[MOD] Age of Discovery II

Is there any chance the Swedish mod will be incorporated into AODII? After all they colonized the area around Delaware and were later incorporated into the New Amsterdamn colony. Since there is already a mod to that effect it would be interesting to see another civ merged into this already great mod!
 
I like 1.08 overall. However, there is no longer a decreasing percent chance of mission success after every mission. It's always 100%. In 1.07 the % chance went down. I couldn't see anything in the readme that mentions this change. I apologize if I've missed the discussion somewhere about this. Anyway, I preferred it the "old" way of 1.07.

Although perhaps it should be the other way around. Missions should first be VERY hard to implement and then get progressively easier with a specific tribe. (To represent that in the beginning of European contact missionaries often did not have a long life expectancy).
 
I like 1.08 overall. However, there is no longer a decreasing percent chance of mission success after every mission. It's always 100%. In 1.07 the % chance went down. I couldn't see anything in the readme that mentions this change. I apologize if I've missed the discussion somewhere about this. Anyway, I preferred it the "old" way of 1.07.

Although perhaps it should be the other way around. Missions should first be VERY hard to implement and then get progressively easier with a specific tribe. (To represent that in the beginning of European contact missionaries often did not have a long life expectancy).

Maybe easier for a time until they feel their culture is being overwhelmed. Then a chance at striking back by killing the missionaries and declaring war. Similiar to the original Colonization. The idea being - people are accomadating to a point and then they can become dangerous.
 
Here my first observations:

- I needed to install the official patch from Fireaxis first, before I was able to play the 1.08 version. Without the patch my game kept crashing when it started to create the map.

- The time it takes for Indentured servants and petty criminals too become Free colonist, 40 turns, is too long in my opinion. Especially because u can't educated them before this happens. I liked the 20 turns of 1.07 better.
- The price for education is fair now, it was too high in 1.07.
- I also like the fact that u need higher school buidings for higher education.
- I think the Industrialization victory is too easy at 2000. Especially compared too the trades good victory condition at 80.000 now. When I reached the Industrialization victory I only traded around 25.000 - 30.000 goods.
- The rebel % goes much slower in 1.08, but it feels like the REF army grows at the same pace as previous, still way too fast to win that way. If you really want too defend your settlements from the army and not abandon them.

just my 2 cents for the moment :)
 
- The time it takes for Indentured servants and petty criminals too become Free colonist, 40 turns, is too long in my opinion. Especially because u can't educated them before this happens. I liked the 20 turns of 1.07 better.

which is why it would be nice if these two units had some unique quality of their own that couldn't be found in another unit.

Do both take 40 turns? Wouldn't it be fairer if indentured servants took a little less time - say 30 turns?

BTW, in Col1, it was done in steps. Petty criminals were educated to indentured servants. Indentured servants were educated to free colonists.
 
PC take twice as long as IS. Can't remember the exact figures right now (don't have access to game files).

Good idea about the unique ability of those two units. Hmmm..... now what could it be? :)
 
Well...petty criminals could have the invisible capability. You know how petty criminals can be very sneaky, so they'd effectively work like spies, or is that too powerful.

In my Ten Colonies mod, I did the following:

Indentured servants, being more aware of their need for freedom than free colonists are, and being more religious (praying for freedom) now have +1 more than free colonists in producing liberty bells and crosses.

Pretty criminals, having more of a bent towards booze and violence, can produce +1 rum or musket more than free colonists.
 
Uh.... PC's wouldn't be too quiet with shackles on and guards. :lol:

PC's represent transported convicts, not people who are criminal but not caught.
 
Most petty criminals were shipped out to peal colonies for the crime of indebetenes, petty theft and such. Now here's an idea - maybe we should ship AIG esecutives to Antarctica to colonize it! :D
 
I am still getting crashes when I try to clear a specialty. This is with the 1.01f patch installed, and 1.08 AoD2.
 
I had the same problem as Levison76 with a crash during initialization. So I updated vanilla with the 1.01 patch, uninstalled and reinstalled AoDII 1.08, but I still crash at the same point. Anybody else have this problem? Suggestions?
 
I have a question, when i sail for europe for east my galleons always return from the west, causing a long way to reach my colonies
Is there a way to return from the same spot?
 
@Rusty Nail

Hmm, I already had the 1.08 mod installed, and then installed the official patch. That worked for me, u could give it a try
 
I'm not sure if this was suggested yet, and if it was, please forgive me.

Does anyone else feel that a useful addition would be converted natives serving as soldiers or armed braves (or having a special "combat" profession that is unique to them)? The natives of North America played some fairly critical roles and one of the best examples that come to mind are the tribes that allied with New France/Quebec.

Unlike many other European colonists, the French had strong positive relations with particular tribes and regarded them with considerable respect. It was very common for the colonists to live among the local peoples and for natives to live in French settlements. The Jesuits were very active in their propagation of the Catholic faith and the conflict between them with the Huron on one side and the Iroquois on the other was ongoing. Eventually, a significant number of Huron resettled near Quebec City and these first peoples, as well as others, were important to the city's success.

If there is a feeling that this special relationship was limited to the French and the natives that they dealt with, it could be worthwhile to consider them as a unique unit for the French colonies. There would be natural synergies between that choice and their leaders' strengths and it would also make certain founding fathers (like Chief Powhatan), more useful. In order to achieve proper balance and realism, they could be given a combat penalty or simply receive no boost (as compared to the alternative of Veteran Soldiers). Of course, they wouldn't be buildable and could only be obtained by establishing missions in nearby native settlements.

In any case, I'm eager to see what everyone thinks and whether or not there is interest in this possibility.
 
I don't know if it's only related to this mod (Which I truely enjoy) but I found a water adjacent plot with 3 silver resouces (No WB edit either) and decided to settle on 1 of them and instead of producing silver it puts our ore. is that normal because I feel I got shafted.
 
I'm not sure if this was suggested yet, and if it was, please forgive me.

Does anyone else feel that a useful addition would be converted natives serving as soldiers or armed braves (or having a special "combat" profession that is unique to them)? The natives of North America played some fairly critical roles and one of the best examples that come to mind are the tribes that allied with New France/Quebec.

Unlike many other European colonists, the French had strong positive relations with particular tribes and regarded them with considerable respect. It was very common for the colonists to live among the local peoples and for natives to live in French settlements. The Jesuits were very active in their propagation of the Catholic faith and the conflict between them with the Huron on one side and the Iroquois on the other was ongoing. Eventually, a significant number of Huron resettled near Quebec City and these first peoples, as well as others, were important to the city's success.

If there is a feeling that this special relationship was limited to the French and the natives that they dealt with, it could be worthwhile to consider them as a unique unit for the French colonies. There would be natural synergies between that choice and their leaders' strengths and it would also make certain founding fathers (like Chief Powhatan), more useful. In order to achieve proper balance and realism, they could be given a combat penalty or simply receive no boost (as compared to the alternative of Veteran Soldiers). Of course, they wouldn't be buildable and could only be obtained by establishing missions in nearby native settlements.

In any case, I'm eager to see what everyone thinks and whether or not there is interest in this possibility.

Well the scout profession does come to mind.
 
That's not a bad point. However, it would be nice if the unit would actually look Huron, Algonquin, Iroquois, etc. Also, it would be more likely that the native troops would be on foot, rather than all on horseback.

Possibly Serious Error

I'm not sure, but I may have found a rather serious error. I have tried playing two games recently on Ozzy's America (because I love historical maps, with proper-ish native placement) and it seems that the AI is completely inept/incompetent.

To be honest, I have not played colonization enough to compare it to randomly generated maps and I have not played the game without this mod (there are simply too many additions that I love). However, it seems that I always end up with a huge lead in every conceivable way over the other European colonies (this was on Conquistador level and the one that is two levels higher).

I should note that I had to change the Mod directory's name because the Ozzy's version that came with it was referencing the old folder (not the new folder name with the version number). In any case, I'm not sure what the cause is, but since it seriously affects gameplay, I wanted to share it (for example, European players won't even discover the ruins right beside their cities or talk to nearby natives, leaving it all to me).
 
I tried renaming the directory back to Age of Discovery_1.08 and just changing the reference in the Ozzy's America map. To my surprise it seems to have helped!

...weird!

I guess that let's us put the focus back to my original question. Does anyone else agree that a combat profession for the converted natives would be a good addition? (Possibly a unique unit for the French).
 
I'm about, oh, 550 turns in or so in an "Epic" length game, and I still have 0% support for a revolution. I have 3 Elder Statesmen in 5 of my 8 colonies, with at least 1 in the other 3 colonies.

Is this normal?

When starting a new game, I also do not see any of the non-patchmod maps (like Ozzy's or Columbus's Dream).

I'm not sure why this is. Everything else, from what I see, works fine. I know I have 1.08 installed because 1) I just got the game and just downloaded this MOD, so I've never had another verison, and 2) it says 1.08 in the upper right.

Can anyone help?
 
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