[MOD]Dawn of a New Era

It's not xmas yet xD
But I also asked last Christmas :confused:

Is there a particular reason why you don't want to share the source code? There are way too few colo modders. The last thing we need is secret code, which is likely to lead to double work. Plenty of work is mod specific, but once in a while there are rather useful code, which is worth sharing between mods. I mentioned optimization earlier. I continued the work and the current development version of RaR is 40% faster than 1.5 and most of it relies on vanilla code only meaning all mods should be able to benefit from it. This is just one example of code, which is worth sharing between mods, but there are plenty of other improvements, which can be shared without making the mods feel similar.
 
Hello everyone,

This new version is quite revolutionize commerce & automatic exchanges.

Unlike the Vanilla, trade and exchange DoaNE 4.00 will allow you to consider trade easily, flexible and editable at any time.
Throughout the game, you can automatically feed a colony in tools, food or wood, without worry about anything.
At the same time, you can send your sea convoys in Europe and automatically sell the resources you produced, adding new ships and escort ships, without stopping the business.
The games will be less exhausting to manage (especially from the middle of the game) and you can dedicate yourself 100% to manage your colonies and also for your battles in multiplayer.

Link to video.

The conditions of accession of a new era are enriched with new criterias such as religious influence, the number of military units, etc ...

DoaNE also brings a new type of intermediate victory by setting up the goal of achieving, in first, one of the new eras proposed by our mod. Those new kind of victory allow us to play quick game. The quicker one is the first player who reach the era 2, that can take in average 2 hours of game (perfect for MP game :) )

Finally, we have boosted the beginning of the game by allowing all players to start with two ships, with a carrack. The game will be even more fun.

DoaNE v4.00 is the last step before the gradual overhaul of the AI that will begin soon.

This is still the multi game that will be the best. For those who no longer loved Colonization, it may be time to make a comeback and test the waters.

You can Download the mod HERE

Changelog :
Spoiler :
Dawn of a New Era v4.00
Changelog of 2014-04-01
DoaNE v4.00

CIVILIZATION
# Caravels and Carracks are available to everyone,
# Every nations begin with Caravels and Carracks,
# Changes on starting units of nations :
- - - English: the colonist soldier is replaced by a veteran soldier,
- - - Italians: the hardy pioneer is replaced by a carpenter,
- - - Portuguese : the colonist is replaced by a expert fisherman,
# Production bonus of crosses for English,
# Negotiation bonus for contracts for Italians and Dutch,

AGRICULTURE
# European plants (coffee, sugar, indigo & wheat) are available from the beginning of the game,
# The King gives only an agronomist for the discovery of local plants(rather than European) at the founding of the first colony,

EUROPE

Tab "Captaincy"
# Ability to remove several ships at the same time in a convoy and to create a new group,
# Ability to merge two convoys
# Ability to assign a ship or convoy to a trade route,

Tab "Ships"
# Display the level of free navigation crew when boarding a ship,
# Advanced war ships are no longer manufactured in one turn (frigate (2 turns), war galleon (3 turns), man-o-wars (5 turns))

Tab "Immigration"
# Ability to schedule the boarding of settlers to the colonies through automatic convoys

MILITARY
# All the units, that launched an attack with more than 50% of success rate, will withdraw in case of defeat,

SHIPS
# When boarding manual resources in the colonies, the popup of loading is no longer count warships cargos.
# The merchant ship is no longer available in the era 1,
# Speed increased of ships by 2 points,

WAGON TRAINS
# Speed increased of wagon trains by 2 points,
# Military wagon trains can no longer transport military units

COMMERCE & AUTOMATIC TRADE
# Adding 4 new screens to manage automatic routes between the colonies and / or Europe:

--- List of trade routes,
--- Creating trade route,
--- Management of a trade route,
--- Assignment convoys (adding transports)

Common points for land and sea transports:

# Ability to define resources to export to the colonies (or Europe for ships)
# Ability to define resources to import from the colonies (or Europe for ships)
# Ability to assign, as necessary, wagons or ships to a road,
# A wagon and / or ship can perform exchanges for the same route, both in import and export,
# Ability to schedule stopping of an automatic convoy to its next destination,

# Automatic convoys can be merged even if they are not on the same box (one of the two wait another convoy in a port or colony)
# Unit button of wagons, ships or convoys automatic in movement are no longer visible in the background,
# Can not disable an automated group by accident (required to click on a symbol in the background)
# Ability to force automatic transport in war time,
# Statistics provided for each trade route (amount of gold earned, capacity convoys, fill rate, imported & exported resources ...)

Management options for the resources transfer.

Peculiarities for land units Colony / Colony:
* * Specific options for each trade route

# Ability to define resources to import from another colony (total and per turn)
# Ability to define the precise amount to be sent to another colony (in "one shot" or by turn)
# Ability to ensure the needs of the client colony
# Ability to set maximum stock in the client colony
# Ability to set the minimum to keep in stock the sending colony,
# Ability to define resources in the sending colony

# The above points are applicable for the import,

Peculiarities for sea units Colony / Europe:
* * Specific options for each trade route

# Ability to export the entire stock to Europe,
# Ability to define the exact amount to send in a colony (in "one shot")
# Ability to set the minimum amount to keep in the sending colony
# Ability to conserve resources at the forwarding colony
# Ability to define the exact amount of resources to buy in Europe (overall and per turn)
# Ability to automatically embark European immigrants to the colonies,

* * Specific options for each fleet

# Ability to choose the seaway you want for automatic convoys
# Ability to set automatic repair of a convoy

# Automatic resupply in ammunition of warships in passing in Europe or in the colonies (default)


NEW ERA
# Added the era 4, which unlocks the ability to declare independence,
# Added new conditions for the transition to the era:
--- Religious Influence
--- Land discoveries
--- Minimum number of soldiers in each colony,
--- Minimum number of citizens in each colony,
# Fixed: The explorers no longer count as defenders of a colony,

NEW WAYS TO WIN
# 3 new ways to win added (ideal for multiplayer games)
--- First nation to reach the era 2 (Game playable in 1h30/2h00),
--- First nation to reach the era 3,
--- First nation to reach the era 4,
# The number of colonies required in the criteria for victory era is the same for all players,
# The condition "by turn minimum game" is no longer required to enter the selected era of victory.

FEES & TAXES
# Steady increase in taxes during the game,
# Impossible to refuse the demands of the king,
# The king can ask us larger donations of money,

COLONIES AND BUILDINGS
# The construction of buildings of a bygone era is reduced by 50%,
# Add +1 of food on sea plots,
# Add +1 of food for each dry-dock development,
# Decrease -1 of food on fish and crabs bonuses,

BONUSES
# Increase the frequency of bonus fur ,
# Increase the food given by the deer,

REVOLUTION
# Decrease the number of Man-o-Wars the king,
# Added frigates and galleons of war in the king navy,

NATIVE VILLAGES
# Every villages produce now resources,

NATIVE BEHAVIOR :
# In war time, natives do no longer destroy roads located outside our territorial influence,

MISC
# The cancellation button of unit motion no longer appears in the background,

BUGS FIXING
# All cargo ships boarded the king troops,
# The shipyard can not be built without the improved dry dock
# Lodges and mines can be destroyed,
# The hospitals birth rate is reduced,
# The ships used are less expensive depending on the level of play of the player,
# Fixed a OoS in multi-players game for the transfer of resources in European warehouses,
# Eliminate crash when deleting a human player during a game in multi-players,
# Fixed bug management territorial influence when leaving the window



Good game at all, and do not hesitate to talk to us on this forum to give us your impressions and also come to our site (Site DoaNE Mod - Colonization IV) to be notified of new versions.

This mod is compatible with patch 1.01f. Multi-player version.
 
This new version 4 is very good. It's such an intelligent mod in the first place. One thing which is maybe subjective though is the economics of the 15th and 16th and 17th centuries. Cotton didn't become important in America until the British industrial revolution. So, the first thing I do with all the colonization versions is change cotton prices to zilch and lumber princes to moderately expensive -- lumber because the European navies needed the robust timber of the new world, and homes and buildings in Europe weren't made of lumber that often because lumber was so expensive. In fact, the British, victims of vanity as much as anyone, were offended that the colonials had such large wooden houses and so little social status.

Perhaps, instead of cotton, 'wool' would be the viable fiber source for the colonies? Another interesting thing is that sugar production on the continent become significant fairly late too -- rice was the big crop before sugar, and sugar production worked best in the Caribbean islands.

Really too bad that the Chesapeake Bay map can't play in DoaNe, because I really like the sense of room to grow that it allows -- the sense that you are cultivating land instead of occupying it. The big maps are big, yes, but as soon as you plop your town down you're almost at the Appalachians. And Québec on most of these maps is dorky -- no room to farm. In reality the only cultivation possible allowing any population growth was beside the St. Lawrence river -- a narrow band of soil. So, on the appropriate map I have to go into World Builder and replace hills with grassland along the river. Making Canada totally tundra is to not ask how it was that New France could have existed at all? -- But, wouldn't it be nice in DoaNe to reflect trapper culture, and allow trapper huts to be built way outside of towns? -- as in Anno 1502 for instance?
 
Hello mikemike ,

I thank you for your very accurate remarks in affecting agriculture in America.
All this is true , trade cotton and sugar are late in history. We wish to review the commercial aspect as soon as possible in a special pack .
Resource "rice" is one of those that we want to add (but I do not think it is existing Anyway I have not seen in a mod or another - . Colonization or Civ IV).
The principle modifiable land that we have developed for DoaNE allows to change cultures as players wish and as the market requires. That is why we wanted this system ... which is still to be completed.
We would also add that the wood was a very requested by the European resource. And integrate into the mod products such as wine, various food resources.
(NOTE: All historical help on this would be appreciated )
Spoiler :
Bonjour mikemike,
je te remercie de tes remarques très justes en ce qui concernent l'agriculture en amérique.
Tout ceci est vrai, le commerce du coton et du sucre sont tardifs dans l'histoire. Nous souhaitons revoir l'aspect commercial dès que possible dans un pack spécial.
La ressource "riz" est une de celles que nous souhaitons ajouter (mais je ne crois pas qu'elle soit existante. En tout cas je ne l'ai pas vu dans un mod ou un autre - colonization ou Civ IV).
Le principe des terres modifiables, que nous avons élaboré pour DoaNE, permet de changer de cultures comme les joueurs le souhaitent et comme le marché l'exigera. C'est bien pour cela que nous voulions ce système ... qui est encore à compléter.
Nous souhaitons aussi ajouter le bois qui fut une ressource très demandée par l'Europe. Et intégrer dans le mod des produits tels que le vin, ressources alimentaires diverses.
(NOTA : Toute l'aide historique sur ce sujet sera la bienvenue)
But, wouldn't it be nice in DoaNe to reflect trapper culture, and allow trapper huts to be built way outside of towns? -- as in Anno 1502 for instance?
Yes, we also want, in the future, get out of the colonies some holdings (such as iron, stone, silver, gold, furs, wood) to justify the expansion of spheres of influence (and for other reasons).
Spoiler :
Oui, nous souhaitons aussi, dans le futur, pouvoir sortir des colonies certaines exploitations (comme le fer, pierre, argent, or, fourrures, bois) afin de justifier l'expansion des zones d'influence (et pour d'autres raisons).
Thank you for your comments.
Sorry for the translation "Google"
..
 
Hello mikemike ,


(NOTE: All historical help on this would be appreciated )
Spoiler :
Bonjour mikemike,
je te remercie de tes remarques très justes en ce qui concernent l'agriculture en amérique.
Tout ceci est vrai, le commerce du coton et du sucre sont tardifs dans l'histoire. Nous souhaitons revoir l'aspect commercial dès que possible dans un pack spécial.
La ressource "riz" est une de celles que nous souhaitons ajouter (mais je ne crois pas qu'elle soit existante. En tout cas je ne l'ai pas vu dans un mod ou un autre - colonization ou Civ IV).
Le principe des terres modifiables, que nous avons élaboré pour DoaNE, permet de changer de cultures comme les joueurs le souhaitent et comme le marché l'exigera. C'est bien pour cela que nous voulions ce système ... qui est encore à compléter.
Nous souhaitons aussi ajouter le bois qui fut une ressource très demandée par l'Europe. Et intégrer dans le mod des produits tels que le vin, ressources alimentaires diverses.
(NOTA : Toute l'aide historique sur ce sujet sera la bienvenue)

Yes, we also want, in the future, get out of the colonies some holdings (such as iron, stone, silver, gold, furs, wood) to justify the expansion of spheres of influence (and for other reasons).
Spoiler :
Oui, nous souhaitons aussi, dans le futur, pouvoir sortir des colonies certaines exploitations (comme le fer, pierre, argent, or, fourrures, bois) afin de justifier l'expansion des zones d'influence (et pour d'autres raisons).
Thank you for your comments.
Sorry for the translation "Google"
..
the best on historical economics, for me, has been Fernand Braudel --
http://www.livredepoche.com/civilis...italisme-tome-1-fernand-braudel-9782253064558

Pour moi, Braudel etait une revelation en ca qui concerne l'economique -- ou, 'comment les choise sont vraiment passe'.
 
It's interesting the spheres of supply -- Québec depended on the voyageurs roaming the wilderness for years on end, returning to the home provence with cargo. They hadn't really a home or place at all in the city -- and, really, you know that only 10 percent of the population didn't live on small family farms or existed as voyageurs, and it was very hard for the Administrators to keep people on the farm when they could make so much collecting furs -- this, in the new and old worlds, until the industrial ages. Everything was local --food on farms for the family and to send into town. Really, in the first years, in New France, it was only the fur trade which was factored by agents and sent to Europe -- this in exchange for things... 'trade goods' for europeans, really... hardly anything being manufactured. The 'tools' model sort of covers it, but it's too easy to break -- building a blacksmith quickly floods the colony with 'iron goods', something maybe not realistic. One would have sheep to make wool clothing, but that would be primitive clothing and for locals. RaR mod has its 'premium skins', which is viable -- mink instead of only beaver, perhaps. But, fur is good for the model, because it doesn't take a plantation. For luxury things like spices, one dealt with the local leaders, who'd already zanzabar'd spices into a rational system. The europeans simply joined the queue... But, what had new england to offer? traditionally salt cod, caught and salted and sent home -- probably for centuries before Columbus followed the hints and found what some knew was already there. So, 'salt fish' -- is 'food', which is ok and can be modded now in the yield xml... It's been written that the actually battles of existence have been for food -- people were more often hungry than not. And, getting protein to Europe would have been a money-making commodity to ship.
 
I really need a conquest victory for this mod. The only friction between me and the world seems to come from over-stimulated pirates, and that's not interesting. There's no reason to revolt -- the home government isn't suddenly restricting the kinds of exports I can make, nor forcing my first-born into slavery... and, just getting to a new era has all the drama of taking an elevator and knowing you're probably going to get to the fifth floor if you push the right button.

je besoin fortement d'une victoire de 'conquest' -- le jeux se pass trop banal sans ca.

I tried looking in the files to see how to add a "domination victory", and what I found seems to show it's coded in the CPP files and would need a re-compile, which I don't really want to have to get into.
 
I really need a conquest victory for this mod. The only friction between me and the world seems to come from over-stimulated pirates, and that's not interesting. There's no reason to revolt -- the home government isn't suddenly restricting the kinds of exports
We are working step by step to improve the game. We know it is currently not motivating. But in the next version, we will improve natives AI. Then the following should be for Europeans AI and Kings. I am not sure to add a new kind of victory will make the game more amusing.
I tried looking in the files to see how to add a "domination victory", and what I found seems to show it's coded in the CPP files and would need a re-compile, which I don't really want to have to get into.
What should be the criteria to reach to win by domination ?
If you convince me, I could add it in the next version :)
 
Is there a download of the mod, where there is no registration necessary ?
(Because registration on a site I don't trust is something I never do.)

Usually registration allows download at higher speed.
But the site where you have uploaded, does not allow any download at all without registration.

DoANE download is only about 80MB so it should be pretty easy to find a site to upload/download without such registration.

If you haven't uploaded your mod anywhere else, don't bother.
I just thought, that I might take a look.
 
It means the project is commercial.

I don't believe it is. :)

Making money with modding Civ4:Col would be highly critical considering law.

Also it is against basically everything our modding community stands for.
(We want to have fun creating good mos and sharing with our community and fellow modders.)
 
I have been registered at nexusmods for at least a year now and have had no ill repercussions, the fact is it is one of the largest mod hosting sites around, so I would call it no less trust worthy than here or any other site.

It also requires little more than an email address from what I remember..
 
I have been registered at nexusmods for at least a year now and have had no ill repercussions, the fact is it is one of the largest mod hosting sites around, so I would call it no less trust worthy than here or any other site.

Well, I don't believe it is necessary to discuss if nexusmods is trust worthy or not.

I personally will not register at a site just to download a single mod.
If I would do so I would be spreading my eMail around way to much.
But that is just a matter of taste and everybody shall do what he wants.

Myself and other users (e.g. see here) have simply asked if the mod could be uploaded to another site as well that does not need registration.
If that is not possible, it is no big issue either for me. :dunno:
 
nexusmods require you to pay for membership. It means the project is commercial.

It is not. We changed server host because nexus-mod gave a better description of the mod. It was also an opportunity to other players to discover Colonization because the game didn't appear in their database.
It is only when all was over, we saw that we have to register to download big mods.
We didn't think it could disturb you to register. But I will add it on another website (without registration needed of course).
I have to admit I smiled when I saw some people complaining for only 2 min of registration while modders spend thousands of hours to make a free game.
Before to be criticized, I totally understand why you prefer avoid registration that's why I will add a mirror link. I'll let you know. ;) It should be soon.
 
I have to admit I smiled when I saw some people complaining for only 2 min of registration while modders spend thousands of hours to make a free game.


You are correct, thats something weird. However, I have registered and downloaded the mod.

But most of the players are no modders...and trust me, the registration would prevent a lot of players from downloading the mod...
 
But most of the players are no modders...and trust me, the registration would prevent a lot of players from downloading the mod...
I agree and if i could choose I would allow players to download without registration. :)

You can download the mod on ModDb website without registration:



Tell me if you have any problems.
 
Im getting a "Failed initializing Python" error when loading the mod (Vanilla and R&R mod works fine)

v4.00 from the ModDB website
I have the latest version of Colonization
Win7 64bit
 
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