[MOD] Age of Discovery II

SomeMan: Are you starting on Epic or Marathon?
 
Mm, now I feel like an Idiot. Please look over my posts. APPARENTLY, my computer won't save the options Random Seed on Reload and Unrestricted leaders, but it WILL save a speed I NEVER CHANGED....
 
Dale,

Just wanted to say, what a fantastic mod. Loving it!!

:goodjob:

My addiction to Col is back full throttle because of this mod.
 
I love AoD2 but I have one balancing suggestion about the Pirates. I found that it's extremely difficult to get these guys of the ground, because of the complete inability to use specialists for anything. Basically, you want to get to the point where you can either buy or build Pirate Ships so you can then go around stealing from people, but without any specialists it takes forever to reach a point where you can either get 3000 gold together to buy one or enough hammers going to build one in any decent amount of time.

I can understand restricting the Pirates to some degree, especially since the Pirate King never seems to whack them with any taxes. Perhaps the best solution would be to continue not letting them use any specialists except Lumberjacks and Carpenters. Then if they happen to get enough loot from exploration they can buy a PS, but otherwise they can build one. I can see not letting them use Farmers or Fishermen, too, because they can build their own people.

Also, what good is a Church to Pirates when they never have people appear on the docks without buying them? I'm curious why they can even build this structure.

Finally I have a question about the REF. Did you tweak the WoI to make it easier? If not, then I think I discovered something in my last non-Pirate game, played as John Adams, because that was the easiest WoI I ever fought. I had 10 colonies, had generated bells almost right from the beginning, and the REF was huge, but with that many colonies and a really strong gun industry I was able to build a massive force of dragoons. Since the REF doesn't come all at once, this meant there was never any chance for them to gain a foothold. I never had to use cannons to retake a city, I never failed to have plenty of full-strength Dragoons to attack with, and I think I lost a total of 3 units in the entire battle.

So either you tweaked the WoI to be easier or the conventional wisdom about having only a couple of colonies to keep the REF small needs some rethinking. ;)
 
Wouldn't it be better if the pirates could capture ships? I mean I see that as much more the pirate way than ye old saw and mill. Isn't one of the points of piracy to avoid all the menial labour that might be the only other option?
 
Wouldn't it be better if the pirates could capture ships? I mean I see that as much more the pirate way than ye old saw and mill. Isn't one of the points of piracy to avoid all the menial labour that might be the only other option?

On that subject: in quite a lot of naval battles ships were not destroyed, but captured. Possibly this could be worked into the mod, with certain relevant promotions? (e.g. Boarder 1, +10% capture chance). The pirates could have this promotion automatically, say.
 
I see it as a negative. Huge empires aren't supposed to be better than smaller, the game is clearly designed to not be this way. Also it just gets boring with too many cities and immigrants.

I agree with you here. Here is why smaller empires are suppose to be better than large ones:
1. Logistics - Being small allows for easyer movement of goods from one location to another, not to mention the organization of troop movements, and good movements.
2. Having a large empire, as in terms of the 13 orginial colonies made it harder for America to win the war of independence. The British invaded areas that were more supportive to their cause and from the last time I read and checked the British swept through the southern colonies. Plus by the time the later colonies were being founded, they were mainly to be used for prisoners hence the name penal colony as well for indenture servents. Georgia was a penal colony for the British as they wanted a place to place their criminals at. After America declared independence, the British just sent their criminals to Australia. Further during the war of independence the Americans were only able to win due to French intervention, otherwise the war would have gone on longer, and possibly been a loss for the revolting colonies.
3. Having a huge empire in the game, causes your military forces to become thinner and the requirement of more ships to move the goods to europe. All hinderances to the game.
4. In a game such as Colonization, it must be noted that a player needs to know when it is worth to expand and when it is not. If a player just tempted to keep expanding, then he or she should be penalized as it would be harder to get ready for the war of independence.
5. If increased immigration is now apart of the game, then the ability for cities to be become bigger in area is needed. Otherwise it becomes annoying having to keep build colonies without a real reason or need. It just becomes a necessary act, because someone has no other use for the colonist. Sure you can just put them into your military, but you can only do that so long before you run out of horses, and guns. Heck a naval victory is a lot easier to achieve in the game than a land one. It is easily possible to win the war of independence with just 3 to 4 ship of the lines. Thus resulting in a 2 to 3 turn win of the war of independence. Espically if you have 2 to 3 more ship of the lines being produced and coming out. Either way if you reduce the King down to say 2 to 3 ships, he cannot transport over as many units, and naturally your army does not have to be that big. Hence you do not need a huge empire. Just need a few great locations.
6. The idea of creating a huge empire does not seem to be apart of the game. Even if there is a lot of land, it is not the goal to colonize the whole land mass. The idea is to found a self sustaining group of colonies that can handle their own affairs.
 
Honestly, people, I like this mod (though seeing one colonist turn to four soldiers is kinda irritating,) You have more fun when you only have a FEW dragoons, with or without this mod.
 
Honestly, people, I like this mod (though seeing one colonist turn to four soldiers is kinda irritating,) You have more fun when you only have a FEW dragoons, with or without this mod.

I've played 1.05 and am about to try 1.06. What do you mean by one colonist turning into 4 soldiers?
 
Yea, it's the Graphics. The Soldier Profession shows Four Soldiers, while Dragoons show Two Dragoons. It's amazing that colonists can Devide like that, it's sorta like Cells.
 
Yeah at the beginning it was pretty cool, but I'd like it more to have the option of single units or multiple skins per unit.
 
hey Dale. My save is crashing at the same end turn every time again. I just declared independence so I'm frustrated, since I wanted to finish the game. Is there any way you could fix it?
 

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Wouldn't it be better if the pirates could capture ships? I mean I see that as much more the pirate way than ye old saw and mill. Isn't one of the points of piracy to avoid all the menial labour that might be the only other option?

I've played some games with Pirates. Imho, It could make them more playable and add some variant to their strategy the opportunity to capture enemy ships and pillage european settlements (money).

:goodjob:
 
I must be making a mistake somewhere. I downloaded version 1.06 and put the zip file in the Colonization Mod file. Then unzipped the file.
I then started Colonization. Went to Advanced and said "Load A Mod".
Checked the 1.06 option and when it started to load I saw the ver 1.06 number in the upper right corner. But when I go through the options I don't see anything about Pirates or Portuguese or the other new Leader. When the game starts it seems like the same old game. Where am I going wrong?
 
Ahh..... the extraction has created an extra folder (called AoD2_1.06 I assume) inside the Mods folder. If you open this AoD2 folder you will see the real AgeOfDiscoveryII folder. Drop that one down a level to the Mods folder. :)
 
Dale,
I have the same problem as butler77, but I didn't drag the zip into the mods file; I extracted the mod to my newly created mods folder. So to be clear I have E:Colonization\mods\AgeOfDiscoveryII.

When I load your mod I DO see Age of Discovery II in the top right corner, but when I go to start the game no mention of pirates, portugese, or new victory conditions. :(

After reading through this thread I couldn't see what I was doing wrong, so figured that there must have been an error in my download. So I deleted it and download again. Same result. :confused:

By the way, I bought Colonization yesterday, solely to play your mod, so I figure Firaxis owes you a penny or two from this sale.:)
 
Check the mod's folder and make sure you see the following folders: Assets, PublicMaps, CvGameCoreDLL. They must be directly in the first AgeOfDiscoveryII folder.
 
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