I don't recall in the orginal that the player was the only one who could get Fathers? How did they balance that? If the player was the only one allowed to have FF's in the new game, gaining FF's would become redundant and no strategy in it, plus the player would have a great advantage. Are you sure this is what you would like?
-) Game target is not to make Human and AI equal. That would have no sense. It's human who enjoy and who runs the game (rides the history). AI should make game challenging and lose gracefully.
-) AI can be perfectly balanced with output production coefficients, amount of starting gold and units, prices in Europe, etc.
-) Original game didn't allow AI to provoke independence or join founding fathers.
-) Original game allowed Human to take all founding fathers to Congress and still each European country was quite powerful enemy producing dragoons and canons, privateers and frigates. It was risky to declare war against two countries at once. AI simply did what he is intended for: building colonies, forts, fortresses, improving economy, occupying your territory during wars.
-) In original game you could fortify unit within 1 turn and get +50% defense bonus. So you first used to occupy a plot, then fortify and actually remove the plot from colony production. That's was a siege.
-) In original game you could produce all kinds of goods yourself.
-) In original game you first decided the path to play (warrior, trader, religion man), considered new ideas and ways of organizing your colonies in chains, then realized your dream. You didn't compete with AI for founding fathers or independence time. There was no time limit.
The idea has been totally screwed in Civ4: Colonization. Just one more note. How could hammers be converted into religion/political/battle points for Founding Fathers? Hammers made of trees! Seems like a dirty patch for weak mechanics.
I played DOS version many times and have it now. If there is a way to make modern Colonization function more or less as the classic one did, I would be happy.
For some reason barbarian land purchase cost seemed quite larger than vanilla, so I am going to check into this
Up to 11000 per tile. I have 30-50 usually )
Anyway, one thing about M:C is depending on your starting location and proximity to Saracens and Marauders you could really have have a hard time. That's the randomness of M:C and the randomness of the times.
Seems not. I started on the hardest level now. Animals and bandits are just food, sometimes noisy food, but not a danger at all. Same with natives. After you made 2-3 archers ) But the speed of research and town growing is low, yep.
What was devastating are the ambushes. Once I just lost veteran archer because of moving to rock. Save/load heals such cases. Random damage perhaps is not so funny in economic game, especially when you have ability to train units like in RPG.
Tools are always good to buy as the early professions can use them for defense
On my third play I bought hides and tools before declaring war ))) So you're right.
and they will show an icon of what the desire most.
Perhaps I didn't notice such icons. One village needed weapons, the other one tools, etc. I tried to sell grapes and wheel and mostly got "no need" reply. Still I don't know how natives calculate reasonable prices. How these prices are connected to local prices. Maybe there is a range or formula.
Concerning the raider ships, perhaps their strength is a bit much?
2-3 raiders here and there, about 4 total. To start trading I need to have a powerful naval fleet with 6 powers each ship at least. Otherwise there is no interest in sea paths. It's much safer and faster to deal with local buyers. If human can construct guarding vessels more or less fast, it's ok.
They require the player to trade to them Armor and Weapons, but this part will assuredly be adjusted and Barbarians or better put Minor Civs, will advance themselves but at a slower pace.
Quite reasonable. My first rule is to never sell arms to natives. Once the French did it in Civ4: Col and I spent about 50-80 turns before I could wipe out an aggressive village with 3 power per unit and +95% attack bonuses
This would be an easy fix in the DLL, but you are the only one I have ever heard make this request. I wouldn't mind making a special DLL just for you though
If this aspect can be controlled via XML or does not require too much code (so I could make changes and compile myself without spending a day or two on investigations) please point me out to sources to look at. That would be very kind of you.
As for disallowing founding fathers for AI: how about being able to pick founding fathers even if other civs already have that one? It would solve the issue regarding bonuses for compensating the lack of FF and it will prevent the AI from taking somebody you want. It goes without saying that it should be a game option.
Fair solution. Same principal is applied to inventions and buildings. If one did it, you can do it too. Perhaps, later in game but still.
Thank you for replies, guys.