Conquest of the New World Deluxe

i really do like this new scenario. it feels more dynamic and fun than the original. the new religious stuff is perfect and feel much better than the base game. and i like the separate ideologies. they greatly add to the depth of the game. and the tipi is a cool improvement! but that said, the scenario feels very incomplete.

-as others have said, i too get no icon for cacao in the diplomacy screen (for trades)

-why are there only 4 wonders to build? and why are they all at the beginning, requiring no tech, thereby necessitating a re-roll if you want a chance at a wonder?

- i wish there was an actual world map as well, so that we could play a historical game as an option.

-i wish there was more customization allowed: how many civs, how big a map, how many CS, etc. i get that its a scenario, but it wouldnt hurt to allow this extra as well.

some bugs:

playing as shoshone:

native caravels dont seem to have the scurvy promotion/need the navigation school which they cant build.

the +1 faith per shrine and temple doesnt work (still at original values)

playing as Spain:

-i was given a quest from a city state to produce a great musician!

game crashed at the map recap of the victory screen.

I suspect the cure for scurvy is only available to Europeans, not Natives.
 
i think i will like this scenario but i it is some parts of the scenario i think should be fixed
first i cant convert my own cities.
a minor thing that iritates me is that france has protestantism as a religion.
i wish there where an america map that worked like the map in scramble for africa.
otherwise the scenario is good.
i didnt expext a new scenario when i started the game yesterday i was really surprised.
 
Note that all americans and europeans have one unique social policy at start that can not be seen on social policy screen since only ideology page is displayed. Check for actual effects in civilopedia. European version gives a lot of bonus faith. Thats not a bug.
 
Here is evidence of my faith.

In the last shot, I purchase a scout with faith to show that I can spend it.


Note that all americans and europeans have one unique social policy at start that can not be seen on social policy screen since only ideology page is displayed. Check for actual effects in civilopedia. European version gives a lot of bonus faith. Thats not a bug.

Oh. Somehow, I missed your post before I posted my screenshots. They extra faith should still show up in the top panel though. That part is a bug. I want my UI to make sense.
 

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Note that all americans and europeans have one unique social policy at start that can not be seen on social policy screen since only ideology page is displayed. Check for actual effects in civilopedia. European version gives a lot of bonus faith. Thats not a bug.

Yeah, all European civs have a (hidden) SP that gives them +50 faith per turn.

Btw, you could go and watch MadDjinns Beyond the Monument, it is about the new scenario and he takes up this and more.
 
Just finished my playthrough - it's great, my only issues being that a) it's perhaps slightly too long since you get thrown into war pretty quickly and from then on the gameplay becomes a little repetitive for the Europeans, all of whom are identical and who have nothing interesting to do in terms of building; and b) Aztec Conquistadors? For a scenario representing, in more detail than usual for both Civ games generally and Civ scenarios specifically, I could do without the native gunpowder and cavalry units (where do they get horses from, anyway?).

EDIT: And c) caravans using camels. :nono:

Re the Navigation School, I noticed that mine didn't remove the scurvy promotions - maybe the game still lets you build it without universities in every city, but it won't work correctly unless you have them?

It's a sad oversight in an otherwise apparently lovingly crafted scenario, complete with nation-specific admiral name lists, new city lists for the Europeans and more.

EDIT: Not to mention complete Civilopedia entries for every new feature, pantheon, city-state etc. - not very indepth info for the most part, but a very welcome touch.

I never played the original Conquest, but from what I see here I'd love to see treasure units in the main game. They'd give an incentive to raze, a value to targeted wars for specific cities, and alleviate some of the economic burden of waging war with the BNW economic system (naturally they'd award gold rather than points). They'd also give the capital a particular relevance, and while I've never felt Civ V needed a specific colony mechanic, this does add the flavour of a colonial enterprise. And as a special effect for certain Natural Wonders (mainly Potosi) I like the idea too (in fact I'd replace Potosi's tile yield with a special effect that gives a bonus to trade income with that city and occasional treasure spawns).
 
Re the Navigation School, I noticed that mine didn't remove the scurvy promotions - maybe the game still lets you build it without universities in every city, but it won't work correctly unless you have them?

It will cause all new units to not have the scurvy promotion. Existing units need to begin a turn in the city with the Navigation School to have the promotion removed.
 
Not sure if this has been answered, but is the map the same every time? Does it reseed basic interior elements like the Scrambled Nations maps?
 
China is also always in the same spot. In my last game north and south America were split so there was a direct route from Europe to China. I didn't feel so special for finding china...
 
Very excited about CotNW Deluxe as the original scenario was the only one I played (I loved it). I did play about 40(?) turns as England on Immortal and got a huge lead. I really like all of the new enhancements.
 
China is also always in the same spot. In my last game north and south America were split so there was a direct route from Europe to China. I didn't feel so special for finding china...

I suspect the main reason for randomising the map is so that you don't know where the 'canal' will be - pretty sure it's always there somewhere, since otherwise you won't be able to get an admiral across.
 
Talcove, I think it's part of the scenario to start with -1 faith for gawdsknowut reason.
 
Lovely scenario, a marked improvement over the first one. This will give me my "colonization" fix for the upcoming time for sure.

If you start warring with the natives early, it might get boring though. Additionaly, if you go for more peaceful ways of getting VP, Naus are stupid. They give 4VP. Creating them and then sailing them to China is likely to be only slightly more effective than simply building gold.
 
agreed on the nau's. after my first one made it, i felt pretty dumb for having ~10 more en route.

have to say though, as much as i like it, there isnt too much replayability.

as spain, i started early with the conquests and ended up literally burning every city in the map except for former capitals/last cities. was pretty easy, but got a bit boring.

as the english, i beelined sea beggars, and made a policy of: take out europe first, then raze every coastal city, no matter what civ. i found that even after i had taken and razed all the coastal cities, after enough time the ai's would give me almost all of their other cities, which id raze. i was SWIMMING in treasure. at the end i had 45,000 gold, mostly from treasure.

a word on the sea beggars though: they are so crazy OP in this scenario. prize ships, city raider 3, naval supply, AND double attack right out of the gate? why build anything else!? seriously. in that coastal patrol england game, i build maybe 3 SotL and barely used them. there was no reason. in fact, i found it better to take a city, lose it, and retake it a few times. the AI gives so much more in the peace treaty for that.
 
Lovely scenario, a marked improvement over the first one. This will give me my "colonization" fix for the upcoming time for sure.

If you start warring with the natives early, it might get boring though. Additionaly, if you go for more peaceful ways of getting VP, Naus are stupid. They give 4VP. Creating them and then sailing them to China is likely to be only slightly more effective than simply building gold.

I happened to have a city on the west coast 3 turns' sailing from China, so I just bought them one at a time - I didn't need the gold for anything else at that point since it had already been accumulated and so counted for victory points, and it didn't interrupt production. After all, if you're building gold you might as well get some use out of the stuff itself.

have to say though, as much as i like it, there isnt too much replayability.

Agreed. It's great for a new approach to the game and very nicely-realised thematically, but I haven't yet felt much desire even to try a second attempt (without having won the first) as it's set up to play basically the same way each time and the tech tree doesn't add a lot of variety or options for varying play. I'd originally thought the scenario gave quite a few different routes to victory given the assorted ways of accumulating VPs, but treasures and Naus end up giving so little each that there's too much rinse and repeat.
 
Treasures give 600 gold once you take that certain policy. Crazy awesome. In my Spain game I was making 500 gpt from my cities and trade routes and about 1 treasure per turn arriving in the capital. That's over 1000 gpt!!! Spam ships o the line FTW!
 
Question: can you send another great admiral after the first 2 great admirals for more victory points?
 
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