I had not been planning on this. A few reasons... 1) Where would this yield be taken from? The city nearest the tile? There's no resource on the tile, so you can't get it from there. 2) Crops come from the seeds of these plants, but the resources you're selling are not the seeds. True, cotton could potentially have seeds in it. Sugar or Tobacco would not though. The seeds for these crops were not sufficiently hard to come by that it would be the limiting factor. I've got the cost for each Plantation at 100 gold, which I think adequately representing acquiring the seeds to grow the crops and other factors in setting up the production.Will the plantations need the resourse to be buildable? I hope so.
That's about the size of it. I'm going to limit the locations to some degree. I'm thinking Sugar Plantations should be permissible on Marsh and Grassland, and Marsh should definitely produce more Sugar than Grassland. Tobacco, on the other hand, I would probably only allow on Plains and Grassland but not on Marsh.Dom Pedro II,
Just to clarify... you will be taking away the resources, but the terrain yields (tobbaco, cotton, & sugar) will remain the same, correct?
For example if a tobbaco plantation grants a +2 tobbaco bonus, then a terrain that normally produces 3 tabbaco will produce 5 with the plantation, but one that normally produces 0 will produce 2? Or will you have it so that certain plantations can only be built on the corresponding terrain?
Thanks for your work and your answers.![]()
That's about the size of it. I'm going to limit the locations to some degree. I'm thinking Sugar Plantations should be permissible on Marsh and Grassland, and Marsh should definitely produce more Sugar than Grassland. Tobacco, on the other hand, I would probably only allow on Plains and Grassland but not on Marsh.
I had not been planning on this. A few reasons...
I guess that would be better. A few follow up question on this though.
Making a farm costs 20 gold.
Making a road costs 20 gold.
Making a resourse will cost 100 gold.
Can you make a farm on a tile without a resourse?
Can you farm a tile without a farm?
Can you farm a tile without a resourse?
if so, what is the logic behing being able to get tabacco from a grass (wheet??) field?
Will you bring back some mineral/soil rich resourse from civ1-2, the shield tiles.
Can resourses be depelated? Can they spread?
Yes, trade with foreign nations will definitely be one. I was also thinking that the King could impose something like the Proclamation of 1763 and subsequent legislation that restricted expansion and Indian trading.Sounds very promising indeed Dom Pedro. Thanks a lot for developing this.
1.Colonial charters as early constitutions giving you some additional choices how to shape your colony...I was thinking along those lines as well.
Allow say 3 picks out of a list of options or have a list of choices between alternatives as in constitution? Any ideas in detail?
Religious tolerance and permission of slavery are obvious options. Permission to process raw materials efficiently ie. build distilleries or hire Tobacconists etc., produce tools or even arms, or trade with foreign nations could be others.
I had been planning on less food requirements rather than better yield production. That way you can support more of them while putting less of a burden on your food supply.3. Are slaves going to be as productive as colonists on the fields or more?
An idea regarding slaves: if there are more slaves than colonists in a city they will revolt (and make it a Maroon city) unless there is a dragoon or soldier garrisoned (not just muskets stored).
Yeah, I'm probably going to do that.4. Plantations. May I suggest higher yield on squares adjacent to rivers due to better irrigation and transport?
This is a very good point and one that I've been mulling over. While Africa had vast quantities of gold to trade with, it might be best to use the barter system in the Africa screen. So, instead of gold, you'd have trade points. Sell the goods in Africa for trade points, and slaves would have a trade point value.A few comments about your projects, on a nutshell :
- Africa screen : sounds excellent. I think african cities should not give that gold for refined products, excepts perhaps for merchandises ; else, it would be too easy to rely only on african for trading and thus not being affected by taxes and boycott. Buying slaves should remain main activity of african screen.
Yes, that's my thought too. I've considered actually blocking them from doing certain tasks... in particular, I was thinking preventing them from being able to take certain professions. In particular, I was thinking of blocking them from some of the building jobs, water tiles, lumberjack and trapper.- Slaves : like the idea of slaves requiring less foods ; but as it is already a great advantages, I think they should be "just correct" for raw production and bad for all other tasks.
I'll post a screenshot since most people don't seem to quite be on my wavelength with this feature- Plantations : I don't understand exactly imagine how it will work, but why not.
That's true. Although I kind of think of the player as being the head of some joint-stock company running the colony. So such a civic would really reflect the nature of your government I think in the same way that Civ4 gave you a choice between Hereditary Rule, Representation, etc.- Colonial charter : excellent idea too. One of the choice could be : will the colony will be directly managed by the crown or by some private company with royal charter? For example, new-France was managed initially by a private company then directly integrated in royal domains.
I was actually thinking that slaves would not be counted into the population. So if you had a city size 10 with half free half slave, you're rebel sentiment would be based on the 5 non-slave citizens.Impaler[WrG];7388603 said:Some thoughts on Slaves,
Slaves would initialy be a high efficiency production method, cost would be modest with output thats on part with what citizens produce. This makes it advantageous to purchase slaves over recruiting European imigrants.
But as time passes the advantage drops, one method to drop efficiency would be that slaves do not receive the Liberty bonus modifier to their production, this would tend to naturally create a decrease in the efficiency of Slavery as cities become more urban and reach high liberty levels. This would reflect the North/South economic model as Slavery dwindled and disappeared in the North. How slaves factor into the liberty percentage also needs to be considered.
I would say that the troop presence in the city should also make a difference too. Garrisoned troops should reduce the chance of revolt moreso than more non-Slave citizens.The main driver of Slave revolts would be Slave/non-Slave ratio, the higher the ratio the higher the per turn probability of revolt. Once in a state of revolt the effect is very similar to the BTS slave revolt event, all production halts and in addition stores may be destroyed and colonists killed. The revolt may end of its own accord or external military suppression may be applied at the cost of reducing the slave population. Each turn a city is in revolt their is a possibility of an Uprising which is basically what happened in Hati, all non-slaves are eliminated and city flips control.
There will be a new civilization for escaped slaves called the Maroons. Their leader is Zumbi. Escaping slaves that have no Native village to flee to will found new settlements on the fringe of your colonies. They will be hostile and will harrass your colonies until you crush them.
Ok... let me rephrase.. they will be hostile and right on your border. So they may not attack you, but they'll hinder any expansion or exploration in that direction until you've rid yourself of them.Why would the Marrons harrass your colony? Would you not think they would want to go in hiding and just arm theirselves to prevent from being enslaved again? I mean why would they want to attack a colony out of revenge? I would think it would be better they act just like some Natives in a lot of ways. Just my opinion though.
Well, priveleges, as opposed to a set of binary options, strikes me more as Founding Fathers/technologies type game mechanics.Regarding Colonial Charter:
I like the idea of player as a head of a colonial company. I would however see it dependant on the nature of the charter whether that be a kind of stock company (commercial) or religious community (thinking of pilgrims).
I also wonder whether the charter should be a set of alternative decisions as in the constitution or whether it should be a more open list of privileges where you start with say 2 privileges and can acquire additional ones in the course of time. These could include manufacturing finished products, building factories, producing arms and cannon.