[MOD] Age of Discovery II

My goal is to try to achieve the highest score (so far my high score on the AOD mod is just under 11,000 with a time victory:goodjob:).

Anyway, thought I would give the WOI another shot, and thought I had everything going for me about 1600 or so when I started the revolution. Imagine my surprise when my tax rate went from 0% to 25% -- whether or not I chose the "Trade with Europe" option.

I think every good was blockaded -- including food & lumber which I had never traded with Europe. Contrary to what has been posted on many threads in this forum, the tax increase "good" is not just what you've traded with Europe; if nothing else is available the tax will be on whatever you have in one of your warehouses. I've even had a silver party, even though I had never mined or traded even one ounce of the stuff.

Since I could trade nothing with Europe, I had to manufacture my own tools & guns, and raise my own horses of course. Manufactured goods were traded with the Indians at a fraction of what I could have received in Europe -- or with the Dutch whenever they had any money (which wasn't often).

Bottom line: All goods blockaded, tax rate 0%, 65-70% rebel sentiment, enough cash to buy additional settlers in Europe if I needed a few extra volunteers for my dragoon legion, so I start the revolution (which I could win easily, since the REF was still relatively small). ZAP! Tax rate is now 25%.

OK, I thought -- that's because I chose the "Trade with Europe" option. So I reloaded and didn't choose that option once I declared independence. ZAP! Tax rate still 25%.:mad:

What gives Dale?? Do you imagine the colonies actually paying 25% taxes once they've have grown used to paying 0% taxes and have declared independence?:confused:

It's sort of big deal and sore point with me, because the tax rate negatively affects the score in a big way. Also, thinking they were worthless to me, I passed up all the tax-rate based founding fathers.

Please tell me you will fix this, or at least think up some earth-shattering logic that will convince me to accept the 25% tax increase.

-- Cliff in Virginia
 
Please tell me you will fix this, or at least think up some earth-shattering logic that will convince me to accept the 25% tax increase.

-- Cliff in Virginia

It represents the normal trading tariffs and taxes every nation in the World imposed on every other nation in the World during the period. Mercantilism sucks eh? ;)

There's your earth-shattering logic. :)
 
Everything is running fine. But I have a couple of questions. they have probably been asked before but I am to lazy to go back and read all the comments.
I can't seem to purchase a Coat Maker or a Surgar Planter in Europe. Was that on purpose? Also why did you decide not to have Indian Converts be able to learn a trade in the Indian villages. I often wonder why they just don't come out trained.
I enjoy this mod a lot.
 
It represents the normal trading tariffs and taxes every nation in the World imposed on every other nation in the World during the period. Mercantilism sucks eh? ;)

There's your earth-shattering logic. :)


OK, I'll quit Bit..ing and moaning about it.:blush:

I guess if you let your tax rate run wild in the early game (which I don't), then it comes as a blessing that after DOI your tax is set to "only" 25% and the European blockade is lifted (if you choose to continue trading with Europe).

-- Cliff in Virginia
 
Hi Dale,

I do not get the new victory conditions while playing your great mod. I do get the new units and such, but not the economic and indus victory conditions.

Do u know this problem?

A fan from the Netherlands
 
Thanks for the mod Dale!

I was wondering if there is a way to make it start on Age of Discovery II when I click on the colonization shortcut instead of going into the original and then clicking AOD 2.

I remember Wolfshanze mod for the Civ Bts -- all you had to do was change the ini with some script.

Any ideas?
 
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="AgeOfDiscoveryII"


right click your shortcut -> Properties -> and add what's in bold above in the Target line....this is assuming you left the default folder name for the mod (AgeOfDiscoveryII)
 
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="AgeOfDiscoveryII"


right click your shortcut -> Properties -> and add what's in bold above in the Target line....this is assuming you left the default folder name for the mod (AgeOfDiscoveryII)

Thanks Mack the Knife :goodjob:
 
"C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization IV Colonization\Colonization.exe" mod="AgeOfDiscoveryII"


right click your shortcut -> Properties -> and add what's in bold above in the Target line....this is assuming you left the default folder name for the mod (AgeOfDiscoveryII)

Just a very small point but one which had me guessing for a few minutes. There is a space between the \Colonization.exe" and the mod="AgeOfDis...

Worked fine once I realised that!!!
 
Hi Dale,

I do not get the new victory conditions while playing your great mod. I do get the new units and such, but not the economic and indus victory conditions.

Do u know this problem?

A fan from the Netherlands

In the game setup, are you selecting them?
 
Everything is running fine. But I have a couple of questions. they have probably been asked before but I am to lazy to go back and read all the comments.
I can't seem to purchase a Coat Maker or a Surgar Planter in Europe. Was that on purpose? Also why did you decide not to have Indian Converts be able to learn a trade in the Indian villages. I often wonder why they just don't come out trained.
I enjoy this mod a lot.

Master Fur Trader is available. Did you mean Trapper? The trapper and sugar planter (and tobacce and cotton planters) are not available in Europe as they are New World occupations only.

Indian Converts were changed so they couldn't learn a trade at their own villages for a couple of points:
a - They would already know what the tribe can teach
b - By being trained they became a European unit, but in fact had never been Europeacised
c - There was an exploit of training a convert at the village it popped at, clearing the speciality so it became a free colonist then arming it.

So converts must be trained in a school+ to learn European ways as well as their trade before becomming a European unit.
 
In the game setup, are you selecting them?


Dale,

This is my setup screen (via Single player, Custom Game):

I can't select more victory conditions then in the original game.
 

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That's odd. This may sound stupid but do you even have the mod loaded?
 
as you can see in the upper right corner, I have the mod loaded. And yes this is the 1.06 version.
 
1) What directory did you extract this to? Make sure it's Program files\....\Civilization 4 colonization not My doucments\My Games\
2) It may be that the files aren't extracted properly. Delete the mod and re extract.
3) The download is corrupt. Delete the files and re download it.
Good Luck! :goodjob:
 
Hmm, already did step 2 & 3 a couple of times. But I have installed the game in a different folder...let re install it to the default folder.
 
Where you install the game is not the problem, or at least it shouldn't be. What step one is talking about is making sure you put the mod where you installed the game rather than in the Documents folder as many people do.
 
I have installed the Mod to the correct directory.

But I think I know what the problem is. Look at the screenshot I just made.

I can only select 1 pirate leader in my 1.06 version, but according to the screenshots of Dale on page 1, I should be able to select from 2 different pirates leaders.

I think my mod is "stuck" at version 1.01.

At first I downloaded 1.01 and installed that. But later I downloaded and installed version 1.06.

Somehow I don't get the full mod...

I already redownloaded the mod like 5 times, from the link on page 1 of the thread.
 

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  • AoD 1.06 only 1 pirate leader.jpg
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I have installed the Mod to the correct directory.

But I think I know what the problem is. Look at the screenshot I just made.

I can only select 1 pirate leader in my 1.06 version, but according to the screenshots of Dale on page 1, I should be able to select from 2 different pirates leaders.

I think my mod is "stuck" at version 1.01.

At first I downloaded 1.01 and installed that. But later I downloaded and installed version 1.06.

Somehow I don't get the full mod...

I already redownloaded the mod like 5 times, from the link on page 1 of the thread.

Are you sure you didn't have v1.05 before? Iirc the pirates weren't in before that? Either way it sounds like you have a problem with old files being loaded up. Make sure you delete all the files from old versions before you reinstall, and perhaps try downlaoding from a different location in case there's a problem with that link.
 
I think I know what's happened.

Look in /Mods/AgeOfDiscoveryII/ folder. Do you have a second AgeOfDiscoveryII folder inside it? I bet that is where 1.06 is.

1. Delete the ENTIRE AgeOfDiscoveryII folder so there is nothing remaining.
2. Extract to the /Mods/ folder so it creates a new AgeOfDiscoveryII folder.

That should fix it. :)
 
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