newb's first game: impressions

hyface

Chieftain
Joined
Mar 14, 2009
Messages
17
first i'd like to thank dale for the awesome mod.

i'm a newb although i do have some competence with the game so anyway:

i don't like how converts are practically useless (lacking flexibility as far as professions) in the game

pirates are lame

i think that indentured servants are indentured for too long; it doesn't feel right.

on that note, accruing "competence" (ie distiller becoming master distiller) seems to take too long

i can't imagine the micro needed to have a "militia" and making the economy thrive (i played on very easy :p)

auto trade routes that involve sending ships to europe don't work

i think it takes wagons way too long to move between towns on normal speed (do caravans even move faster on faster speeds? haha)

i want roads (probably relates to previous point)

why can't i arrange trades with natives on the diplo screen and assign a caravan from there? argh!

maybe i'm just a purist at heart but i think a university should have all professions available. you can train statesmen but not gun smiths? come on, now!

being able to "rush" resources (if there are insufficient tools for example, i get asked to buy tools on the turn before a building is done) doesn't seem to make sense to me


thanks for reading!
 

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,425
first i'd like to thank dale for the awesome mod.

i'm a newb although i do have some competence with the game so anyway:

i don't like how converts are practically useless (lacking flexibility as far as professions) in the game

Educate them in a colony, then you have full flexibility. They can't access all Euro-centric abilities (ie: entering the army) till they have some form of Euro-centric education.

pirates are lame

What suggestions do you have to make then NOT lame? Just saying they're lame is a lame response. :)

i think that indentured servants are indentured for too long; it doesn't feel right.

I have doubled their servitude for the next version. I didn't think they're were in it long enough. Same with criminals, their sentence got doubled.

on that note, accruing "competence" (ie distiller becoming master distiller) seems to take too long

Same as above.

i can't imagine the micro needed to have a "militia" and making the economy thrive (i played on very easy :p)

You just need more patience and experience to manage both an economy and a military. Take a look at some of the article in the strategy forum for advice. :)

auto trade routes that involve sending ships to europe don't work

Export a good from a coastal city, then set a ship to the route.

i think it takes wagons way too long to move between towns on normal speed (do caravans even move faster on faster speeds? haha)

Build roads.

i want roads (probably relates to previous point)

Pioneers build roads.

why can't i arrange trades with natives on the diplo screen and assign a caravan from there? argh!

Because natives "barter" not trade. You have to have something to offer first before they trade.

maybe i'm just a purist at heart but i think a university should have all professions available. you can train statesmen but not gun smiths? come on, now!

Gun smith IS available with a university. But you need the specialist in the city before you can teach it (the master is the teacher).

being able to "rush" resources (if there are insufficient tools for example, i get asked to buy tools on the turn before a building is done) doesn't seem to make sense to me

It's a gameplay choice.

thanks for reading!

No probs. :)
 

hyface

Chieftain
Joined
Mar 14, 2009
Messages
17
:D thanks dale.

i totally did not know i could build roads. YES!

about pirates: it just sucks that 1 pirate boat will make you think twice about leaving the ports. maybe there could be a ship that doesn't carry any cargo but can attack other ships? i don't know if this is possible to do in the game but giving the ship really weak attack but doing bonus damage to pirates sounds like an idea.

also, making pirates more akin to barbarians sounds pretty cool.
 

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,425
To meet the pirates on the high seas, you be needing frigates matey!

Sorry, poor atempt to sound like a sea captain. :lol:

But seriously, if you're being harassed by pirates and privateers, build frigates.
 

hyface

Chieftain
Joined
Mar 14, 2009
Messages
17
To meet the pirates on the high seas, you be needing frigates matey!

Sorry, poor atempt to sound like a sea captain. :lol:

But seriously, if you're being harassed by pirates and privateers, build frigates.

yeah, i just suck haha
 

Wheldrake

Warlord
Joined
Nov 14, 2008
Messages
255
I find privateers are a good counter to pirates, especially if they've got a few promotions under their belts. Sure, frigates are stronger, but promoted privateers will usually do the job. I find that pirates are often sailing wounded - I guess that comes from smashing other nation's shipping, and the AI doesn't seem to realize it can heal up somewhere close by, like a native village. Of course, if those pirate ships are not at full strength, they are that much easier for your privateers to defeat.

Cheers, --- Wheldrake
 
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