jenks
Prince
Please note discussion relocated - Land of our Fathers Mod released
http://forums.civfanatics.com/showthread.php?p=7502212#post7502212
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Fathers PatchMod
a mod of the in-game Founding Fathers, including fixes from Dale/Snoopy's PatchMod
Aims of mod:
1. Create strategy by balancing and diversifying strengths of Founding Fathers.
2. Increase the gameplay element for religious emigration and churches.
3. Make bonuses from Founding Fathers more historically relevant.
See this CivFanatics page for details of the founding fathers in vanilla Colonization 2.
All thoughts & feedback are much appreciated!
http://forums.civfanatics.com/showthread.php?p=7502212#post7502212
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Fathers PatchMod
a mod of the in-game Founding Fathers, including fixes from Dale/Snoopy's PatchMod
Aims of mod:
1. Create strategy by balancing and diversifying strengths of Founding Fathers.
2. Increase the gameplay element for religious emigration and churches.
3. Make bonuses from Founding Fathers more historically relevant.
Spoiler :
Firstly I am a long time fan of col 1, and was still playing it regularly when this new game was launched. The vanilla col 2 makes a nice looking and fun play, but it is nowhere near the quality of the original due to seemingly poor playtesting/balance/replayability/historical relevance.....
After playing Dale/Snoopy's patchmod for a while I am quite happy that a number of the more blatant exploits are done with (indian training/education, improved & protected AI, WOI and blockade fixes), it makes the game at least playable. Remaining as a problem for me is the fact that the Founding Fathers are so imbalanced, there is really no use for half of the ones available to pick in game. This presents a problem in that once played through a few times, the player figures out one or two strategies, and they will avoid the less useful FF, in order to 'rush' those accumulated points straight on to the better ones.
1. This limits strategic decision making. Pretty much every game I try to get the more powerful FF's, irrespective of my starting location/landscape, my starting nation/leader, my neighbouring indians, relations with other europeans.... From reading the strategy articles this is similar with other players who are trying to win using the expolits from vanilla.
2. This makes a poor AI perform poorer still. Because I rush to get Minuit, Hamilton, Franklin, Penn, the AI ineveitably ends up with all the weak ones (it doesn't seem to know how to reject FF). For instance John Rolfe for +25% tobacco is weak even if you are making lots of tobacco, as are many others such as Gonzalo Jimenez de Quesada who gives you sight of all the burial/treasure grounds (normally this comes after 75% have already been collected by my own scouts). This gives the player a huge advantage over an already struggling AI.
3. The bonuses applied to FF's have no correspondence to history. Many of the FF pedia entries describe persons historical bio's, and then show a completely non-corresponding in-game bonus when they join your congress. I honestly think Firaxis seriously phoned it in on this measure, and the game loses flavour because of it. William Brewster, a religious activist, author and pastor responsible for helping families emigrate to the new world is given a bonus of -25% to native land purchases. Huh?!
After playing Dale/Snoopy's patchmod for a while I am quite happy that a number of the more blatant exploits are done with (indian training/education, improved & protected AI, WOI and blockade fixes), it makes the game at least playable. Remaining as a problem for me is the fact that the Founding Fathers are so imbalanced, there is really no use for half of the ones available to pick in game. This presents a problem in that once played through a few times, the player figures out one or two strategies, and they will avoid the less useful FF, in order to 'rush' those accumulated points straight on to the better ones.
1. This limits strategic decision making. Pretty much every game I try to get the more powerful FF's, irrespective of my starting location/landscape, my starting nation/leader, my neighbouring indians, relations with other europeans.... From reading the strategy articles this is similar with other players who are trying to win using the expolits from vanilla.
2. This makes a poor AI perform poorer still. Because I rush to get Minuit, Hamilton, Franklin, Penn, the AI ineveitably ends up with all the weak ones (it doesn't seem to know how to reject FF). For instance John Rolfe for +25% tobacco is weak even if you are making lots of tobacco, as are many others such as Gonzalo Jimenez de Quesada who gives you sight of all the burial/treasure grounds (normally this comes after 75% have already been collected by my own scouts). This gives the player a huge advantage over an already struggling AI.
3. The bonuses applied to FF's have no correspondence to history. Many of the FF pedia entries describe persons historical bio's, and then show a completely non-corresponding in-game bonus when they join your congress. I honestly think Firaxis seriously phoned it in on this measure, and the game loses flavour because of it. William Brewster, a religious activist, author and pastor responsible for helping families emigrate to the new world is given a bonus of -25% to native land purchases. Huh?!
All thoughts & feedback are much appreciated!