[MOD] The Authentic Colonization (TAC)

Yes, you are right. But please ... ;)

Aha, now I see what you mean. Click on the text in the log and the underlying map screen centres to the relevant colony.

I hadn't realised that any of the text in the log was clickable before. Apologies for confusion.
 
Great Buildings

A few comments on two of the great building options activated after building multiple government palaces.

The Great Tool Factory: Currently reduces food by 2 if there is a river. Introducing a penalty in reduced food for further progress in metal industialisation is an interesting idea, and probably realistic. However, this can be avoided by not building the Great Tool Factory in a colony with a river - and usually you have a few options of where to build the great factory. Perhaps it might be possible in future releases to have the reduction in food applied at a settlement level, via a negative building bonus addition/subtraction for total food, instead of at the square level impacting only 1 river food square. Then a player would not be able to avoid the food cost for mega industrialisation - all settlements would incur it irrespective of their food or water source.

Great Arsenal: From memory this currently requires 900 hammers, 200 ore and 200 tools for the benefit of +1 gun per gunmaker and 10% increase in production. While eventually your gun numbers will increase it seems to me that the requirements for this building are a bit too high and the payoff time is too long. If I think this, and I probably play bigger and longer games than most other players, then it is moreso for other players.

It seems to me that because in this mod you need a magazine to build the attacking cannon, most of your settlements will be developed to magazine level in order to maximise cannon production for the final battles. So I think that most players would be better off using excess ore and tools to take 4 of these magazines to arsenal level, increasing local gun production by 40% at each location, at the same time as building the cannons, instead of building a Great Arsenal at just one city (and then having to wait for an eventual buildup and distribution of guns).

Plus with learning by doing in place in this mod there is some benefit in starting to produce guns in many locations using colonists, as most of these will convert to experts automatically before the final WOI (doubling the output per person at each location, and increasing your total number of expert gunsmiths and guns). Whereas I expect a great arsenal would only ever be operated by existing expert gunsmiths.

I haven't done any detailed calculations, but it just seems to me that the balance for this one is a bit off and the requirements for the Great Arsenal could be reduced a bit, otherwise not many players would build them.
 
Cross Max Limit

And in theory the Cross cap is a good idea also. However, it might be set a bit low - I am generating over 2,000 crosses a turn.
Keep an eye on the leaderheads as well. Some leaderheads lower the crosses needed for immigration (-33%, William Penn for example). So the regular limit is 3000 crosses.
However, I am playing as George Washington who shouldn't get enhanced immigration via a reduction in the cross target under the documentation with the current game.
So I am confused about why I have a 2000 max cross cap instead of a 3000 cap.
Hi agaro, :) normally the cross limit is 2000 crosses. These options can change it:
  • If you change the speed: a slow speed increases the cross limit, a quick speed reduces it.
  • If you change the leaderhead: a leaderhead with the trait "tolerant" reduces the cross limit.
Besides other variables can increase the number of crosses produced each turn:
  • also a leaderhead with the trait "tolerant"
  • some founding fathers like Roger Williams
  • some events
 
Europe Screen

I have had a few freezes in this screen and then the game closes down. This is normally at the start of a new turn when the dialog boxes take you through new buildings, graduations etc. and then takes you to Europe screen if you have a vessel there. But at this time I still have all my move orders queued for that turn (until I press Ctrl+A). I think the interface struggles with processing the Europe screen while all the current move orders are still live. Obviously I am pushing the envelope on capacity with about 60 cities and around 80 assigned trade wagons/ships, and many users wouldn't encounter this issue. But I thought it was worth pointing out this is the weak point if you don't already know.
Hmm. I'm not sure it will help at all, but you can try disabling movies in the game options. This will reduce system stress by replacing the flying seagulls in Europe screen with a static background.

Trade Route Assignment screen
- A Return trip button. Currently you set your export and import cities and then pick the cargo options, great. However, the next thing you want to do is find something to backload for the return journey. It would be good if you had a Return trip button that just swapped the export and import city - giving you the available return cargos.
- A Continue trip button. This makes the destination city (import) become the origin city (export) giving you a list of new destinations (import cities) to select from for the next leg of your route.
I think these buttons you suggest are too specific. I don't want to clutter the trade route interface with any more buttons. A more general approach would be to allow choosing multiple items when selecting a yield or import/export city. That way you would be able to create multiple routes at once. Unfortunately it is too late for these kind of changes. :sad: TAC 2.02c will be released soon (before christmas) and after that our top priority is to prevent any changes that will likely introduce new bugs.

Now back to Mr.Portugal and his 2,000 cannons.
Enjoy yourself! :)
 
A fine idea! Perhaps I will create such a map for our final version ... :cool:
i really appreciate that - das wäre einfach wundervoll:goodjob:

btw: is there a way to get the worldbuilder started without choosing a civ (id like to give the carribbean isles one more tile to produce kakao or sugar but it is annoying to do so every time i start a game with the TAC American 1.02 Map)
 
So far the mod plays very well and works very well, using english versions.

You should rename the mod to "The Actual Colonization" and force firaxis to pull the origonal col2 game and replace it with this one.

my only problem, and i have this problem on AoD, Medieval and mare nostrum - i can't get the "city radius 2" mod or the "coalplantradius" to work with it and i hate restriction of one ring around the city.

I enjoy this mod because of its smooth play and functionality.
 
Great Buildings
The Great Tool Factory: Currently reduces food by 2 if there is a river. Introducing a penalty in reduced food for further progress in metal industialisation is an interesting idea, and probably realistic. However, this can be avoided by not building the Great Tool Factory in a colony with a river - and usually you have a few options of where to build the great factory. Perhaps it might be possible in future releases to have the reduction in food applied at a settlement level, via a negative building bonus addition/subtraction for total food, instead of at the square level impacting only 1 river food square. Then a player would not be able to avoid the food cost for mega industrialisation - all settlements would incur it irrespective of their food or water source.

This building can only built in river-cities. You will ever have the negative consequences if you want to built the Great Tool Factory.

my only problem, and i have this problem on AoD, Medieval and mare nostrum - i can't get the "city radius 2" mod or the "coalplantradius" to work with it and i hate restriction of one ring around the city.

We decided us against the "radius 2"-mod in TAC. It would destroy the balancing completly. You would have some mega-citys, a bigger economy, a greater inflation, lower prices in europe etc. What are the positive effects?
 
We decided us against the "radius 2"-mod in TAC ...

You are / were member of TAC ?
Hm, which TAC-modder might be behind Karl-Heinz ? :think:
(Don't tell me. I like riddles like that. I will find out myself. :) )
 
:D I am the spirit that always denies your ideas.

Ok, I know now. :)
Spoiler :

In the German Forum your username starts with "A" , right ?


I already thought so,
because either the others have the same user name here or
they are not German (but Austrian or Suiss) or
they are not actively modding CivCol long enough to have posts as old as you do.
 
It might be THE mod I was waiting for! I can translate it to Russian when the english translation is done. Awesome! I will check it this weekend.

Re to Deon:

На немецком форуме ТАС мода есть раздел, связанный с переводами на другие языки, в том числе на английский. Там можно следить за прогрессом в этом деле.
 
A very interesting offer, Deon! :) Please contact us. KJ ( :wavey: ) has listed the links to our project forum.
 
Hi, I have found this beautiful mod and I am playing it. Very, very interesting. I believe it gives a reason "to be live" to colonization. I hav no problem at all palying with this mod, but playing with english language I am in trouble with new concepts due to the civilopedia translation not yet completed. I have a query for you: what can i do with cocoa? just sell to Europe or there is any building I could use for cocoa? I did not find any specialist.....
Thank you in advance for your answer, and I am waiting for new version!!!!!!
 
With this mod and the Col 2071 1.2 update, i began playing Colonization mods again - specific, this - Colonization 2071, Age of Discovery (modmod) and Maer Nostrum.

I must say this mod is how the game should have been released.
 
what can i do with cocoa? just sell to Europe or there is any building I could use for cocoa? I did not find any specialist.....

In TAC you can only sell it in Europe. :)
(No production line.)
 
How do custom houses work in this mod? Can you export "boycotted" goods in TAC?
 
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