Me too, mee too!! Nice to see so much activity already.
Myself and raystuttgart were discussing some ideas on the forum and I combined some features I wanted as well as ideas from him. There are some more ideas he gave such as having direct navigation between Port Royal and Africa, but I think I might keep them for a later modmod.
Taxes and Navigation 1.1 for R&R
Description
This is a modmod that alters the way the tax rate increase calculation is performed. This mod places emphasis on the value of yields to facilitate a more balanced export strategy instead of the "export high-value goods only" strategy which was optimal in the R&R mod. Previously, the increase ceiling calculation was done on the volume of yields bought\sold without concern to the value of the goods, thereby punishing players who exported raw materials a bit more via tax increases. I wanted to correct this in order to make the game more historically correct.
Buying goods also contributes only 50% towards tax increases as selling, thereby increasing your incentive to do more bilateral trade.
As to the other portion, i.e navigation I've included the idea of sectors in the goto map in the port screens. This will allow you to sail to a certain latitude in either the east\west coast. This was mostly born out of the need to not have "dummy colonies" in order to make ships sail to some regions in the Ocean directly. There are now 6 new sectors or geographical zones on each side of the map:
Northern Frigid (Arctic)
Norther Temperate
Northern Tropic
Southern Tropic
Southern Temperate
Southern Frigid (Antarctic)
You will of course have to explore at-least one tile with access to Europe in each of the regions to unlock going to that region. The sector can be selected by clicking "Sail to the new world" button on your transport and hovering over the edge of the map in the corresponding region. You will still be able to access the general goto as the native R&R version by going away from the edge.
This modmod will also feature a "Go to africa\port royal" on clicking the Goto menu list for a unit (or pressing shortcut "G"). Thanks to raystuttgart for the suggestion and the community for your enthusiasm.
Warning
The save games from this modmod will not be compatible with the 2.1 R&R saves. I would recommend taking a backup of the mod folder before installing this.
As to the other portion, i.e navigation I've included the idea of sectors in the goto map in the port screens. This will allow you to sail to a certain latitude in either the east\west coast. This was mostly born out of the need to not have "dummy colonies" in order to make ships sail to some regions in the Ocean directly. There are now 6 new sectors or geographical zones on each side of the map:
Northern Frigid (Arctic)
Norther Temperate
Northern Tropic
Southern Tropic
Southern Temperate
Southern Frigid (Antarctic)
You will of course have to explore at-least one tile with access to Europe in each of the regions to unlock going to that region. The sector can be selected by clicking "Sail to the new world" button on your transport and hovering over the edge of the map in the corresponding region. You will still be able to access the general goto as the native R&R version by going away from the edge.
Nice feature. Well done. My only problem with it is that you end up in random location. Usually i want end up as close to the shore as possible, so that my ships don't risk ending up being sunk by wild animals, so usually i have to set up proxy cities anyway.. Best option would imo be if you could flag your entry points so that you end up exactly where you intend..
^Thank you for your feedback. I wanted to keep the random spawn. However, like you said I'll modify to keep the value to the border between 'europe-ocean' and 'normal-ocean' tiles in a next update. (It is a failrly simple change if you modify the .py files in my modmod.)
I have made a modmod as well. You can download it here.
Feedback is welcome!
This is an overview of the changes it makes:
Spoiler:
CONTENTS:
New traits for European leaders
I have added two brand new civilization traits to this game for the Russians and the Swedish, and added four new leader traits. I also made modifications to several of the other traits.
The addition of four leader traits brings the total number of available leader traits to 16. As there are 16 playable leaders in the game, and each of them gets two leader traits, this means that every leader trait is used twice.
These are the six new traits:
Spoiler:
Agricultural (Swedish civilization trait)
+10% Food production in all settlements
-10% Food required for population growth
Imperialist (Russian civilization trait)
Free promotion: Homeland Guard I (+15% Combat Strength inside your Cultural Borders)
-25% Culture required for Territorial Expansion
Note: I've changed the civilization traits of the Swedish and the Russians because I disliked the original ones (Foresters and Hunters Tradition). I disliked them because these traits focused on very minor aspects of the game (lumber production and fur trade), in contrast with the other six civilization traits, which focus on major aspects like immigration or trade.
Because of this, I never felt inclined to pick either of these nations, as there was no clear strategy associated with them. These two new traits focus on larger aspects of the game: Population Growth and Territory.
Sophisticated
+25% production of Education in all settlements
+50% chance colonists learn specialisms through learning by doing
-50% cost of training specialists in schools
Capitalist
+25% Storage Capacity in all Settlements
+25% better results from bargaining with Natives
Agronomist
Pioneers work 50% faster
Improvements cost 50% less money to build
Militaristic
All units (siege units, transport units and ships) cost -25% Hammers, Tools, Cannons, Muskets and Blades to construct
These are the changes to existing traits:
Spoiler:
Great Admiral
10% combat bonus now also applies to Privateers and Pirate Frigates
Undemanding
Food bonus no longer fixed at 2 for each settlement. It now scales with the bell-producing building that is present in the city (1 Food per Basecamp, 2 per Village Hall, etc.)
In assigning new traits to leaders, I've paid attention to three things:
Diversity: No two leaders may share more than one trait with one another.
Synergy: Traits preferably should work together to give a leader certain strong points, and as a result a unique gameplay experience.
Historical Correctness: The traits need to make sense when considering the historical background of a leader.
Here an overview of all leaders, and their associated traits:
Spoiler:
English: Tolerant
George Washington: Great General, Disciplined
William Penn: Libertarian, Undemanding
French: Cooperative
Louis de Frontenac: Expansive, Militaristic
Samuel de Champlain: Enterprising, Industrious
Spanish: Conquistador
Hernan Cortes: Expansive, Disciplined
Simon Bolivar: Determined, Great General
Dutch: Mercantile
Peter Stuyvesant: Administrative, Capitalist
Adriaen van der Donck: Charismatic, Sophisticated
Portuguese: Explorers
Martim Afonso de Sousa: Resourceful, Administrative
Mem de Sa: Great Admiral, Militaristic
Danish: Seafarers
Hans Egede: Enterprising, Sophisticated
Jens Munk: Great Admiral, Resourceful
Swedish: Agricultural
Johan Risingh: Industrious, Undemanding
Johan Printz: Charismatic, Agronomist
Russians: Imperialist
Ermak Timofeyevich: Determined, Agronomist
Alexandr Baranov: Libertarian, Capitalist
I've made changes to various nations starting units as well, to reflect their changed strengths:
Spoiler:
French: Jesuit Missionary instead of Hardy Pioneer
Portuguese: Seasoned Scout instead of Expert Fisherman
Danish: Expert Fisherman instead of Expert Farmer, Fluyt instead of Caravel
Swedish: Expert Farmer instead of Expert Lumberjack, Fluyt instead of Caravel
Russians: Hardy Pioneer instead of Expert Hunter
I've also made changes to the personalities of each leader, to give each of them a unique character.
New traits for Native leaders
I have added only one new trait for Natives (Patriarch), but made modifications to most of the others. These are the traits that have been changed:
Spoiler:
Patriarch (new trait)
+25% Gold at first European contact
-25% Cost of Native Land purchasing
Prosperous
Added: +25% production of Silver, Gems and Gold.
Farmers
Added: +2 Food production on all land tiles.
Added: Homeland Guard promotion for all units (+15% Strength inside Cultural Borders).
Removed: All other Food bonuses.
Nomadic (originally named Nomads)
Added: -15% Food required for Population Growth.
Changed: Close Combat promotion for all units instead of Fearless.
Hunters
Added: +100% Great General emergence rate inside Cultural Borders.
Fishermen (originally named Coastal Warriors)
Added: +2 Food production on all Water tiles.
Removed: +100% Great General emergence rate inside Cultural Borders.
Raiders
Added: -50% XP required for unit promotions.
Forestwarriors
Added: 50% Great General emergence.
Changed: Great General emergence rate inside Cultural Borders reduced to 50%.
Highlander (originally named Climber)
Added: +2 Food production on all Hills tiles (to allow these nations to build big cities in Hills and Mountains).
One thing I did not like about the original mod was the similarity between many native nations (in fact, some nations were almost exact copies of one another, like the Tarascans, Mixtecs, Zapotecs, Toromona and Aztecs).
I've tried to give each of the 30 different native nations a different "feel." To do this, I've made large changes to their personalities in terms of raiding behavior, gift-giving, tendency to feel threatened, willingness to declare war, etc.
This is to partly to ensure that no two native nations behave the same way, but also to spread aggressive and peaceful natives more evenly across the map. In the original mod, the southern and equatorial tribes are highly aggressive, while almost all North American tribes were quite peaceful. I've tried to balance that out a bit more.
The second way to create diversity is by assigning new traits to native leaders. I've made sure that no two tribes share exactly the same traits, and in addition to that, I've tried to spread the different traits evenly across the globe. These are the native leaders, with their new traits:
I've also tweaked the factors that determine your relationship with natives, as I disliked the way all natives instantly hated you just because of the number of colonies you owned, instead of the proximity of those colonies to their lands. The idea is to make the interaction with natives just as challenging, but more interesting and realistic:
Spoiler:
The attitude penalty that results from the total amount of colonies you have has been greatly reduced.
The attitude penalty that results from large colonies being located near native villages has been greatly increased.
Trading now also slightly affects how much of a threat natives perceive you to be.
If the perceived threat ("Your way of life is threatening to ours") is reduced to zero, it can become an attitude bonus ("Your presence is a boon to our way of life").
The attitude penalty for declining native trade offers has been removed.
Founding Fathers
I've made some big changes to the founding fathers. Mostly, I tried to make each founding father appear at the point of the game where he would make sense (so no Valuable Wood-giving FFs in the endgame). I've also increased the number of units provided by FFs in the late game.
Jose de San Martin, who is not included yet in the main mod, is included in this Modmod as well.
New Promotions
I've added four new promotions to the game:
Homeland Guard I (+15% Strength inside Cultural Borders)
Homeland Guard II (+25% Strength inside Cultural Borders)
Homeland Guard III (+35% Strength inside Cultural Borders, requires Great General)
Sea Explorer II (Better results from Shipwrecks, requires Sea Explorer I)
The purpose of the Homeland Guard promotions is to make Borders matter more, which especially benefits the Russians. The Sea Explorer promotion serves to turn Sloops (or other vessels) into naval equivalents of Seasoned Scouts.
Schmiddie's changes on railroads
As I didn't like the inclusion of trains into this historical period, I've also included the changes Schmiddie made to this in his modmod.
Trains are replaced by Carriages (which I renamed Convoys)
Train Stations are replaced by Waystations
Railroads and Plastered Roads are replaced by Plastered Country Roads and Country Roads respectively
Minor changes
In addition to the changes mentioned above, I've also made many minor alterations:
Spoiler:
- Greatly expanded city lists, and corrected some historical errors in city lists (most notably the Blackfoot).
- Waystations (formerly Train Stations) now require a City Hall instead of a Town Hall.
- The requirements in Sailcloth, Rope, Tools, Cannons and Blades have been changed both for ships and for land transport units.
- Slaves and Converted Natives now also get a production bonus for Stone.
- Dragoons get the Leadership 2 promotion for free (as it was in previous versions of the mod).
- Mounted Braves and Armed Mounted Braves get the Dragoon promotion (higher withdrawal change, attack bonus vs Cannon Regiment).
- Expert Farmers get a 100% bonus for Barley instead of +3.
- Settler Militias get a +25% Combat bonus inside their Cultural Borders instead of a 25% City Defense bonus.
- The combat bonus of conquistadores vs Native Mercs has been increased.
- Razing native villages results in more treasure (to make a conquistador strategy more lucrative)
- Cocoa plantations can now be built on hill tiles with bananas or coconuts (so the food yield from such tiles can be increased).
Oh it sucks that they removed the link. Ok hold on, I'll just update my modmod with the changes to spawn only in border tiles (and not any random one) and then reupload the modmod.
Looks very interesting. Does this contain all of Schmiddie's changes or just removal of the railroads? If so, I would hope you and Schmiddie combine the features you like into a brand new edition.
Hi Schmiddie, I have update the SVN with the changes in the modmod.
For those of you who would like to download the modmod directly, I have updated the post:
The 1.2 version features spawning only in border tiles to prevent a spawn in "deep sea" regions. Of course if a border tile has not been explored you will spawn in the deep sea region.
Hi Schmiddie, I have update the SVN with the changes in the modmod.
For those of you who would like to download the modmod directly, I have updated the post:
I'm getting the impression some graphics are missing.
When I have explored europe tiles on different latitudes, I can sail to them, by clicking on a point of the new world map corresponding to that latitude, but when I hover over that point, the map becomes pink, like in my screenshot:
Thanks, big complement since I've never worked with C++ and python on a project before. I guess some common sense, the internet and patience goes a long way.
I find this one a bit odd from a historical perspective. Sweden isn't really a colonial power with great farmland experience. In fact they had nearly none in 1600. The farmland they have today is all stolen from Denmark (mid 17th century) and Norway (early 19th century). What is it that made you think Swedish farmers would be better than farmers from other countries?
Don't get me wrong. The trait is a great one from a gaming perspective. I just wonder about the historical accuracy.
I find this one a bit odd from a historical perspective. Sweden isn't really a colonial power with great farmland experience. In fact they had nearly none in 1600. The farmland they have today is all stolen from Denmark (mid 17th century) and Norway (early 19th century). What is it that made you think Swedish farmers would be better than farmers from other countries?
Don't get me wrong. The trait is a great one from a gaming perspective. I just wonder about the historical accuracy.
TBH, it was hard to find a suitable trait for the Swedish (the Russians were quite easy). They had a couple of colonies on the east coast that didn't really distinguish themselves from the English or Dutch colonies.
The main reason I chose for Agricultural is because I liked that one from a gameplay perspective, and it gives the Swedish a very unique character ingame. But maybe they can be switched with the Danish, as Swedish were able seafarers as well.
Hmm... a historical correct unique Swedish feature....
What comes to mind is mercenaries. The problem with nobility is that the oldest son takes over the father's position and what should the other sons do? Sweden came up with the idea to hire mercenaries in lithuania and formed an army with those sons as leaders. They then travelled around from town to town and demanded money or they would burn the town to the ground. This took place in Germany and is a key factor in the 30 year war.
Then there is lumber and mining. The latter is really important because of a today really overlooked detail. Iron ore contains sulfur, which is an impurity, which makes steel much worse. It wasn't until the Bessemer converter that iron ore with sulfur in it could be turned into high durable steel. Before that Swedish iron ore was really important as it has the unique feature of not containing sulfur. I guess that's more a feature of Swedish terrain than it is of the Swedish people.
Hmm... a historical correct unique Swedish feature....
What comes to mind is mercenaries. The problem with nobility is that the oldest son takes over the father's position and what should the other sons do? Sweden came up with the idea to hire mercenaries in lithuania and formed an army with those sons as leaders. They then travelled around from town to town and demanded money or they would burn the town to the ground. This took place in Germany and is a key factor in the 30 year war.
Then there is lumber and mining. The latter is really important because of a today really overlooked detail. Iron ore contains sulfur, which is an impurity, which makes steel much worse. It wasn't until the Bessemer converter that iron ore with sulfur in it could be turned into high durable steel. Before that Swedish iron ore was really important as it has the unique feature of not containing sulfur. I guess that's more a feature of Swedish terrain than it is of the Swedish people.
I'll think about it.
Problem is, with mercenaries/ore production/lumber you quickly go into the direction of traits that give bonuses for the production of tools and guns, or make military units cheaper. And there are already several traits that do similar things (Militaristic, Disciplined, Administrative, Expansive etc.).
Suggestions are welcome, of course.
Note: I've changed the civilization traits of the Swedish and the Russians because I disliked the original ones (Foresters and Hunters Tradition). I disliked them because these traits focused on very minor aspects of the game (lumber production and fur trade), in contrast with the other six civilization traits, which focus on major aspects like immigration or trade.
I have mixed feelings on this. Sweden as it is is a very interesting gaming experience. 25% boost in lumber is huge from a gameplay perspective, simply because now you have a higher incentive to rush build buildings. It's an interesting nation to play as is. Maybe you have a point of it being too imbalanced or ahistorical? . As per Nightinggale's higher quality ore analysis, maybe you could also offer cheaper ore in Europe or a bonus in tools production? Or perhaps, less tools\blades needed to form pioneers, town guards and cuirassiers?
I agree that russia's fur trade bonus isn't that strategic and your Imperialist bonus seems sensible. After all, they colonized a lot of regions including Siberia all the way to the Pacific.
Hi. I've attached a small modmod I've made regarding unit production. The idea is that units with "similar" professions should get a bonus while working within those similar professions.
For example, a blacksmith who's been working at forges all his life ought to be better at making cannons than the average colonist. More highly qualified professions (such as college-level ones) will be better at school-level professions in their group than the other way around.
The bonus is only applicable for professions within the group.
Fabric workers
Weavers +50%
Sailclothmakers +50%
Rope makers (only 50% compatible with group) so +25% bothways
Farmers( All crop producers. Does not include fishermen. )
+1 bonus while working on other crop tiles except food and barley (which will get +2)
No bonus from "resource tiles".
Bonus with movement tweak (only for Schmiddie's edition):
Spoiler:
For gigantic maps (that i usually play on), I like to give a slight movement bonus to armies and more to ships. Usually +1 to armies and +1 to +3 to ships. So I've attached another version with those changes (this is what i usually play with):
Modmod for RaR 1.8 Schmiddies's edition with additional movement changes : here
Instructions: Please backup your \Assets\XML\UnitsCiv4UnitInfos.xml file before replacing it with the file in the zip. (use 7-zip\another zip tool to open archive)
This is an interesting approach...I will think about it.
However folks, please let me clarify something:
My time for modding is limited. I have a very busy and hard job as well.
Therefore my plans for the next weeks are as follows: I will finish my work on graphic improvements (Units, ships) and do some minor modding as well (maybe also implementation of new unit "line infantry" as well in the main mod).
Furthermore I will include the changes of my mod-mod into the main mod (the mod mod will no longer exist).
Finally I will do some testing and playing.
So the next version of the mod presumably will be published in a few weeks or 2-3 months.
I will not implement bigger changes/new features in the mod within this period (exception: ray will do it).
Hence if you like to create new or change existing features of RaR now, please do it within a mod-mod!
However: Feel free to mod as you like in our own (maybe a combined mod-mod with others) - I like to see your ideas.
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