malcolm01234
Just A Grain Of Sand
Are there any mods out that allow you to be the natives? 

Any ones that are actually from the Colonization Era?
That's right. In the 2071 mod, after making natives playable I gave them each their own "King" parent civ like the colonial nations have, which allows them to have access to Europe screen and the goods prices. Then gave them access to many of the units and buildings of colonial civs, with some unique buildings and units. If you want you could do a similar thing with the vanilla colonization natives.
ahh and the patch wants me to log in and i have no accounts to these other sites...
That's actually cause I could only figure out how to make it start on a random placeThey get a free saucer (boat) but it starts all the way across the world
Weren't you able to transport goods and colonists to Earth using your Saucer? I'm interested to hear more about how the alien gameplay went; were you forced to abduct human specialists from Earth to enable advanced techs and manufacturing?The natives don't have a "europe" to trade with
What do you mean by this?However they DO get your units. It is awful when you finally get 2 citizens born and both become british.
I would love to try making a simple change to AI behavior by inactivating any special native behaviors programmed by Firaxis, and letting everyone use the normal behavior of colonial civs. If native civs used the colonial civ behavior, and colonial civs behaved more like the natives were normal colonial civs, it would solve the problems you mentioned and make the game lots better. (I'd think the only special behavior script that would need to remain is having only colonial civs send missionaries) Androrc or anyone else who knows the SDK well, would you know of a way to achieve this?
if (isNative())
{
if (!GET_PLAYER(eWhoTo).canDoCivics((CivicTypes)item.m_iData1))
{
return false;
}
}
if (GET_PLAYER(eWhoTo).isNative())
{
return false;
}
else if (!isNative())
else
if (!isNative() && !kWhoTo.isNative())
{
if (getTeam() != kWhoTo.getTeam())
{
if (GET_TEAM(getTeam()).isMapTrading() || GET_TEAM(kWhoTo.getTeam()).isMapTrading())
{
return true;
}
}
}
if (getTeam() != kWhoTo.getTeam())
{
if (GET_TEAM(getTeam()).isMapTrading() || GET_TEAM(kWhoTo.getTeam()).isMapTrading())
{
return true;
}
}
if (isNative())
{
return 0;
}
Hello. I am working on a blog post for Play the Past that explores how the game models native peoples and I would love any additional insights into what other bits of the scripts control what you can and can't do as a native.
That's an interesting site and blog post Trevor. In the vanilla game, the natives were clearly intended to be empty foils for a colonial player; when enabled as playable they can do essentially next to nothing except move units around, which is both telling and very uninteresting for gameplay.
In making the 2071 mod (http://forums.civfanatics.com/showthread.php?t=349050), after setting natives to playable and giving them access to units and buildings, I found that I also had to give them a "King" parent civ to allow them to have any market prices for goods, since these depend on having access to the Europe screen. My programming knowledge is limited, but I basically tried to remove several of the isNative checks in the DLL to allow them to behave more similarly to "regular" civs. In general, native-specific code in the existing game seems to focus on inactivating the normal economic planning, trade, and diplomacy functions available to other civs, and producing Horses and Brave units. There was also a "Native Yield Destruction" function that removes most excess goods they produce, presumably to keep them from getting too wealthy.
KJ Jansson made a mod which includes slavery and the triangle trade, and I think that is being incorporated in the planned Religion & Revolution mod.
http://forums.civfanatics.com/showthread.php?t=361561