[MODMOD] Age of Further Discovery v0.03 for AoDII v1.12

I don't really think we should put in a work around for boycotts. I feel the current game mechanic, in which you have a choice of whether to remain obedient to the King or risk a European boycott on a particular good is great.

If you think about it, this is supposed to be a tough choice. If for example the good that would be boycotted is a staple export of your economy, you would be better off accepting the King's demand. Otherwise, if it is something for which you have limited sales to Europe or you can reconfigure production to an alternative, you can accept the boycott.

Getting rid of this or allowing the Customs House to "magically" bypass this is not a good idea in my opinion. Instead, one alternative I think could be used to great effect is more complex diplomacy with the King. This way, you can improve relations with the him by:

1) Offering unsolicited gifts (for example of gold or treasure - which you wouldn't need a Galleon to transport) - "+1 Our colony provides us with great wealth"
2) Consistently accepting gold demands (not a relations boost for every single one, but maybe for accepting several in a row, whereas rejecting even one would lower relations) - "+1 We can rely on our colonists in times of need."
3) Granting the King units or ships as gifts (which would increase the forces he has available in Europe and elsewhere in the world) - "+1 Our colony strengthens the Kingdom's military."
4) Completing royal requests or "missions" (if there's some way to incorporate the random events component, the King could make requests such as "Capture that native settlement" or "Produce X guns/tools/horses/any resource.") - "+1 We trust the loyalty of our colony."

Basically maintaining good relations with the King could have the effect of greatly increasing the time between tax increases and the requests for gold, rather than having to find some way to "bypass" boycotts, which I think lacks a little in realism. It may also make it possible for you to decline a few requests/demands or fail in a few missions, without irreparably damaging relations.

Another option to more realistically bypass boycotts might be a special building that automatically sells boycotted items to Europe for a lower price - basically going through unofficial channels/the black market

Just a few ideas in case anyone is interested. :goodjob:
 
Excellent

Sounds like there will be a major update soon.

Both Coffee and Indigo could be removed without harming the economic play, when you have a working custom house. In COL I., the ability to lift a boycott on a specific comody required paying a large sum of money to the King.

I like the idea of promotion of Petty Criminals to Indentured Servants to Freemen Colonists.
If the mechanics are too difficult to create this option then try something else.After time the petty criminals and indentured servants upgrade. Right now the Indentured Servants can not become soldiers but the petty criminals can. In colonial time the British Empire brought Indentured Servants to America as Soldiers. They served their time to pay for their passage to America. Many were German Palantines or Scotish Highlanders (not to be confused Hessian mercenaries).

One solution may be to add a building called Military Academy. This would enable you to send Freemen Colonist to the Military Academy and train to be professional soldiers. Also remember in the original Colonization, your professional soldiers became Continental Army when you declared independance and received an upgrade.

If the structure of the game prohibits the professional soldier promotions, another option might be to make them recruitable Expensive Mercenaries. In the original Colonization, the other European civ's offered Mercenaries, who might be Dragoons, Currasiars, Grenadiers, Fusliers, Swordsmen, Halberdiers, or Crossbowmen etc..... This might be something triggered by an event like the way the fountain of youth works, except they don't appear on the dock FREE, but cost gold. Maybe an event like building a gold mine could make this happen.

The training at school of Indian Converts to become specialists might include an option to become a Free Citizen. Indian Converts can become Scouts, but you can not arm them. I have not tried to arm them after they become specialists, but it may work and be a way around this ban. (Also, once they become specialists, their specialist status could be removed and they arm them as Free Citizens.....I'll try this to see if it works)

In the original Colonization, there were all sorts of random events that happened through out the game that made playing interesting to say the least.

Any way looking forward to the next update.
 
In COL I., the ability to lift a boycott on a specific comody required paying a large sum of money to the King.

If this was the case and customs houses didn't automatically bypass the need to pay the sum of money to the king, I would be willing to support something like that too.

My main concern is just that a player isn't able to have all of their goods boycotted (rather than accept tax increases) and then suddenly trade them all through customs houses.

I'm also looking forward to the next major update! I'm really glad that the community around here is still going.
 
Aymerick, about the new yields, I think that it would be better if you remove indigo and coffee and instead of those two, you introduce just cocoa that it was really a discovery when America was colonized :)
 
The Custom House in the original did just that. It enabled you to sell commodities on the open market and not to your King. Boycotted items were sold this way. There was also a founding father that lifted all boycotts one time and then the cycle restarted.

One of the best features about the Custom House was you could avoid sending ships back and forward to Europe and run the Privateer Gauntlet.

The Custom House in the game now is a extra large warehouse that lets you go to 400 and is suppose to see the excess. I have built the custom house but haven't benefitted from any selling. Not sure how it is suppose to work.

Maybe there could be some way to smuggle out commodities to run the blockade. Of course this would be very expensive. Sending commodities via Privateers might work but that should be accompanied by a reaction by the King to send a warship to counter the blockade runner.
It may make the game more complicated than it need be..
 
There was also a founding father that lifted all boycotts one time and then the cycle restarted.

This sounds like a good idea. A founding father that could cancel boycotts (for example a skilled diplomat that could repair relations with the king) makes a lot of sense from my point of view.

I really hope there is some way to have more "advanced" diplomacy with the king along the lines of my earlier post.
 
Diplomacy with the King was not necessarily a bad thing in the Original. The King made Frigates available to aid against Privateers and also offered professional soldiers in time of war.(all for a price)

The random events in the Original made warfare with the other Europeans frequent.

There were European "EVENTS" that had to be reacted to both good and bad.

We will wait and see what the next version offers. I am sure it will be excellent work regardless.
 
Me again. My save-game CTD'ed after I was forced into a tax rate increase from 12% to 13% or risk losing silver as a trade good with England. The king showed up more shiny and plasticky than usual, and it looked like my vision was blurred, until I realized that something messed up on his face. As soon as I accepted the increase, I had about four seconds of wondering if my turn was ending because of the lag, and then my game crashed. Previously, my other save-game had also crashed when I tried double clicking the file in Windows Explorer. That game also crashed when I went the long way in by loading the MOD and then loading the save-game. I can play a new game just fine. I was playing the "Colonisation I" custom scenario with only the vanilla Europeans and Natives, but it, for unknown reasons, added the Portuguese, Maya, etc. without adding the Pirates. I was able to play until about 1670 (forget which month) on normal gamespeed. Anyone know what might have happened? If you want, I'll post my save-game.
 

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The lifting boycotts option millansoft added won't change gameplay that much
You can lift all of them if you want to, but for a huge price - about 1000-1500 tons of the original selling price of that good.

What do you all think about selling your ships in the Europe screen?
It was an option in one of the previous Age of Discovery versions, and currently I use it with little modifications in my version...
 
What do you all think about selling your ships in the Europe screen?

sounds like a good option especially once you have merchants and galleons in play. If Privateers will be able to capture ships, selling them as a PRIZE in Europe is realistic.
 
What do you all think about selling your ships in the Europe screen?

sounds like a good option especially once you have merchants and galleons in play. If Privateers will be able to capture ships, selling them as a PRIZE in Europe is realistic.

I agree that this would be a good addition from a historical perspective as well. Before the American revolution, New England was producing a very significant proportion of the ships used by the British Crown.

It's also a logical option to allow players to convert production from coastal cities (and lumber) into gold, adding another "later game" option for raising funds.
 
Yeah I can't download the file either, I think it needs to be reuploaded to file front or something.
 
I cleaned out 13.2 GB of memory from the C drive on my computer. I don't know if that affects RAM, but when I tried playing the save-game again, it acted exactly the same as before (which also makes me wonder if tax increases are scripted to occur at specific turns :mischief:) Anyway, I thought I'd let you know. However, I'm always happy to start a new game, I like that feeling :D
 
Vortilex

When you experienced the crash during the tax increase, did it involve a boycott threat of a comodity?.......... if so, which one? Was it Indiho, Coffee or Gold? Something else may have been going on. Was it a captured colony or one that was renammed? Was there a warehouse excess in place at the time in the specific colony? You might have to send a detail to someone familiar with the MOD or the game script.


Don't feel bad.

I experienced a CTD when I tried to change a professional rancher to a regular colonist. Happened twice.

Now I don't try it.

I had several ranchers and needed to convert one rancher so I could send him into a native village and get trained. I loaded auto save and then did not try to convert.

As a suggestion, load the auto save of the game prior to the tax increase and go ahead and allow the tax increase or boycott and see if game continues.. If not start a new game.
 
The crash was a little after I refused the tax increase. I had closed the diplomacy window with the English king, and then the game CTD-ed. It was increase from 12% to 13%, or boycott silver, one of my staples. There were no colonies captured to my knowledge (maybe a Native group attacked another European and the message caused it). There were a lot of warehouse excesses in place, and I think the colony was either Roanoke or Jamestown, both of which had a lot of silver, so it could be that there was a warehouse excess, but my galleons had been through recently to clean out their warehouses :p I posted my game earlier, so if there was a problem with my computer and not the file, that might explain it. I'm going to try the tax increase -- I'll let you how that goes.

Edit: After opening the Autosave file, it my computer BSoD'd. I was able to trade New World Maps with San Martin, and my minimap and game map were both black. After trading maps they became normal. Then the Russian leader who was governor of Alaska asked the same, and when I clicked yes the BSoD occured.
 
Sry guys, I wasn't home too much recently. And will be away for another 2 weeks
But of course I will continue modding AoFD too after that...

Hopefully Aymerick has some time to update his changes till I arrive back
 
I have a weird problem. The mod works fine, but all additional game text introduced by this modmod (names for Coffee, Indigo etc.) is blank when playing with German language. When switching to English, everything is fine.

I have seen "Interface goes completely blank" in Civ4, there it was caused by a key having an <English> tag, but no <German> tag. I looked through the files, but everything seems to be in order.
 
hm, I haven't had that one

Does anyone know what to do about my little BSoD problem I had? My IT friend said that it wasn't the game, but I don't know what caused it.
 
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