Thx Supr49er
I tryed it and it certainly gives something more to the game that there had been before.
Achievments other victories, other factions, and certainly some improvements in the numbers.
However it does not solve the fundamental problems in some game concepts. Most of this where actually different in the original col and gave it the
"long time satisfaction". Right now you are "punished for playing". The optimal strategy is a glitch to win in around 40 turns (ok solved in AOD2 but still most of the game concepts get are degenerated at around turn 100 normal played game with just buying any specialist from europe. However economic victory is a good approach. But the education system is totaly degenerate.)
Here some of my ideas to improve the situation.
Education
Why it takes longer for each citizen educated?
Or can you imagine that Harvard Univ. (founded) 1636 is almost unable to graduate anyone a year but the Wadi International University (Syria founded 2005) would pop out 10 statesmen a year ^^.
-You are basically building education facilities to find them useless after a few (around 10 educated citizen)
- Same goes for educated citizen in native tribes (want to make a last settlement with the missing furs? Impossible the fur trapper would take 100 turns to educate!
If the same mechanic would go for europe you wouldn't be able to by any specialists
Alternative here:
Education gets no penality but the buying of specialists in europe does (right as soldiers and cannons are more expensive the more you buy. (King's universities need to other thing's)
So in order to have highly efficent colonies you need to invest in educational buildings (sounds logic) or have to pay insaine prices to europe and you don't get just a small one time benefit from it.
Prices for specialists graduating should not be paid (because not to have the money is very easy to achieve (by king or the ship that just bought one soldier too many).
but instead different requirements and educational times.
EXAMPLE
School : Harvester jobs ( lumberjack, farmer, cotton planter ....) x turns
College : Manufacturing jobs ( Carpenter , Weaver , Hardy pioneer ...) 1.5 x turns
University : academic jobs ( Statesman Priest ) 2 x turns
x can be around 6 or 8. A lower man educated at a higher school gets a 1.5 or 2 times bonus. E.g. a Farmer educated at a university will take only 3 turns ( at normal speed ) at a college 2/3 so 4 turns instead of 6.
Not being a settler but a criminal will lengthen the time by a factor of 2 a ind servant will lengthen by 1.5.
This chance will prohibit the quick buildup of statesman at the beginning but will allow evolved empires to teach their own people (as it should be).
This is similar to the original col where schools actually were important!
Another Idea of Education is "By doing". Some random chance (around 1/50 or so per turn that a free settler becomes proficent in the work he is doing just by doing it. This also could solve the problem of "not having a single fur trapper teaching native settlement on the map".
This is a new concept but I think it is obvious.
Crosses
To get people to educate you would have to invest in crosses ( or buy the guys from the docks. However no infinte grow funtion for the crosses ( I understand that the requirement must somehow change or you would not get enyone at all in the beginning or so many that you cannot get them into colonies in the late game.
I recommend some kind of logistic function:
http://en.wikipedia.org/wiki/Logistic_function
The limit of the by price will have to be around the initial price of a specialist.
You should always doing better by teaching a settler a new job than by buying it infinitly from your motherland for a fixed price. (Even buying low cost specialist to clear their specialisation and teach them by natives.
Trade route system:
The import export system is also thought for smaller colonies only ( 2 - 3 colonies) with more and extensive use of it it the possiblities get out of hand. I recommend the old way of selecting only a trade route and no import exports in the city.
First target city ( drop down menu) goods to be traded (drop down or list) load / unload number to be keept in the city.
This proposials are aiming to turn colonization into the game it was.
A long term fun playing game with a high addiciton factor.
I think I stopped playing col as a friend of mine showed me a cheat code to make the costs of each specialist in the docks in europe 1g ------> No more fun building you simply buy everything. The same thing happens right now in CIV4 col around when you crossed some income limit.
Concering the MOD AOD2
- gun price is that low for a reason ( a) trade with indians (no you are not always able to sell guns with a profit take a calculator b) to force you to produce something different than guns to make money
- cheaper trading ships needed if there is a danger due to pirates
- The rebel sentiment should be calculated for the the entire nation but the garrison in a city should also get value of the city bell production and out of the city units be influced by the nearest city but only by 50%. ( reducing the effectiveness of the bells in a city by garrison + near city units)
Only europe should be excluded