {The best places to find ore are mountains, hills, and swamps, especially
    where
    there are mineral deposits.}
    ^
    {Expert ore miners are twice as productive as others.}

    @;
    @JOB7
    @width=300
    ^{EXPERT SILVER MINERS}
    Like ore mining, silver mining is an important and lucrative skill that is
    widely understood in Europe.
    ^
    {The best place to find silver is in the mountains, especially where there
    are deposits.}
    ^
    {Expert silver miners are twice as productive as others.}

    @;
    @JOB8
    @width=300
    ^{EXPERT FISHERMEN}
    Fishing has long been a lucrative business in Europe, and many of your
    immigrants come with expertise in this area -- an understanding of the
    habits and habitats of fish. The best places to fish are along the coasts of
    the oceans and in the lakes.
    ^
    {In general the more land that borders the square in which a fisherman
    works,
    the more productive he is.}
    ^
    {Expert fisherman are twice as productive as others.}

    @;
    @JOB9
    @width=300
    ^{EXPERT DISTILLERS}
    The craft of transforming raw {sugar into rum} and other spirits is as old
    as civilization itself. Some of the immigrants that come to your shores
    will have knowledge of these techniques.
    ^
    {An expert distiller is twice as productive as an ordinary colonist
    working as a distiller.}

    @;
    @JOB10
    @width=300
    ^{MASTER TOBACCONISTS}
    After observing the Indians smoking tobacco and learning the many
    nuances of pipe and cigar construction, a small industry has risen in
    Europe to take advantage of this new market. Tobacconists convert
    {tobacco into cigars.} Master tobacconists appear on the Docks in Europe
    or can be trained there.
    ^
    {A master tobacconist is twice as productive as an ordinary colonist
    working as a tobacconist.}

    @;
    @JOB11
    @width=300
    ^{MASTER WEAVERS}
    Weaving is an age-old craft that dates back as far as human memory.
    Weavers convert cotton into cloth and appear in Europe as immigrants, or
    can be trained there.
    ^
    {Master weavers are twice as productive as others at weaving cotton into
    cloth.}

    @;
    @JOB12
    @width=300
    ^{MASTER FUR TRADERS}
    The abundance of fur in the New World has vitalized the fur industry in
    Europe, and many expert furriers are coming to the New World to make
    their fortunes. Fur traders convert furs into coats and you get expert fur
    traders from the docks, or you can train them.
    ^
    {Master fur traders are twice as productive as other colonists working
    as traders converting fur into coats.}

    @;
    @JOB13
    @width=300
    ^{EXPERT CARPENTERS}
    The timberland of the New world provides the raw materials for a host of
    construction projects. A master carpenter is essential to the development
    of your colonial society. Master carpenters appear on the docks in Europe
    or can be trained there.
    ^
    {They are twice as productive as an ordinary colonistS working as
    carpenters,
    converting lumber into buildings.}

    @;
    @JOB14
    @width=300
    ^{EXPERT BLACKSMITHS}
    Metal working is an essential ingredient to successful colonization.
    Blacksmiths can repair metal implements and create new ones.
    Blacksmiths transform {ore into tools.} Expert blacksmiths appear on the
    docks in Europe or can be trained there.
    ^
    {Expert blacksmiths are twice as productive as ordinary colonists
    working as blacksmiths.}


    @;
    @JOB15
    @width=300
    ^{MASTER GUNSMITHS}
    The ability to arm your people with weapons is fundamental in your
    journey towards independence. Gunsmiths transform {tools into muskets.}
    Expert gunsmiths appear on the docks in Europe or can be trained there.
    ^
    {They are twice as productive as an ordinary colonist working as a
    gunsmith.}


    @;
    @JOB16
    @width=300
    ^{FIREBRAND PREACHERS}
    Religious unrest in Europe is a catalyst for immigration to the New
    World and is increased by preachers in the new world. Preachers produce
    crosses, representing religious freedom in the New World. The more
    crosses produced in America, the faster immigrants flock to the docks in
    Europe.
    ^
    {A firebrand preacher produces twice the number of crosses as another
    colonists preaching in a church or cathedral.}

    @;
    @JOB17
    @width=300
    ^{ELDER STATESMEN}
    Politicians are valuable members of your society, for they
    build your political infrastructure. Statesmen produce Liberty Bells,
    representing governmental sophistication and patriotic fervor. Elder
    statesmen can be trained in Europe or found on the docks there.
    ^
    {Elder statesmen produce twice the number of Liberty Bells as ordinary
    colonists working as statesmen in the Town Hall.}


    @;
    @JOB18
    @width=300
    ^{Student}

    @;
    @JOB19
    @width=300
    ^{FREE COLONISTS}
    Free Colonists are immigrants desiring to go to the New World as free
    men and women and willing to work for the good of their communities.
    Free colonists are productive in all spheres of work -- in the fields and
    in the cottages. Short of being specially trained in a trade, they are the
    most productive members of your society.

    @;
    @JOB20
    @width=300
    ^{HARDY PIONEERS}
    A special breed of men and women come to the new world and carve a
    civilization out of the wilderness. Your pioneers are the advance guard of
    your new society. They build the roads, clear the land, and plow the fields.
    A pioneer can be created by giving any colonist tools, but hardy pioneers
    can be found on the docks of Europe, or trained.
    ^
    {Hardy pioneers perform all pioneer functions faster than ordinary
    colonists working as pioneers.}

    @;
    @JOB21
    @width=300
    ^{VETERAN SOLDIERS}
    Any colonist can become a soldier if given muskets, but only experience in
    combat or training can create veterans. Veterans of European wars
    occasionally immigrate and appear on the docks, or you can train them in
    the Royal University. Additionally soldiers that win battles eventually
    become veterans.

    @;
    @JOB22
    @width=300
    ^{SEASONED SCOUTS}
    Any colonists mounted on horses may act as scouts. They see farther, move
    faster, and have the ability to gather information about foreign
    settlements, including Indian towns and villages. Seasoned scouts do all the
    above more effectively and safely. Seasoned scouts sometimes appear as
    immigrants on the Docks in Europe. Other times, scouts become seasoned
    after visiting Indian settlements.


    @;
    @JOB23
    @width=300
    ^{VETERAN DRAGOONS}
    Until the rise of your Continental Army, your veteran dragoons are the
    best military units you have. Dragoons are like soldiers in all respects
    except they are mounted on horseback and are thus slightly more
    powerful. They attain veteran status, like soldiers, through training or
    experience.

    @;
    @JOB24
    @width=300
    {JESUIT MISSIONARIES}
    ^The Jesuits are zealous christians who will gladly enter the lands and
    villages of the natives, establish missions, and live among them to teach
    the ways of Christianity. They serve as ambassadors to the natives and can
    often convince them to go to war for your cause against rival Europeans.
    Their main function is to asuage the anger of the native tribes and create
    converts.
    ^
    {Jesuit missionaries are much more effective at all missionary tasks than
    ordinary colonists that have been blessed as missionaries.}

    @;
    @JOB25
    @width=300
    ^{INDENTURED SERVANTS}
    Indentured Servants are people desiring to come to the New World but
    who cannot afford to pay their own way. They, accordingly, put
    themselves into bondage and agree to work off their passage in the New
    World. They, like petty criminals, are useful workers in the fields and
    mines, but are less productive than free colonists in manufacturing and
    processing jobs. But, through education or military experience, they can
    become free colonists.

    @;
    @JOB26
    @width=300
    ^{PETTY CRIMINALS}
    Petty Criminals have been ordered to the New World as punishment for
    their crimes. In general, criminals are the {least productive members of
    your communities.} They make good laborers but are almost totally
    ineffective in manufacturing or processing jobs. But, through education
    or military experience, they can become servants.

    @;
    @JOB27
    @width=300
    ^{INDIAN CONVERTS}
    Missionaries working among the native population are able to convince
    some of the Indians of the veracity of Christianity. These converts are
    good outdoorsmen -- good at all the outdoor professions. However, they
    are not well suited to manufacturing or processing jobs.


    @;
    @; *** BUILDINGS ***
    @;

    @;
    @BUILDING0
    @width=300
    ^{STOCKADE}
    A stockade is a low wooden barricade made of poles, sharpened at the top,
    with loop holes for firing muskets, and crude inside shelves for gunners.
    ^
    The construction of a stockade around a settlement represents a
    significant effort from the community and is a symbol of a willingness to
    stay for a while. Construction of a stockade may be started when the
    colony is still quite small (population 3). Once the stockade is completed,
    the population of the colony may not voluntarily be reduced to less than 3.
    ^
    {A unit defending a colony inside a stockade has its defense strength
    increased by 100%%.}

    @;
    @BUILDING1
    @width=300
    ^{FORT}
    A fort is a substantial improvement over the stockade and can be
    built when the {population reaches 4} and already has a stockade in place.
    The stockade is reinforced with metal braces, artillery is installed to
    cover exposed approaches, and substantial defensive planning is evident. A
    fort overlooking the ocean will slow the progress of foreign vessels and
    open fire on them if they venture too close.
    ^
    {The defense strength of a unit defending a colony in a fort is increased
    by 150%%.}

    @;
    @BUILDING2
    @width=300
    ^{FORTRESS}
    A fortress is an upgraded fort that can be built when the {population of the
    colony reaches 8} and already has a fort in place. The stout wooden
    barricade is reinforced and, in critical spots, replaced by stone masonry.
    Embrasures now house the artillery, which is more extensively used.
    Well-planned, overlapping fields of fire characterize the exterior
    approaches. A fortress overlooking the ocean will slow the progress of
    foreign vessels and open fire on them if they venture too close.
    ^
    {Units receive a 200%% defense bonus inside fortresses.}

    @;
    @BUILDING3
    @width=300
    ^{ARMORY}
    Your people can construct an armory, a metal-working facility which
    allows the steady construction of muskets out of tools.
    ^
    {The armory allows your carpenters to make artillery units, and your
    gunsmiths to convert tools into muskets.}

    @;
    @BUILDING4
    @width=300
    ^{MAGAZINE}
    An armory can be upgraded into a magazine when the colony's population
    reaches 8.
    ^
    {A magazine doubles the output of muskets if the required tools are
    available.}

    @;
    @BUILDING5
    @width=300
    ^{ARSENAL}
    A magazine can be upgraded into an arsenal when the colony's population
    is 8.
    ^
    {An arsenal doubles the output of muskets, if the required tools are
    available.}

    @;
    @BUILDING6
    @width=300
    ^{DOCKS}
    Docks are the moorings and wharves necessary to process fish garnered
    from the various fishing beds and fisheries scattered along the coasts of
    the New World.
    ^
    {Docks allow your colonists to work as fishermen in any ocean or lake
    square adjacent to the colony.}

    @;
    @BUILDING7
    @width=300
    ^{DRYDOCKS}
    Drydocks include facilities and equipment for repairing ships and boats
    that have been damaged in naval combat. There is a drydock in your
    mother country at all times, but your people can construct a drydock in
    any coastal colony which already contains docks and has a population of 6.
    Whenever a naval unit is damaged, it is placed automatically in the
    nearest drydock for repairs.
    ^
    {The presence of drydocks in a colony enables that colony to repair
    damaged ships, instead of having them returned to Europe.}

    @;
    @BUILDING8
    @width=300
    ^{SHIPYARD}
    Shipyards are facilities that contain all equipment necessary to build
    ships.
    ^
    {The presence of a shipyard in a colony enables carpenters to construct
    ships.}

    @;
    @BUILDING9
    @width=300
    ^{TOWN HALL}
    A town hall is one of the first structures the founders put together. It
    provides a place where the colonists from the surrounding area can gather
    to discuss issues facing the community. This is the first inkling of
    colonial government. A colonist in the meeting house produces Liberty
    Bells, which represent growing nationalism and colonial government. An
    elder statesman in a meeting house produces many Liberty Bells.

    @;
    @BUILDING10
    @width=300
    ^{TOWN HALL}

    @;
    @BUILDING11
    @width=300
    ^{COLONIAL ASSEMBLY}

    @;
    @BUILDING12
    @width=300
    ^{SCHOOLHOUSE}
    To begin educating your citizenry, you must build a schoolhouse. It can be
    built when your population is 4. {The schoolhouse allows the following
    specialists to teach their skills to other colonists:}
    ^ù Expert Farmer
    ^ù Expert Fisherman
    ^ù Expert Silver Miner
    ^ù Expert Ore Miner
    ^ù Expert Lumberjack
    ^ù Master Fur Trapper
    ^ù Master Carpenter
    ^ù Hardy Pioneer
    ^ù Seasoned Scout

    @;
    @BUILDING13
    @width=300
    ^{COLLEGE}
    A Schoolhouse can be upgraded to a college when the population reaches 8.
    It functions identically to the schoolhouse, except: {Two specialists may
    teach simultaneously, and the following additional skills may be taught.}
    ^ù Master Sugar Planter
    ^ù Master Cotton Planter
    ^ù Master Tobacco Planter
    ^ù Master Distiller
    ^ù Master Weaver
    ^ù Master Tobacconist
    ^ù Master Fur Trader
    ^ù Master Blacksmith
    ^ù Master Gunsmith
    ^ù Veteran Soldier

    @;
    @BUILDING14
    @width=300
    ^{UNIVERSITY}
    A college may be upgraded to a university when the {population reaches
    10.} It functions like a college, except:
    ^
    {Three specialists may teach simultaneously, and the following additional
    skills may be taught:}
    ^ù Jesuit Missionary
    ^ù Firebrand Preacher
    ^ù Elder Statesman

    @;
    @BUILDING15
    @width=300
    ^{WAREHOUSE}
    Normally, the storage facilities in each of your colonies can hold up to
    100 of each cargo type. Your carpenters can construct a larger
    warehouse.
    ^
    {A warehouse can hold up to 200 of each cargo type.}

    @;
    @BUILDING16
    @width=300
    ^{WAREHOUSE EXPANSIONS}
    Normally, a warehouse can hold up to 200 of each cargo type. Your
    carpenters can construct an expansion to the warehouse, which adds
    another 100 to the total capacity. A warehouse with an expansion looks
    exactly like the normal warehouse, but a "2" is superimposed on it.

    @;
    @BUILDING17
    @width=300
    ^{STABLES}
    Stables are built in a colony to {increase breeding of horses.} Once the
    stables are completed, {horse reproduction is doubled.}

    @;
    @BUILDING18
    @width=300
    ^{CUSTOM HOUSE}
    After {Peter Stuyvesant} has joined the Continental Congress, your
    carpenters may construct custom houses. A custom house serves as a
    permanent arrangement between the colony that constructs it and the
    mother country. {Once completed, you sell goods and commodities on a
    regular basis to Europe,} and the logistics are taken care of for you.
    You no longer have to load and unload cargo or move the ships.
    ^
    {A custom house also allows trade with Europe to continue after the
    Rebellion has begun; otherwise, access to European markets is closed.}

    @;
    @BUILDING19
    @width=300
    ^{PRINTING PRESS}
    Printing presses and newspapers provide a forum for public expression.
    This public forum can create a sense of community and brotherhood which
    generates feelings of patriotism within a colony.
    ^
    {When the the printing press is completed, Liberty Bell production
    within the colony is increased by 50%%.}

    @;
    @BUILDING20
    @width=300
    ^{NEWSPAPER}
    Newspapers provide a forum for public expression of concerns facing the
    people. This public forum can create a sense of community and
    brotherhood which generates feelings of patriotism within a colony.
    ^
    {When the the newspaper is completed, Liberty Bell production within
    the colony is increased by 100%%.}

    @;
    @BUILDING21
    @width=300
    ^{WEAVER'S HOUSE}
    A new strain of cotton is used by the Indians in America, and some
    colonists work with it to weave a fine grade of cloth. {A colonist working
    in the weaver's house can produce cloth} if there is cotton available to
    work with. Any cloth produced accumulates in the warehouse.

    @;
    @BUILDING22
    @width=300
    ^{WEAVER'S SHOP}
    A weaver's shop in a colony {increases the output of cloth by any
    weavers}. The colony must have a {population of at least 4} to begin
    construction of a weaver's shop.

    @;
    @BUILDING23
    @width=300
    ^{TEXTILE MILL}
    A weaver's shop may be upgraded into a textile mill. A textile mill
    dramatically increases the efficiency of operations and thus produces
    {more cloth per unit of cotton.} Your Continental Congress must contain
    {Adam Smith} and the {population of the colony must be at least 8} to
    begin construction of this facility.

    @;
    @BUILDING24
    @width=300
    ^{TOBACCONIST'S HOUSE}
    Some of the colonists have discovered tobacco from the natives and are
    already learning how to cure and dry the weed and to make cigars from it.
    Someday, this crop may grow into a major industry.
    ^
    {A colonist working in the tobacconist's house can produce cigars if there
    is tobacco available.} Any cigars produced accumulate in the warehouse.

    @;
    @BUILDING25
    @width=300
    ^{TOBACCONIST'S SHOP}
    A tobacconist's shop in a colony {increases the output of cigars} by any
    tobacconists. The colony must have a {population of at least 4 } to begin
    construction of a tobacconist's shop.

    @;
    @BUILDING26
    @width=300
    ^{CIGAR FACTORY}
    The tobacconist's shop may be upgraded into a cigar factory. A cigar
    factory dramatically increases the efficiency of operations, and thus
    produces {more cigars per unit of tobacco.} Your Continental Congress
    must contain {Adam Smith} and the {population of the colony must be at
    least 8} to begin construction of this facility.

    @;
    @BUILDING27
    @width=300
    ^{RUM DISTILLER'S HOUSE}
    In some areas, fine cane sugar can be cultivated; some of the natives
    cultivate large fields of it. The colonists know that it can be processed to
    produce rum.
    ^
    {A colonist in the distiller's house can produce rum if there
    is sugar on hand to work with.} The rum is bottled and stored in the
    warehouse.

    @;
    @BUILDING28
    @width=300
    ^{RUM DISTILLERY}
    A rum distillery in a colony {increases the output of rum} by any
    distillers. The colony must have a {population of at least 4} to begin
    construction of a distillery.

    @;
    @BUILDING29
    @width=300
    ^{RUM FACTORY}
    A distillery may be upgraded into a rum factory. A rum factory
    dramatically increases the efficiency of operations, and thus produces
    {more rum per unit of sugar.} Your Continental Congress must contain
    {Adam Smith} and the {population of the colony must be at least 8} to
    begin construction of this facility.

    @;
    @BUILDING30
    @width=300
    ^{CAPITOL}

    @;
    @BUILDING31
    @width=300
    ^{CAPITOL EXPANSION}

    @;
    @BUILDING32
    @width=300
    ^{FUR TRADER'S HOUSE}
    One of the first things your colonists notice when they get to America is
    the incredible abundance of fur-bearing mammals and the tremendous
    use that some of the Indians make of these pelts. They also realized the
    profit that can be made from selling the fur or making clothing from it.
    ^
    {A colonist working in the fur trader's house can produce coats,} if there
    is fur available to work with. The coats will accumulate in the warehouse.

    @;
    @BUILDING33
    @width=300
    ^{FUR TRADER'S SHOP}
    A fur trader's shop in a colony {increases the output of coats} by any
    traders. The colony must have a {population of at least 4 } to begin
    construction of a fur trader's shop.


    @;
    @BUILDING34
    @width=300
    ^{COAT FACTORY}
    A fur trader's shop may be upgraded into a coat factory. A coat factory
    dramatically increases the efficiency of operations, and thus produces
    {more coats per unit of fur.} Your Continental Congress must contain
    {Adam Smith} and the {population of the colony must be at least 8} to
    begin construction of this facility.

    @;
    @BUILDING35
    @width=300
    ^{CARPENTER'S SHOP}
    The community builds a carpenter's shop because of the obvious need for
    constructing all sorts of items for the good of the community. A colonist
    working in a carpenter's shop {produces hammers,} which accumulate
    {to construct buildings} and structures in the settlement. Note, however,
    that the carpenter {needs lumber to create hammers.}

    @;
    @BUILDING36
    @width=300
    ^{LUMBER MILL}
    The humble carpenter's shop can be improved and upgraded to make those
    working there more effective. You may upgrade a carpenter's shop into
    a lumber mill when the {population of the colony reaches 3.} It {doubles
    the output of hammers} from any colonists working there (but requires
    an equal amount of lumber, of course).

    @;
    @BUILDING37
    @width=300
    ^{CHURCH}
    A church may be constructed almost immediately upon landing on the
    shores of the New World. The {population of a colony need only be 3.} This
    causes {increased cross production} instantly, but putting colonists to
    work in the new structure creates many more.

    @;
    @BUILDING38
    @width=300
    ^{CATHEDRAL}
    A church may be upgraded to a cathedral when the {population reaches 8,}
    dramatically {increasing the colony's cross production} and that of any
    colonists preaching there.

    @;
    @BUILDING39
    @width=300
    ^{BLACKSMITH'S HOUSE}
    The Colonial community helps build the blacksmith's house for much the
    same reasons as the carpenter's shop. They realize the need for basic
    metal goods -- tools, repairs of existing implements, and so on. {A
    colonist working in the blacksmith shop can produce tools,} which
    accumulate in the settlement's warehouse. The blacksmith {needs ore} to
    produce tools.

    @;
    @BUILDING40
    @width=300
    ^{BLACKSMITH'S SHOP}
    A Blacksmith's House may be expanded into a larger facility that
    {increases the production of tools.} You may begin the project when the
    colony's {population reaches 4.}

    @;
    @BUILDING41
    @width=300
    ^{IRON WORKS}
    Your colonists may construct an Ironworks when the {population of the
    colony reaches 8.} It is a major facility for metal-working/production
    and dramatically {increases tool output.} The Ironworks is a factory level
    building and may not be built until {Adam Smith} joins your Continental
    Congress.
     
  4. Elucidus

    Elucidus King

    Joined:
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    Okay if that is what you need to get started on the scripting I can do that. I've been more focused on figuring out the main design. I already havea list of all of the units we need. Though I think we can use more than the two military types. Soldier and Dragoon. Regular and Veteran. Something else I was working on in fact.
     
  5. Gaius Octavius

    Gaius Octavius Deity

    Joined:
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    Messages:
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    I am not sure if you know about this, but TheLopez made a mod for buildings which can convert resources into new resources. So you can take raw tobacco and refine it into cigars.

    http://forums.civfanatics.com/showthread.php?t=179993

    Colonization is even mentioned once in the thread!
     
  6. GoodGame

    GoodGame Red, White, & Blue, baby!

    Joined:
    Dec 17, 2004
    Messages:
    13,725
    The simplest, or at least stop-gap solution is to lift the units and tech tree from the Omens scenario (if you have Warlords). In fact, that scenario might be the ideal seed for building a Colonization! mod, at least for an 'alpha' version.



    And just for debate, I don't think it will be possible to do a 100% conversion of a Colonization! economy ruleset, at least regarding it's specialists, including the side-game of accumulating the types that you want.
    Probably assume all pop points are "plain colonists" until converted to a specialist (e.g. fur trader) and only translate the most vital specialists, which would be the second tier ones in my mind (fur trader, statesman, rum distiller). I'd ignore the raw material type specialists (ore miner, fisherman, etc..). If possible, have each specialist apply a modifier to production, rather than an actual number (e.g. +25% fur coats, rather than +2 fur coats, +2 culture).

    A key issue I see immediately is in the city display. If there are more than a few resources (research, commerce, culture), there is no room in the display. Having 6+ resource varieties (fur, gold, ore) may require BTS for the ability to easily mod the displays. A stop-gap may be to remove research, commerce, culture and replace with say rum, coats, cigars.:crazyeye: TheLopez's mod might be the only way to do a complex economy like Colonization!, at least until BTS.
     
  7. Gaius Octavius

    Gaius Octavius Deity

    Joined:
    Jul 28, 2006
    Messages:
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    How exactly do you plan to model the Sons of Liberty system? This was such an important part of Colonization that I think it needs to be included in some form. For those who never played the game, the Sons of Liberty was essentially a measurement of how many of your people favored independence. You could not declare your independence from your mother country until over 50% of all your colonists had membership in the Sons of Liberty. In addition, any city with over 50% membership gained a production bonus, which increased when it hit a full 100%. SOL membership was affected by how many “liberty bells” your colonies produced, which is sort of analogous to technology and research beakers in Civ 4.

    I have thought of several ways to recreate this. The easiest way from a modding perspective is just to change culture to liberty bells. Then certain buildings, like the town hall, as well as city specialists, would produce liberty bells instead of culture points, and the SOL membership would increase each time it hit a threshold (10, 100, 500, etc.), until it reached a maximum of 100%. Cities with large numbers of liberty bells would gain defensive and/or production bonuses to represent the patriotism of the occupants, just like high culture does in regular Civ 4.

    This brings up another idea: what if we scrap the existing great people and create new ones, like the Great Patriot? His function could be to discover a new technology (in this mod, you’d get a new member in the Continental Congress), or to dramatically increase the number of liberty bells in a colony, which gives SOL membership a huge boost. (This works exactly like the great artist’s culture bomb!)

    There is one drawback to this method: membership in the SOL should be able to decrease as well as increase. In Colonization it seemed to decrease naturally if you did not continuously produce new liberty bells, and I’m not sure if this can be replicated; I know in Civ 3 you could create negative culture, but don’t know about Civ 4. Anyway, it’s worth thinking about.
     
  8. Elucidus

    Elucidus King

    Joined:
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    Messages:
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    Location:
    USA
    Yes, I plan to utilize that mod.

    Yeah, I had considered culture. I am not sure the best way to go, I think we will have a lot of different tests to find the best way.

    BTS, will probably be the best starting point.
     
  9. Vadus

    Vadus pretend the impossible

    Joined:
    Nov 23, 2003
    Messages:
    374
    Location:
    Northern Germany
    my two cents :

    Colonization has two main features :
    Specialists and Resources.
    A specialist has different boni in a city, like a farmer gets more food out of a farmed tile, and a carpenter gets more hammers ( production ) if there is a sawmill in town, at which he is working.
    Every specialist can found cities and every specialist can be equipped with weapons to turn into a military unit.

    Resources on the map can be mined to trade goods. These are stored in cities and can be loaded on ships and wagons.
    They can also be captured by enemies.

    Then there is an european habour, at which trade goods can be bought and sold. Also new specialist can be hired, as well as military units.

    This all is very hard to apply to Civ4 as a mod, unfortunately :sad:
     
  10. Jeckel

    Jeckel Great Reverend

    Joined:
    Nov 16, 2005
    Messages:
    1,637
    Location:
    Peoria, IL
    I am working on the code to have a unit work a tile and produce a quanity of that tiles resource every turn, depositing it in the cities storage. It is going to be a few weeks before I get all the code done as it requires several sub mod components be writen, each one having its own coplexities, but I have two of the comps' alpha versions done and am working on a 3rd, and that leaves me with 2-3 more that I haven't started yet. When I'm done I should be able to mimic the Col economy fairly well, including the moving of resources inside wagon units from city to city and the selling of resources to the "mother country" at prices that change based on your buy/selling activity.

    One of the modcomps I have in alpha version mimics the Col popup when you enter a village. It does much more then the stock Col version and will make good use of all the Civ4 things that can be done, but it could easyly be limited to do just those things that Col did. Infact Demand Tribute, Speak with Chief, and Train Unit will be standard options.

    On another topic, this mod will require almost all new advisor screens. According to the MENU.TXT file there are 10 Col Reports which work out to around 15 acual screens. Several of the Civ4 screens can be reworked and used, Military, Domestic, but those that don't have a parallel in Civ will need to be made. Fortunatly this will not be a problem. Adding new screens to Civ4 is surprisingly easy. Making the screens can be a little more complex, but I have a few years of python gui experience so it shouldn't be two hard.

    There is one thing That is beyond my ability and that is the SDK. I dislike C++ alot and don't have the time to learn it beyond Hello World even if I did like its unnessicarily complex syntax.. I mean really, in 2007 I have to manually tell the computer the the text 3.0 is a floating number and that 3 is an integer. Really... But anyway, back on topic..

    At the least we are going to need Dale's Ranged Bombardment Mod combined with TheLopez's ImprovementsOutsideBoarders, RoutPillageMod, ScriptableLeaderTraits, UpgradableBuildings, and BuildingResourceConverter Mods. If no else does it I guess I'll have to, but it will be several months as I'm not doing it until I absolutly have to. A good place for someone to start on this would be to combine Dale's Ranged Bombardment Mod with TheLopez's ImprovementsOutsideBoarders Mod as these are the two most important for an alpha version in my opinion.

    Awesome, I'll be looking forward to seeing it. Just post it in this thread when you get it done. :)
     
  11. Elucidus

    Elucidus King

    Joined:
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    983
    Location:
    USA
    I have done a little in the SDK, I am sure we can work it out.
     
  12. Jeckel

    Jeckel Great Reverend

    Joined:
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    1,637
    Location:
    Peoria, IL
    I solved the SDK problem, I finally got my buddy who knows some C++ into the gig. With his help I was able to update ActionButtons2 from v1.61 to Warlords v2.08 and then combined it with ImprovementsOutsideBoarders Mod by TheLopez.

    I'll upload the basic mod in a few minutes. :)
     
  13. Jeckel

    Jeckel Great Reverend

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  14. GoodGame

    GoodGame Red, White, & Blue, baby!

    Joined:
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    Just curious, how do you plan to display this info on a city basis, if you import like all 6 (?) resources+finished good versions (sugar/rum, cotton/cloth, ).

     
  15. Jeckel

    Jeckel Great Reverend

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    O, well, I haven't set anthing in stone yet, displaying stuff in-game is several steps after setting the stuff up, but I will probly add a new screen that will display all the relavent data.
     
  16. C~G

    C~G Untouchable

    Joined:
    May 24, 2006
    Messages:
    4,146
    I'm monitoring this thread but unfortunately my current schedule is so tight that it's almost impossible me to lay hands into the game itself, let alone the mod making process.

    I also think Beyond the Sword expansion seems to have quite nice features that might fit into the scheme of things considering Colonization mod.
    The actual making of Colonization mod will probably take months so I suggest you consider waiting BtS coming around before proceeding further. Designing and planning things on paper, putting heads together and adding small parts to the jigsaw of course are good ideas already.

    At first I think people shouldn't get too tangled with the Colonization game but more like use it as only as starting point and move from that point onwards.

    I have plenty of ideas in storage so if I have time I try to throw something at you.
     
  17. C~G

    C~G Untouchable

    Joined:
    May 24, 2006
    Messages:
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    *Bump*

    I'm planning new Colonization mod for BtS that won't however use directly the features of Colonization. There will be some sort of simplified trade system but there will be no example quantative resources or different colonist professions (except city specialists). Some concepts such as of health and happiness will be modified towards Colonization style. Tech tree will be replaced with Continental Congress and Founding Fathers will work as "techs" to give available new units, buildings, civicks etc.

    The time line will run from 1492-1892. There won't be a lot of technological progress as I don't want to turn it into technological race but the later stages of game will feature railroads etc.

    BtS offers some interesting new concepts like privateers, on map trade routes, colonies, events etc. that IMO increases options to consider for Colonization mod.

    I have already figured out the nations and leaders for european powers and have some sort of view about what kind of bonuses they gain. I want that each nation and leader gives a bit different experiences of play. Natives won't be available for player control.

    This is just small bump for this thread and I cannot promise any progress as everything is in planning stages still really.

    I'm waiting BtS to come out before I can check where everything stands especially since I have constantly quite busy schedule to follow so I have no idea whether I have actually time to do the mod.

    If you have any ideas, please share them.

    ADDITIONAL INFORMATION:
    Some concepts, terms and definitions.

    Health will be replaced by "stars". Stars are similar as those "Crosses" from Colonization. Main idea is that if colony has stars (is healthy) it offers chance for larger population and opportunities to newcomer immigrants. Example churches might add stars as they offer religious freedom for people. There won't be too many building that reduce stars except maybe slave markets and such.

    Happiness will be replaced with Sons of freedom and unhappiness with Tories. Sons of freedom present how happy people are in colonies and how positively they see independence from the mothercountry. Certain buildings might cause people turn into Tories.

    Research production will be Liberty bell production which represents how statesmen (scientists) try to convince Founding Fathers to join Nation's Continental Congress. Buildings like Town and City Hall can turn colonist into statesmen specialist for this purpose.

    Trade Between Old and New World will happen namely with buildings providing commercial bonuses or providing Goods in exchance for resources. However before this is possible player has to gain access to Sea Route resources which represent the routes between New World and other parts of the World. These resources lay on sea/ocean (like Oil) and unto them must be first build "Cargo-Ship"-Improvement before they can be used.

    Certain Goods are required to build more advanced units and buildings. These Goods can be either produced in colonies from raw resources, gained from trade with other nations or shipped from Europe by building Cargo (national project) for that particular Good.

    Civicks are replaced with Founding Father Ideals which work exactly like Civicks and offer choices how governing colonies happen and how relations toward mothercountry are handled. Later more advanced choices are given available as colonies seek independence.

    Culture will be changed to "Influence" that represent more general influence of colonies to their surroundings and how much land colonies actually use and own rather than arts, literature, habits and norms. So there won't be artists or similar spreading it but Governors and administrators that actually can enlarge the areas colonies occupy.

    I have no definite plans for religion and I don't want to take too much space in the plans anyhow. Somehow the process of europeans trying to christianize natives should be present but still I'm not sure how it all fits in with the current system of religion in Civ IV.

    It's probable that Independency Victory condition will work like Spaceship race while Pan-American Congress (Great Wonder) works like UN. However I'm looking into opportunity continue the game even after colonies have gained independency.
     
  18. Jeckel

    Jeckel Great Reverend

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    I've combined a few more small sdk mods into the dll, I'll try to get it uploaded and attatched some time soon.

    I also have most of the python code done to spawn treasure units when, say a Incan Village improvement, is pillaged, and for the player to be given gold when the treasure unit moves into one of their cities.

    Along the line I have also gotten workers working on bonuses and producing resource wagons of the worked bonus. To do this it was neccessary to keep track of what "job" the worker was working on. The same method combined with the giving and removing of promotions will work very well to simulate the Colonization functionality of Colonist Professions.

    On a last note, though it doesn't have much to do with Colonization, I have made several big breakthroughs in adding ZoC into Civ4 and should have that accomplished over the next couple weeks. :D

    Overall it seems things are moving allong nicely on the whole CivColonization front. Keep up the good work everyone. :)
     
  19. Jeckel

    Jeckel Great Reverend

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    Being away from my coding computer I messed around with a screen shot of the Colonization city screen and made up a proper dds image to use as a Civ4 screen background.
    Here is the png that I converted to dds. I cleared out all the little corn, crown, trade goods, and other things as they will be placed onto as individual widgets.

    Now that I'm home I'm going to see about turning this into a working screen in the game. :)
     
  20. C~G

    C~G Untouchable

    Joined:
    May 24, 2006
    Messages:
    4,146
    Wow, you are making this mod reality everyday I see.
    If I get my hands into making the mod I mentioned earlier I would like to "lend" that code.

    Keep up the good work, I bet there are more than just me that are interested about playing Colonization mod.
     

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