Ten Colonies Ver 2.10 with PatchMod 1.07 by Rusty Gamer A MOD for Civ4:Colonisation The idea of this MOD is to make it hard, nigh on impossible to win the game with a small number of colonies. I have comepletely revamped this from previous versionS, so forget about them. A certain number of settlements are required before you may build certain buildings. See the table below. Colonies Buildings -------- --------- 1 dock, church 2 schoolhouse, stable 3 warehouse, carpenter's shop expansion 4 stockade, armory 5 blacksmith's shop, fur trading post, rum distillery, tobacconist's shop, weaver's shop 6 drydock, cathedral 7 college, ranch 8 printing press 9 fort, magazine 10 lumber mill Most significantly, 10 colonies are required before you can begin building lumber mills. Since many of the more advanced and level 3 buildings require a lumber mill as a pre-requisite, this changes the game in a major way. Also, once the war of independance is declared, you can no longer build lumber mills. This gives you only a certain window of time. If you cannot remember all the building requirements while in a game, check the pedia. Other changes: All level 1 buildings now only allow 1 worker to begin with, with the exception of the town hall which allows 2. Level 2 buildings allow 1 more. This is an attempt to address the problem that level 3 buildings don't appear to be needed to win and thereby pushing colonists out to found new colonies rather than hanging around unemployed. ** NEW to 2.10 ** Production had been lowered for most buildings in 2.00. After some retrospect, this has now been changed back to the standard game level. ** NEW to 2.10 ** The newspaper (a level 3 building) now requires a lumber mill for consistency with other level 3 buildings. ** NEW to 2.10 ** The carpenter's shop now begins with only 1 worker. ** NEW to 2.10 ** A new building to replace the carpenter's shop, the carpenter's shop expansion, is avalable at 3 colonies or more, costs 50 hammers, and allows another worker. Wagon trains, as well as the standard 40 hammers, now also require 25 horses. Furthermore, the hurry cost is now rediculously high (1000 times). This is to curtail what some see as an exploit of "infinite" cargo space. Docks produce +2 fish as per usual, but dry docks now produce an additional fish (+3) and ship yards another one again (+4). Copied AoD2 1.06 yield info for more balanced adjustments to markets. 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. The reasoning behind the last two is simply that it seems too predictable to just educate those below the free colonist level. Therefore I gave them some superior traits so that you have more strategic choices. ** PatchMod Version Only ** Treasure requires a cargo of 6 but takes up only a berth of 2.