[MOD] The Authentic Colonization (TAC)

what is the purpose of whale oil? Don't tell me it is to make profit, or someone has got his maths wrong!

Also, is it possible to set a trade route that will leave a minimum quantity of goods at the source town? This was like that in others mod and it was really handy, because you could have towns with a deficit still able to send say wood, as it received this good from another town (basically you could chain the routes), if this is not possible in TAC then you can't chain the routes. Said differently, I want to maintain 50 woods in each town, but each town carry the extra over to the next town, until my capital is reached...
 
Whale Oil is an additional good to trade.

You can leave a minimum quantity of goods in your town. You have to set your quantity in the town-trade-window.
Civ4ScreenShot0157.JPG
The waggons will leave in the city 50 woods.
 
Thanks for the town trade, very handy.

You don't get what I said for the oil whale. I understood it could be sold, just that if you do the maths, the product is really a bad investment. It sell at an average price and is a transformed product, requiring both a an expansive ship (that can be sunk, contrary to a farmer) and a dedicated building. Plus the Indians don't want it, contrary to clothes, Cigars etc.

So a lot of drawbacks.
 
Thanks for your open mind. :)

I was wondering also if 'Defensive withdrawal' is implemented in TAC? I believe it was in Age of further discovery and this is a very neat feature, landing to many new strategies and realistic behaviours for a lot of units. For example with that, the Indians are really a pain to kill in the wild, because they constantly disappear further in the woods.
 
I was wondering also if 'Defensive withdrawal' is implemented in TAC? I believe it was in Age of further discovery and this is a very neat feature, (...)
Unfortunately, such a feature has not been implemented in TAC. :(

But I agree with you, it would provide the option for many new tactics. :) And in total, I think, it would make combats more exciting, as you have to check whether you want to "finish" the retreating unit, which may expose you own units to counterattacks.
 
Another remark, the FF are not equilibrated. One for example gives 2 galleons early. Now just check the price of the galleons and compare to what others FF give (knowing that a colonist is worth 75% of the cheapest specialist and that the price of tools is a known value)

I am not going to say that the balancing of the Founding Fathers would be perfect, but I can assure you that it has been heavily debated - and what you see is the result of these debates.

Personally, I have my doubts about some of them, too, and I will readjust some in the coming versions of my modmod.

What has to be kept in mind is that the FF have to fit into all kind of games - may it be on a small or on a huge map, may it be on Chieftain (or what ever the lowest level is called) and on the highest level.
This in turn means that there for a certain setting the balancing may not be 100% perfect.

And I for my person often leave this particular FF out (playing on Patriot; over-huge Faire-Weather maps) - just because I don't need him.
 
I understand the arguments yes, some can be less interesting in some games. I play as you, Faire Weather, huge (extra huge in fact).

(1)
Another question, how do you transform your soldiers into veterans soldiers? This was a feature I liked in the original Colonization. You even had a Washington as FF that gave 100% chance to do the conversion on successful fight (this was too strong though). If this is not in TAC, can you give me some tips to manage that with an university (I would pretend they graduate from a military school :) ).

(2)
Also, do you remember the nice sound the Minutemen did in Col94 when they had the fortify order. This was the sound of the rifle hammer engaged. I loved this sound... I think I have it in .wav in my original Col (and I can convert it to mp3), but how can I enable it in Col2008?
 
To answer (1): you need to have one veteran soldier working in any job at your city. End the turn. At the next turn your units may learn to become a veteran soldier, and it will get cheaper with time and depending on how many veteran soldiers you have in your city.
 
I understand the arguments yes, some can be less interesting in some games. I play as you, Faire Weather, huge (extra huge in fact).
In that case, my modmod (Combat Balanced: CB_MOD_0.6c) might be of interest for you. :)
Unfortunately, up to now I haven't found the time to translate anything into English (and even worse, it still lacks explanations in German).
The basic information can be found in that thread, but for you just in short:
I did a XML-rebalancing of all military units. Standard strength (colonial militia) now is 10, while natives having a strength of 6 and cuirassiers on the other hand having a strength of 12.
I introduced a rock-paper-stone principle:
Infantry > cavallery > artillery > infantry (done by special, invisible promotions)
Artillery-style and cavallery-style units are very weak in forests (-80% less defense and -60% attack for artillery, for instance. But artillery doesn't suffer from the "crossing-river"-penalty [50%]).

Mountains are impassable, except for Hardy Pioneers. Thus, they are completely useless except for creating obstacles, even within the city screen (no ressources available). But the Hardy Pioneer could build a road on them, thus removing the "impassble" feature.
Since I am only playing on over-huge maps, all units except artillery have a minimum movement of 2, which is countered by increased movement costs on each tile except savanna and prairie.

And I am providing a special version of the Faire-Weather-script, which for setting "huge" creates the impassable feature on mountains and which creates much bigger maps.
The other settings have been left untouched at the moment.


(1)
Another question, how do you transform your soldiers into veterans soldiers? This was a feature I liked in the original Colonization. You even had a Washington as FF that gave 100% chance to do the conversion on successful fight (this was too strong though). If this is not in TAC, can you give me some tips to manage that with an university (I would pretend they graduate from a military school :) ).
Veterans in TAC (which is needed for my modmod too, of course) are educated in the university.
In TAC, we have a new education system which means that any units which has worked at least one complete turn AFTER any educational building has been build in that particular settlement will "leave" its knowledge in that settlement.
So, it would be enough to have had a veteran work in a settlement after the school has been build to allow for educating veterans later, after the upgrade of the school to an university has been done. But the education is quite expensive.
(2)
Also, do you remember the nice sound the Minutemen did in Col94 when they had the fortify order. This was the sound of the rifle hammer engaged. I loved this sound... I think I have it in .wav in my original Col (and I can convert it to mp3), but how can I enable it in Col2008?
Actually, I don't remember that sound right now, but isn't there a list of actions a unit can perform where you determine the respective sounds?
 
This combat balanced mod has some very neat features (on the paper, not tried it yet, I'm still in the midst of my huger Revolutionary game and far from having finished it!).

Thanks for the tip about education, I can now "veteranize" my soldiers. I would have preferred that TAC handles that the way Col94 did, i.e you have a chance to be a veteran on each won fight though.

I see there is the remnant of a barbarian civilization in the file. Would it be hard to implement barbarians in the form of animals that attack only (but always) the colonial powers? That would make the scout game more interesting compared to the current one (which is basically 'grab asap the treasures troves, rinse and repeat)
 
I see there is the remnant of a barbarian civilization in the file. Would it be hard to implement barbarians in the form of animals that attack only (but always) the colonial powers? That would make the scout game more interesting compared to the current one (which is basically 'grab asap the treasures troves, rinse and repeat)

That is actually exactly what the JAnimals mod does. It is available within this forum.
 
Would it be hard to implement barbarians in the form of animals that attack only (but always) the colonial powers?
That's an idea which we had already discussed at our German-speaking development forum. But sorry, we have decided that we won't implement that feature. At the moment we are working on our final version, and we won't implement any new feature.
 
Thanks for the tip Androrc! I looked at JAnimals and got that link
http://forums.civfanatics.com/showthread.php?t=298396

dating from 2008. The author claims this is a MODCOMP, but this is not for me, as he modifies the DLL... And I want to keep using the (fabulous) TAC DLL... So dead end right?

Animals as barbarians:
What was the reasons to not add it, just for curiosity sake? Perhaps I'm missing a counter argument here?

Another question, is the AI hard coded to not expand past a certain point? I play on super huge map, hardest levels, the colonials AI are in very good shape (says the guy who see coming a 64-units Colonial British Army to punish my DOW!! :) ) but it seems that they are reluctant to spread beyond 12-15 colonies, although they could do that easily given their might. I'm looking into removing this barrier, any tip?
 
So dead end right?

Simply wait for Religion and Revolution. ;)
("Wild Animals" is on our list for Release 1.)

What was the reasons to not add it, just for curiosity sake?

It really is extremely simple. :)

For every feature you first of all need a modder interested and able to implement it ...
Of course, the rest of the team needs to put efforts into such a feature too, for Testing, Balancing, Texts and Graphics.

Implementing good features takes time and effort.
So the question "Why is this not part of TAC ?" can often simply be answered by "Because it wasn't implemented.".

Since TAC base mod will end after the next release,
discussions about adding further features within TAC project itself are pretty much useless.

What else is there to say. :dunno:
 
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