MTech: Expanding the Ages

The goal is to take the Civ 4 technology system, and add it to colonization. This will include all the XML/Python/ and SDK aspects. Technological advancements will be divided into different categories corresponding to the founding fathers. The Technology Adviser Screen will be similar to Civ 4, as the screen shots in the second post will show. I plan to include most of the technologies from Civ 4, and others as the mod develops.

There will be new units, resources, buildings, professions, etc to fill out the eras. I am working on a unique system incorporating the idea of Health/sickness , and Happiness/Unhappiness. This will be a main mechanic that the mod builds around. This is not a total conversion mod, but it will expand the Colonization game to a more Civ-like scale.

Current Status:

"Poofed"?! :goodjob:
he made some progress before he poofed

this mod raises an interesting question. "if you add a tech tree don't you necessarily disable the REF's advantages and hence it role in the endgame?"

unless you remake the REF as a tech monster to be slain by first conquering your own tech tree?

my own reading of history is that the colonists relied not upon tech, superior numbers, or gold to win against the motherland, but patriotism and guerrilla fighting

it seems likely that the new victory condition for this mod is victory against other civ's - either New World civs or Old World civs

it does open up the possibility of the Native American winning, so I am all for this mod being developed
 
I can see the value of a limited tech tree geared to the game. For one thing, you could have techs which let colonists build/upgrade to artillery, mow and possibly new units. It could also be tied to certain buildings, specialities, etc. BTW, it would be really cool to be able to replant forests and to plant corn, cotton, etc. Wheat would be good, too.

You should set up a new point category for research points, too. I am at the stage now where all the FF's are taken and there is no point that I can see to accumulating points any longer. So far as I can see they don't do anything for you (after FF's). My raw goods settlements don't have anything to build, but I can't put their point production into anything useful, like accumulating money. If there were research points you could to say build artillery, that would be really useful. Of courses there is nothing wrong with using money or other means as well.

BTW, the same problem exists with crosses as far as I can see. I don't pick up anybody in Europe anymore, so I really have no need for all those preachers. Would be nice for crosses to do something, too.
 
I can see the value of a limited tech tree geared to the game. For one thing, you could have techs which let colonists build/upgrade to artillery, mow and possibly new units. It could also be tied to certain buildings, specialties, etc. BTW, it would be really cool to be able to replant forests and to plant corn, cotton, etc. Wheat would be good, too.

You should set up a new point category for research points, too. I am at the stage now where all the FF's are taken and there is no point that I can see to accumulating points any longer. So far as I can see they don't do anything for you (after FF's). My raw goods settlements don't have anything to build, but I can't put their point production into anything useful, like accumulating money. If there were research points you could to say build artillery, that would be really useful. Of courses there is nothing wrong with using money or other means as well.

BTW, the same problem exists with crosses as far as I can see. I don't pick up anybody in Europe anymore, so I really have no need for all those preachers. Would be nice for crosses to do something, too.
using FF points as tech points would fit well with a mod designed to have a tech tree

the unanswered question is how the REF can continue in any tech based game

as far as I am concerned the crosses and education parts of the game are equally broken. I use the educ just to get vet soldiers (by doing a mod that allows that) to the point the schooling takes too long. I usually have enough money in the early game to clear the dock wait list of anyone I want without waiting for crosses. hence overall cross production in the game would have to be much higher for crosses to be of any benefit

I already modded our friend the pioneer and his hardy cousin to work twice as fast as their default work rate. they build 2 and 4 times as fast now as in Civ 4, but I have so few of them I can afford or assign, it still takes quite a while to hook up a transcontinental empire with roads. I have not created tile improvements with pioneers to date because of their little value versus the time it takes to make such improvements
 
why not buy them with the gold you earn?
Like in the game Imperialism

That's the way it works in Imperialism I. However the solution in Imperialism II is also interesting. Instead of allocating a certain % of the income to research you will have to allocate a certain amount of gold every turn. Somehow it's more realistic because it's not like you will gain a whole lot of research in the same turn as a ship loaded with treasure arrives in Europe. You will gain gold to fund research which will then gives results a bit later.
 
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