Öjevind Lång
Deity
- Joined
- Aug 22, 2005
- Messages
- 2,371
Well, only if you spent all your criminals or servants before that.![]()
That's another exploit that should be done away with. You tell criminals and indentured servants to go off and convert Indians?
Well, only if you spent all your criminals or servants before that.![]()
Öjevind Lång;7328712 said:That's another exploit that should be done away with. You tell criminals and indentured servants to go off and convert Indians?

Then making military units from servants or criminals is also exploit.![]()
Öjevind Lång;7329192 said:No, because they are not outstanding soldiers whereas all missionaries (except the Jesuit specialist) are equally efficient. Also, soldiers are just soldiers; you have lots of them. But missionaries do a lot for your civilization because they appease the Indians. At the same time, a missionary is a labour unit or figthing unit permanently removed from your civ, which means that the temptation to use your least valuable colonists as missionaries is very great.
Mind you, I think it would be an interesting change to the game if one couldn't turn criminals or indentured servants into soldiers without having first trained them in a school. Train them to become ordinary colonists, as in the original game. In this game, you can train them to become statesmen at one go, given enough money, which doesn't feel entirely right to me.
Then making military units from servants or criminals is also exploit.![]()
I think it's rather realistic though that you can use the criminals without penalty for missionary work (imagine, say, a drug addict who finds religion and goes door to door-knocking, only hundreds of years ago), or soldier duty (doesn't it somehow make sense that criminals fight well?). One thing I really miss from the original though is the possibility to "educate" criminals/servants through warfare, as well as turning colonists into veterans through warfare.
* Pilgrim king doesn't let you respawn.

Öjevind Lång;7330428 said:I agree that the ability to create veteran soldiers through military experience in the New World should have been retained. God knows why they removed that one. And criminals being promoted to indentured servants, and then to normal colonists, and then to veterans through successful fighting was pretty good. It wasn't an instant thing, that is to say, an exploit.
Theres a bug that happened to me last night.
I sent my merchantman to a coastal native village while spending the turn there, the French's cultural borders expanded around the village,even water tiles. So I couldn't leave the village without declaring war or opening borders (which they didnt want)
Is nobody else having the issue where your ships lose their assigned trade routes after returning from Europe? I only noticed this after I installed this mod. At first I thought it was just galleons but after further testing it's affecting merchantmen too.