Mod ideas

Sorry if I sounded wrong there. Geez, what I was thinking.

All ideas are of course welcomed. :)

Of course the things I pointed out create bit difficulty when you think about it to make the scenario at least bit belieavable or playable.

Personally I wasn't asking specific scenarios since it takes really concentrated effort to pull it through (just like yours even though with right team it's of course is possible) but more like general mods that would make the game have more options.

I definitely agree with many of your points for adjustment for the game. I think they're good ideas that keep or enhance the basic game.

But like Civ4, there's also MODs out there that are a bit more of a stretch (and those that are way out there). To the idea of the Chinese in the New World, while obviously not historical, it's not totally out of the realm of reality. The technology and manpower was there. I think given a few factor tweaks and a bit of luck, things could have turned out different. It'd definitely be a more of a stretch but it would be interesting.

But yeah, I'd love to have a MOD that guides the game along more a historical route (a la Rhye), to give it more of a historical feel.
 
I think it should be possible to earn your independence without going to war. I mean, not every country in the New World had to fight a war for its independence. I think the ability to buy influence and recognition with both foreign powers and those within your own nation should be a good, non-violent way to achieve independence-as is the idea of using Founding Fathers-perhaps a combo of the two systems (after all, Benjamin Franklin spent a lot of time going to Europe to bolster America's case for autonomy or independence.)

Aussie.
 
I think it should be possible to earn your independence without going to war. I mean, not every country in the New World had to fight a war for its independence. I think the ability to buy influence and recognition with both foreign powers and those within your own nation should be a good, non-violent way to achieve independence-as is the idea of using Founding Fathers-perhaps a combo of the two systems (after all, Benjamin Franklin spent a lot of time going to Europe to bolster America's case for autonomy or independence.)
thats basically the equivalent of a culture victory. I guess it could be caled a Influence victory.

new victory type: domination- be the only colony left in the new world

New recourse - salt - obtainable by crops or by building a distilation building in a seaside colony and gaining salt from the ocean.
 
thats basically the equivalent of a culture victory. I guess it could be caled a Influence victory.

new victory type: domination- be the only colony left in the new world

New recourse - salt - obtainable by crops or by building a distilation building in a seaside colony and gaining salt from the ocean.

Domination (as you put it) won't work really well, since it is not impossible for a two(or even all three) of the opposing colonies to be wiped out within the first few turns. Perhaps there should be a certain % of land you need to take.

Salt is good, I would also like to see fruit and gold(ore).
 
Refinement of domination victory - Renamed: Conquest - Defeat all three colonies and 75 % of Native american forces

Domination: Have 50 % more land, Population, Army or Gold (any combination of two) than your next best opponent for 10 turns.

Influence: Win 51% of Parliaments support by Bribing politicians or doing quests for them (like sink 5 dutch ships), Sending Founding Fathers to the Motherland 9they give + 5% support but you lose their abilities) and sending goods requested by parliament home.
 
Interesting idea, I-am-Panda. Perhaps have a "Quest Victory". During the game, each civ receives about 4-8 quests it needs to complete-with all quests having a strong Colonial theme. You might have quests like "assimilate X% of all natives on your current land-mass." "Acquire City X from the French through non-military means (Culture or Trade-think the Louisiana Purchase)", "Build cities and roads to link the East and West Coasts of your land-mass". etc etc.

You would get points for completing the quest, with extra points earned for each turn before the deadline in which you achieve it. Whichever civ gets a certain number of Quest Points first wins the game.

Aussie.
 
Quest is a good idea. But a strong trade nation could eliminate all other nations by buying them. This would give an advantadge to the ffutch would it not?
 
Well, one thing I would like to see is something like the Barbarian mod for Warlords, except you get to be pirates. And instead of destroying the colonies, your goal would be to capture so much loot, sort of like the Viking one. Sort of a mix between those two.

Plus, there's always the chance that there will be expansion packs, so...some of these things might already be in the works... *shifty eyes*

EDIT: Though my idea would be more like a scenario than a mod. It would, however, take some modding to make it work.
 
We'd better not have to pay more for an expansion of this. It's almost totally bare of random events and compelling new features. They better not have been just giving themselves room to improve.
 
I think a way to play after Independence is good. When I play a Sid Meier game I am looking for that "one more turn..." style of play. This one is more like "how fast can I kick the King's ass?" than "What else can I accomplish, even if it doesn't contribute to my score?" I either want an independence victory, and then an option to go on as independent after victory in spirit of "one more turn..." or some post-independence victory conditions.
 
just a thought, but how about the colonies invading the homehand after declaring independence
 
nate, I agree. Currently, if you try to play in "One more turn..." mode, it doesn't make much sense. The king continues to raise your taxes and communicates with you regularly. Your home country remains the European port that you trade with and boycotts continue to be in effect.

I wish we could have diplomatic contact/war with other kings for fun after we've won.
 
Events might be quite easy to add and would improve the replay value. Ideally they should be a game option so those that want them can play with them, and those that don't, do not have to.

A BUG mode for Col might help cut down on a lot of the micromanagement and generally improve the playing experience.
 
Is there anyway to build a random events generator live BtS has into Col? I disagree with the opinion that they would destroy the game for you. I think random events had a dramatic positive and negative effect in the New World, and it would add more realism to the situations.

I would like to see things happen to you, your opponents, your ships, the Indians, etc. Smallpox outbreaks in Indian camps, Pirate attacks, a mast coming loose on a ship slowing it down until it makes it to port, a rogue wave wiping it out, a strong breeze bringing ships in faster, a storm slowing down your wagon trains for a turn, etc.

I would also like to see ship captures. Privateers didn't just loot the ships. A lot of times they would take a prize and add it to their fleet. It might not be part of the original game, but I think it would add a bit of realism, and make any sort of Pirate factions life easier to simulate in another mod. Taking prizes was a big part of naval action in the Age of Sails, and would be a fun addition to the WoI, as you can lose ships to capture, but in a sucessful engagement, you could end up grabbing ships. Any thoughts on that?
 
BtS style random event quest idea:

The Holy Father has designated the colony of Isabella as the seat of the first diocese in the new world. He asks that you build one Cathedral and two Churches in New (Spain or whathaveyou)

Reward:
1000 Religious Points or crosses or some firebrand preachers

The same event could be available to even the English, but their event could say Archbishop of Canterbury or something.

Does anybody have any idea why the English get Jesuit Missionaries? For most of the span of the game's timeframe, RL England was suppressing Catholics and their religious orders.
 
English suppression is why they went to Maryland.

The colonies didn't believe in Religious freedom, they believe in segregation
Catholics to Maryland
protestant to Boston

and the 1st amendment was made not to promote religious tolerance in the states but to prevent the colonies from going to war over religion
 
I disagree with the opinion that they would destroy the game for you. I think random events had a dramatic positive and negative effect in the New World, and it would add more realism to the situations.

They wouldn't destroy the game for me, quite the opposite. However, there may be some players that do not like them, so if they form part of a bigger mod (Age of discovery II, for instance) they should be optional.
 
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