[MOD] The Authentic Colonization (TAC)

Is there any way to remove the buldings that appear in the map when cities grow?I find it really annoying.Ive tried to find a mod for that but nothing
 
Is there any way to remove the buldings that appear in the map when cities grow?I find it really annoying.Ive tried to find a mod for that but nothing

Somewhere they have defined how the display of cities is enlargend when growing, but don't ask me where. I guess you will have to wait for one of our graphics artists to come along.... :sad:
 
The settings for display size of cities are in GlobalArtDefines.xml if I recall correctly.
But I don't believe that you can configure to "not show new buildings when growing".
 
Yes, it's exactly like Ray has written:
- open the file GlobalArtDefines.xml (it's in assets/XML/art) with text editor
- look for the tag GAME_CITY_SIZE_EXP_MODIFIER
- play around with the value (the lesser the value, the lesser city buildings are shown)

Note, that this value only changes the quantity of "generic" city buildings. Every "special" building (city hall, forge, etc.) you build in the city will be shown anyway. :)
 
Is there any way to remove the buldings that appear in the map when cities grow?
Yes, that is possible. Activate your cheat-codes. Then use "Strg + D" to open a window ("Debug-mode"). There you can enable or disable "generic buildings".
 
I find:

EVENT_PACIFIC_1
EVENT_PACIFIC_DONE_1
EVENT_PACIFIC_DONE_2

None appear to describe satisfaction conditions.
Hi ck07,

as the one who designed and programmed the quest, I can probably answer your question :D

This quest is unique in that the victory condition is derived from an achievement (the only quest for which we use an achievement). If you are the first to fulfill the achievement to discover the Pacific, you will win this quest.

This is handled in CvRandomEventInterface.py in function canTriggerPacificDone. As the code is really only 2 lines, I don't think we have a bug in there.

Of course the real victory condition is handled through the achievement system and that is coded in the DLL.

Did you get the achievement to discover the Pacific? If yes, you should also complete the quest.

If you did not get the achievement, there could be a bug in the achievement coding.
 
Guys -

I’m a couple hours away from finishing my scenario for TAC and could use a different set of eyes looking at what I’ve built. If you want to be a beta tester, PM me. I’ve written about the scenario below.

Being a history nerd, I always wanted to see how Colonization might play out in a historical scenario. After doing some research, I found the perfect year: 1655. The powers were largely balanced this year, but each faces a unique problem, which I address below. This allows for great replay value – each nation has a very different ‘feel’. There is still plenty of exploring to do, and even some conquest of rich native empires, should you choose to do so. The Europeans have colonies where you might expect them to be, but they still require development to build them into economic powerhouses. And there’s one commodity that no power seems to have a lot of access to just yet…and the rush to acquire it may result in war.

---------------------------------------------------------------------------------------------------------------------------

Spain, once the dominant power of the New World, is beginning to wane. With the gold of conquest spent on wars in Europe, the silver of Peru and Bolivia is their remaining economic staple. Their empire is large and their army strong, but their economy is fragile – should prices fall on silver, they will be in great peril. To solve this, they must diversify their economy, and fast.

France has been at war with Spain for 20 years by 1655 to prevent the dominion of the Hapsburgs over Europe. In the New World, she dominates the fur trade with its colonies in modern-day Canada, and has rich sugar-cane plantations in the Antilles and Cayenne. While the fur and sugar trade are lucrative, France cannot stake its future on only two commodities. Accordingly, France is eyeing the Ohio River Valley – but they must defeat the powerful Iroquois Nation first.

Oliver Cromwell consolidated his grasp on England in 1651 and resolved a brief but bitter war with the Dutch in 1654. He then turned attention to traditional enemies, namely Spain. In 1655 Jamaica was taken from the Spanish, formally joining with France in its war against Spain. England’s economic assets are strong. It controls considerable wealth in sugar throughout the Caribbean, and its colonies in North America are densely populated and produce good quantities of tobacco and fur, but are divided by the Dutch in Nieuw Netherland.

In 1655, the Dutch had the largest merchant fleet in the world. They were an economic powerhouse, and their colonies grant them a diversified, robust economy. However, they are militarily weak in the Americas, and their colonies are spread out and geographically isolated. They must strengthen their defense and consolidate their colonies if they are to survive the covetous ambitions of other powers. Under Pieter Stuyvesant, they have recently seized control of New Sweden, granting them control of the Hudson and Christina rivers. But they are not the only power seeking to control this valuable region…

The Portuguese have recently recovered their colonies in Brazil from the Dutch. They remain wary of the Dutch, having lost their colonies to them when the Portuguese throne was seized by Spain. They have spent the last 15 years recovering their empire, and now enjoy a consolidated position on South America’s eastern shore. While their economy consists almost wholly of sugar cane, they are out of range of conflict with most other Europeans, allowing them the freedom to push inland, and exploit the riches that lie therein.

Adam
 
I'd be willing to run some beta testing on your scenario over the next few weeks. I don't have a whole lot of time in the near future, but I can likely squeeze in a few turns here and there for such an interesting sounding scenario.
 
ive been playing awhile and moved off of my island into the mainland. ive wiped out 9-10 native villages, built 4 new cities, and am getting ready to do a major expansion. most of my warfare was designed to season my troops and to get them ranger/surgeon skills.

ive been building heavy defensive items (citadel, for instance) in most of my cities. last night i read through the forums again. i noticed that the winning strategy isnt to cower in the cities but to meet them on the beaches or in woods. this makes me wonder a few things...

1: are surgeon skills cumulative? is there any benefit to having 3-4 in a stack versus 1 or 2? veterans heal faster in neutral terrain - do they also heal faster in friendly?

2: in beating montezuma ive realized the power of cannons. i know the king has even better siege weapons, therefore, my heavy defenses will likely crumble before his cannons. ive begun to have a nagging fear that these heavy fortifications ive been slapping up will be taken from me, garrisoned by the king, and then (eventually) ill be having to fight against the same fortifications that ive built. is building heavy fortifications only helping the king?

3: i read that you can expect a 2:1 loss ratio of ship of the line vs man o war. does this mean the second ship would win or does it mean that i better have 3 SOL to win against 1 MoW?

4: ive got a farm city producing +34 food. most of my mining cities are constantly low on food due to terrain, blacksmiths, gunsmiths, etc. which would be wiser ... A: to have less blacksmiths in the mining city BUT to put them instead in the food city and ship the ore there to refine into tools/weapons OR B: to ship food to the mining city.

this was the question i was trying to ask before but wasnt very precise about. it seems that when a city has great resources (excluding food) it often runs low on food due to the specialists. a city kicking out a massive food surplus like this could easily max on jackets, cigars, rum, blacksmith, gunsmith, etc and i could ship the raw materials from all over to there to process. or i could ship food all over to help the production cities. which route do people who have played the game a few times find to be wiser?

5: the king keeps increasing his army to match mine. mine is about 140 guy right now, maybe 20 of whom are "veterans". my plan was to rotate the really experienced guys (ranger, surgeon, storm strike, etc) out and back into cities to become lumberjacks, etc again and funnel green troops back in to season them against montezuma. does the king only look at how many guns/horses/veterans/guys under arms i have OR does he look and say "hey, that entire cities population is set up that they could grab guns and be a match for my troops so even though they arent soldiers ill feel threatened by their skill levels and add more to my troop levels to match it."

again, sorry for so many questions. im beginning to feel that this game is extremely nuanced and im hooked.
 
4: ive got a farm city producing +34 food. most of my mining cities are constantly low on food due to terrain, blacksmiths, gunsmiths, etc. which would be wiser ... A: to have less blacksmiths in the mining city BUT to put them instead in the food city and ship the ore there to refine into tools/weapons OR B: to ship food to the mining city.

this was the question i was trying to ask before but wasnt very precise about. it seems that when a city has great resources (excluding food) it often runs low on food due to the specialists. a city kicking out a massive food surplus like this could easily max on jackets, cigars, rum, blacksmith, gunsmith, etc and i could ship the raw materials from all over to there to process. or i could ship food all over to help the production cities. which route do people who have played the game a few times find to be wiser?
As a builder type player, I will leave your military/revolution questions to other players.

Regarding question 4:
I think most players have central manufacturing cities and transport raw materials (and food if necessary) to these cities.
The advantagse are:
  • You do not have to build all the advanced buildings in your mining /farming villages
  • If you transport food to mining villages, run your production there, you still have to transport the finished goods to your trade hub. If your production city on the coast is also your trade hub, you only have to transport raw materials.
  • If you centralize your production, education is also easier as most professions will already be available in this city and you do not have to micromanage what professions are available for the students.
Of course, sometimes a decentralized production also has its advantages, e.g. if you have founding fathers that give a bonus/free production to certain buildings.
 
Hi endrsgm, here are answers from the TAC-team:

1: are surgeon skills cumulative? is there any benefit to having 3-4 in a stack versus 1 or 2? veterans heal faster in neutral terrain - do they also heal faster in friendly?
No, they are not. Important is to have a real good surgeon (like with a general attached on level 3) who is within a city with a gouvernours palace. But more surgeons in one stack won´t help. About the healing of veterans I´m not entirely sure, but I would guess not, but it should be easy to try within a game.

2: in beating montezuma ive realized the power of cannons. i know the king has even better siege weapons, therefore, my heavy defenses will likely crumble before his cannons. ive begun to have a nagging fear that these heavy fortifications ive been slapping up will be taken from me, garrisoned by the king, and then (eventually) ill be having to fight against the same fortifications that ive built. is building heavy fortifications only helping the king?
The maine effect of a good fortified city is to buy you some time for defense, healing troops, reorganisate youre lines, and so on. All in all, the king´s artillery is pretty good at crushing it, but you´ll see, that you may have the city for some more turns then without fortification. The king is not able to use them for his troops (he can´t even use bonuses from hills or woods!). In my opinion, a fortress at the sea is a bit tricky, cause there your fortificartion will not only face the king´s artillery but also his MoWs. The best units to attack cannons are dragoons.

3: i read that you can expect a 2:1 loss ratio of ship of the line vs man o war. does this mean the second ship would win or does it mean that i better have 3 SOL to win against 1 MoW?
Hard to answer, because there is always a chance within the fight. All in all I would gues 2:1 will do it, sometimes (when you got the right Foundig Father (+10% strength) and your ships were build in the highest level of the wharf (another +10%), promotions of your ships and the bonus by your rebel sentiment will strengthen your ships) even a 1:1 is not so unrealistic ... but in the long run, the king has the hell of fleet and at least the third or forth wave of attack will crack yours, depending on the difficulty level. I wont say, that it is impossible to win at sea, but this would be really hard and should never suggest not to prepare for a defending at land.

4: ive got a farm city producing +34 food. most of my mining cities are constantly low on food due to terrain, blacksmiths, gunsmiths, etc. which would be wiser ... A: to have less blacksmiths in the mining city BUT to put them instead in the food city and ship the ore there to refine into tools/weapons OR B: to ship food to the mining city.

this was the question i was trying to ask before but wasnt very precise about. it seems that when a city has great resources (excluding food) it often runs low on food due to the specialists. a city kicking out a massive food surplus like this could easily max on jackets, cigars, rum, blacksmith, gunsmith, etc and i could ship the raw materials from all over to there to process. or i could ship food all over to help the production cities. which route do people who have played the game a few times find to be wiser?
I´ll make it short on this one, because Ronnar already said lot of important things: It´s a matter of choice. You could prefer sending raw materials around more than food, because when you have a shortage with them, "only" production of what so ever would stop for maybe a turn or two and that´s it. But if it´s the same with food, people get kicked out of the settlement and you have a lot of micromanagement to do and maybe production will get down anyway. This issue comes even more at hand in times of war, and maybe the food can not be send safely ... the whole population of the city will crumble. A negative foodproduction can also limit the number of population within a settlement. So its up to you, what you like more.

5: the king keeps increasing his army to match mine. mine is about 140 guy right now, maybe 20 of whom are "veterans". my plan was to rotate the really experienced guys (ranger, surgeon, storm strike, etc) out and back into cities to become lumberjacks, etc again and funnel green troops back in to season them against montezuma. does the king only look at how many guns/horses/veterans/guys under arms i have OR does he look and say "hey, that entire cities population is set up that they could grab guns and be a match for my troops so even though they arent soldiers ill feel threatened by their skill levels and add more to my troop levels to match it."
The king is looking at stored guns, horses, population and all kind of troops, may it be sea or land. If they are veterans with five promotions each or just greenhorns does not mean any difference. There will be no sense to hide them.

Hope we could help you, if things are still unclear, ask more. :)
 
I just saw this after seeing the GOTM on the front page. This sounds interesting. Even though I had abandoned Civ4 in favor of Civ5, I did keep Civ4Col around so I can play Dale's AoD2 (which I find a lot of fun). What elements from Dale's mod were used in this and how would you compare the gameplay between the two?
 
What elements from Dale's mod were used in this and how would you compare the gameplay between the two?
Hi Buccaneer, :)

do you know our English Manual? It explains all differences between Vanilla and TAC. If you already know Dale's mod, you will see that there is a great number of new features, fixings and improvements of balancing and AI that we have added to Vanilla.
 
Question : is there a way to include slavery in this mod? I just came abck to this game after many years of break, an I noticed that RaR for instance includes it but RAR mod is more "complicated".
 
Question : is there a way to include slavery in this mod? I just came abck to this game after many years of break, an I noticed that RaR for instance includes it but RAR mod is more "complicated".
Hi Lehnardtsson, :)

we had discussed the implementation of slavery. Some modders and users wished this feature, other ones had unpleasant feelings. TAC had been created by a large team and by joint efforts. Therefore we abandoned that feature, we wished to respect that a significant part of our German community didn't like it.

Apart from that the development of TAC is finished, TAC 2.03 is our final version. Now we are at the next stage and are creating scenarios based on TAC like our Game-of-the-month-competition or Werewolves.
 
is there any way to rename units? for instance i have 3 ports pushing ships to europe. i have so many ships now that when they arrive in europe i am having a hard time remembering which of the 3 ports they came from. if i could rename them it would make it easy to remember where to send them back.
 
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