Still, I was able to sink 24 Monster ships on default difficulty with 100% rebel sentiment... The last wave made landfall exactly where the 3rd wave did, so I was overwhelmed and lost Georgia and South Carolina, just like it happened in real life...Congratualtion on all of the TAC Team. The Mod is very Nice. The new war of independence is very Good.![]()
Thank you!I just love the idea of 68 Man of Wars King has now! I had a really tough time holding to my 13 coloniesStill, I was able to sink 24 Monster ships on default difficulty with 100% rebel sentiment... The last wave made landfall exactly where the 3rd wave did, so I was overwhelmed and lost Georgia and South Carolina, just like it happened in real life...




I have a little problem regarding the custom house which won't sell goods that are under boycott. The overflow on non-boycott goods sell normally. Is there a setting somewhere in the xml for me to change?
Also I wonder if there is a way in-game to "mark" the goods that you want to sell in the custom house? or even if there is a way to sell large quantities at once? not just the overflow?
Hello TAC team!
First I just want to congratulate you guys for making this incredible mod![]()
The custom house of TAC doesn't allow to sell boycotted goods. Sorry, there is a mistake at the colopedia-text of that building.I have a little problem regarding the custom house which won't sell goods that are under boycott.

These possibilities are not available, sorry. You will find more informations about the TAC custom house at our manual. Please read the chapter "Storage limits and automatic selling".Also I wonder if there is a way in-game to "mark" the goods that you want to sell in the custom house? or even if there is a way to sell large quantities at once? not just the overflow?



)
At the TAC team, just wow. I have only play very few turns due to a lack of time.
I was wondering, if you could divulge how long it took you guys from the beginning to now to develop the mod. I know that you have your forum, but for me (non-german speaker), it is kind of hard to follow it.
You guys are great.![]()
Could you explain a bit, about the first scenario werewolves please. I know that you posted a link but it is in german.
"Werewolves" is an eerie thriller starting in the New England states of the late 18. century. The War of Independence against the English mother country has ended some years ago. But just as peace and quiet have returned to the ambitious states at the north-eastern shores, surprisingly a threat from the hinterland appears. Werewolves are roaming the forests and are terrorizing the settlers. The beasts are of unheard strength and velocity; they materialize out of a sudden, strike and disappear again. In their distress, the citizens of New England are recalling a legendary commander of the War of Independence who shall organize their resistance now. Who is this person? Of course it is the experienced hero just reading these lines....
The Gaming World
"Werewolves" comes alive on especially created scenario maps with different difficulty levels. At the beginning, you will start with just some coastal settlements, a ship and some units. The New England settlers are allied with the Micmac, living in a small reservate in a single settlement. The king of the colonial time has been replaced by the US president. At the start, not much will be seen from the werewolves as their dwellings are far in the hinterland. But you should not get lulled by this. When the first werewolves will appear differs from game to game - and the one who is not prepared at that moment has dug his own grave.
Harbor of the Capital and Growth of Population
Instead of a European Harbor there is a Harbor of the Capital now, where you may sell goods to the US president. This is quite lucrative, as prices are dropping only slowly. On the other hand roughly every second immigrant will be an expert unit. Additionally, recruiting experts by spending money has become more difficult, as each additional unit of the same type will cost a bit more. Building of schools and other educational institutions is strongly recommended!
Resources, Bonus Resources and Pioneers
In New England there are some different resources than the ones you may be used to. For instance, for constructing of high-level buildings you have to quarry stones and the settlers will grow hemp and breed cattle. Moreover, the terrain types, the features and the improvements available for building by the pioneers will be unfamiliar for you at the beginning. In "Werewolves" it will be more important than ever before to increase the meager land yields by improvements. To compensate for this, the partially quite expensive improvements will deliver drastically increased bonuses. Bonus resources are rarer, but much more attractive. For instance silver can only be got in noteworthy quantities from the respective bonus resource. Rivers are providing higher bonuses, too. To find the right place for new settlements and defending the improvements against maraudings werewolves will be the key to success.
Brothers Manson
The settlers have already successfully contended for the founding of an independent state, so founding fathers are no longer needed. But still there is the chance to attract prominent comrades-in-arms: Brothers Manson, giving decisive support in the struggle against the werewolves. Some of these Brothers Manson will appear as individual special unit and will randomly spawn free bonus units. No other party can snatch the Brothers Manson from under your nose. But as the werewolves quickly will grown in number, it may be wise to skip an early fellow mason just to attract a later and more powerful one as soon as possible.
Troops and Combat
The more you equip your units with guns, horses, silver bullets and leather vests the more powerful they will become. Nevertheless, the werewolves will remain being dangerous opponents. Cavalry may be used to wear down the foes, as all mounted units have a good chance to retreat from lost fights. The werewolves are living in the lost cities of an extinct indian nation. To successfully seize them, artillery may be of use. Mountains are impassable and it may be helpful to make strategical use of mountain ranges.
Victory
The goal of the game is cultivating the hinterland and thus, to exile the werewolves. To achieve this goal you have to extend your cultural area up to a certain percentage of all terrain fields and additionally, to have much more units in comparison to the werewolves. The current state will be displayed in the screen "Victory Conditions" (F8).
I can even command Dogs and Bears! 

At the moment I devote myself on creating the first public upgrade to Werewolves 1.1. Then I will publish Werewolves here at Fanatics, too. At the moment I don't want to present it because there are too many gaps at the English translation. And sorry, it's too early to answer to questions. I don't wish to be impolite, but please give me some time to finish this first version which will be playable in English without any greater problems.Would you start a new thread?

Thank you, Tigranes! I will fix it.I have already found a little bug![]()

. This complete reworking deserves real commendation - IMO, civ4col is actually an improvement from the original now! If there any other mods that are of this magnitude, please tell me cause I'd like to try them too.WOW. This mod is, simply put, a dream come true. The vanilla civ4col was outrageous in its skew toward military leaders, small colonies, and early revolutions. This complete reworking deserves real commendation - IMO, civ4col is actually an improvement from the original now! If there any other mods that are of this magnitude, please tell me cause I'd like to try them too.

Can this mod be installed alongside TAC?
Thank you very much for your hard work! The mod is AWSOME!![]()
Thank you very much for creating and sharing this mod. I have not played CivCol for years. As an old Col fan I was playing the original much rather.
Now I returned and found this great mod and enjoy it very much.
Thank you to both of you! Glad that you like the mod and that we could provide a few enjoyable hours/days of playing TAC.I hate to say it, but "final" really means final in this case. The TAC modding team has disbanded with this version and there will be no more updates from the TAC team.However, I found something I do not like: the title says "final"
Thanks on behalf of the rest of the team and welcome to TAC!Hey guys, excellent work!

The starting year you may change in ...\Col\Assets\XML\GlobalDefines.xmlAnyway, I'm almost done but have run into a couple issues. For instance, I can't seem to get the game year to change from 1492 to 1655 in the Worldbuilder nor can I seem to get the AI to keep troops in its colonies (it wants to explore when it should defend). Is there an appropriate forum to post in for these kinds of issues?
<Define>
<DefineName>START_YEAR</DefineName>
<iDefineIntVal>1492</iDefineIntVal>
</Define>