RFC Europe Wonders

Wow. You're more resourceful than most requesting people that I have seen, MV.

However - on your suggestion to lower the hammer requirement for colonies... don't you think they would then provide a little too much in comparison for the hammers they cost? If their costs are to be lowered, I think 4 resources (at most 5) per colony is good enough.

All in all, I support including the Inca and Aztec conquests. You also can't build the empire where to sun never sets with just 3 colonies.

Thanks :D But I want more of a role than just requesting stuff. I'm really enthusiastic about this mod.

Jessiecat, after looking over the choices, you're right about most, I'll edit them...
All except for the cows in Argentina, I think that should be left how it is, unless you have a better idea. Yes, chocolate and vanilla, atleast for Mexico anyway. @Cethegus, I'll keep six because I feel like colonies don't play a big enough part in the mod, and I completely agree with your "sun never sets" comment. So how about 5 for the UHV?
 
Thanks :D But I want more of a role than just requesting stuff. I'm really enthusiastic about this mod.

Jessiecat, after looking over the choices, you're right about most, I'll edit them...
All except for the cows in Argentina, I think that should be left how it is, unless you have a better idea. Yes, chocolate and vanilla, atleast for Mexico anyway. @Cethegus, I'll keep six because I feel like colonies don't play a big enough part in the mod, and I completely agree with your "sun never sets" comment. So how about 5 for the UHV?

Just done a bit of research on Argentina. Although Buenos Aires was established in 1558, the Viceroyalty of Rio De La Plata only began in 1776. And though it was a cattle exporter to other South American colonies, its major income came from its control of the silver mines in Bolivia. It declined economically after 1800 and became largely autonomous and independent after 1811. So as a colony it was of minor importance, was extremely short-lived and comes too late in our mod to be included IMO.

As for your wanting to contribute more than requesting stuff, we're in the same boat. I'm not a modder either, but as a historian I've been able to contribute quite a lot in other ways over the past year. Without bragging, I've done a lot of research on civs, UUs, UBs, resources and colonies, found most of the art for colonies and wonders, did most of the first cityname maps (much revised since) and most recently researched and compiled all the quotations and descriptions for the techs in the civilopedia. Even if you're a complete dunce like I am at coding there's lots you can contribute to the success of this mod if you really want to.:)
 
Ok, Argentina is out, I added Colombia and Central America. If we can't possibly have them both, can we create a colony that encompasses Colombia, venezuela, And Panama? Something like the Viceroyalty of New Granada?
 
Aztec Conquest - Allowed by Astronomy
Provides +4 silver
Provides +2 spices
1000 hammers (Double Production speed with Atlantic Access)

Inca Conquest - Allowed by Astronomy
Provides +4 gold
Provides +2 silver
1000 hammers (Double production speed with Atlantic access)

Hispaniola - Allowed by Astronomy
Provides +4 sugar
Provides +2 gems
1000 hammers (Double production speed with Atlantic Access)

Quebec - Allowed by Naval Architecture
Provides +4 furs
Provides +2 fish
1000 hammers (double production speed with Atlantic Access)

New England - Allowed by Naval Architecture
Provides +4 fish
Provides +2 furs
1000 hammers (double production speed with Atlantic Access)

Jamaica - Allowed by Trading Companies
Provides +4 sugar
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)

Panama - Allowed by Trading Companies
Provides +2 gold
Provides +2 silver
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)

Louisiana - Allowed by Nationalism
Provides +2 furs
Provides +2 tobacco
Provides +2 dyes (for indigo)
1000 hammers (double production speed with Atlantic Access)

Cuba - Allowed by Astronomy instead of Nationalism

Revised list.
 
Hey guys,

I have no problem adding some more colonies along these lines. However, I'm going to hold off on doing it until 3Miro solves the AI-doesn't-build-colonies problem. I believe he's working on that currently. If he doesn't solve it, then we might have to reconsider how we code the colonies...
 
Good, good. But... it just doesn't feel right to leave so many areas in the New World open. A few points on Louisiana. After reading extensively, I've found that they were the leading exporter of tobacco and rice in New France, they also produced significant amounts of indigo but that's not covered in the game. Then there is the historical importance of New Orleans. New Orleans actually received much of the goods and natural resources that was transported down the Mississippi from other colonies (Missouri, Illinois Country), these were exported to France. When I say Louisiana I mean what that term meant 300 years ago. From New Orleans and the mouth of the Mississippi, to Michigan and the Great Lakes. This would be a later colony in the game... here is my new suggestion.

Louisiana - Allowed by Civil Engineering
Provides +2 tobacco
Provides +2 rice
Provides +2 deer (representation of goods from Upper Louisiana)
1000 hammers (Double Production Speed with Atlantic Access)

My two cents on Florida: I realize that they really weren't much of an exporter during colonial times but they were very important. It was hotly contested by both the Spanish and the British both of whom were always at war with the Seminoles for their land. Considering the important forts such as Fort Caroline, St. Augustine, and Pensacola, one would come to the conclusion that Florida was just a hotspot for war and conflict. Which gives me an idea... what if... we could have Florida produce some benefit relating to the military? like +4 combat exp per turn towards your next great general? Or maybe upon the construction of Florida, each unit receives +2 experience points? There could also be a boost to city defense.

Florida - Allowed by Nationalism
Provides +2 sugar
Provides +2 exp points
1000 hammers (Double Production Speed with Atlantic Access)
:D

And don't think this exp concept would be limited to Florida, we could add it to the two conquests also.

What do you think???:D
 
Good, good. But... it just doesn't feel right to leave so many areas in the New World open. A few points on Louisiana. After reading extensively, I've found that they were the leading exporter of tobacco and rice in New France, they also produced significant amounts of indigo but that's not covered in the game. Then there is the historical importance of New Orleans. New Orleans actually received much of the goods and natural resources that was transported down the Mississippi from other colonies (Missouri, Illinois Country), these were exported to France. When I say Louisiana I mean what that term meant 300 years ago. From New Orleans and the mouth of the Mississippi, to Michigan and the Great Lakes. This would be a later colony in the game... here is my new suggestion.

Louisiana - Allowed by Civil Engineering
Provides +2 tobacco
Provides +2 rice
Provides +2 deer (representation of goods from Upper Louisiana)
1000 hammers (Double Production Speed with Atlantic Access)

My two cents on Florida: I realize that they really weren't much of an exporter during colonial times but they were very important. It was hotly contested by both the Spanish and the British both of whom were always at war with the Seminoles for their land. Considering the important forts such as Fort Caroline, St. Augustine, and Pensacola, one would come to the conclusion that Florida was just a hotspot for war and conflict. Which gives me an idea... what if... we could have Florida produce some benefit relating to the military? like +4 combat exp per turn towards your next great general? Or maybe upon the construction of Florida, each unit receives +2 experience points? There could also be a boost to city defense.

Florida - Allowed by Nationalism
Provides +2 sugar
Provides +4 exp points
1000 hammers (Double Production Speed with Atlantic Access)
:D

And don't think this exp concept would be limited to Florida, we could add it to the two conquests also.

What do you think???:D

If Louisiana gets rice why the Far Eastern Treaty Port and some other colonies their doesn't. Rice came from that region. So IMO they also should get rice.

Are the EXP for each unit? That would give them a too big bonus. You will be able to build 14 EXP units without generals. And with the conquests it will be even more. So I suggest to reduce it to 1 or 2 EXP each. This way you can get max 3 or 6 EXP bonus. IMO that's enough.
 
Edited it, and the Far Eastern Ports aren't my business, and I'm just trying to get new colonies added.
 
Revised list.

OK. Why don't we compromise? Leave out Florida for now and include Louisiana, which is now amended on the above list (post 444). Can we all agree on that list of 8 new colonies for inclusion ASAP?
 
I personally agree (wow, had long to visit the thread). The next thing that has to be done is the reduction of a colony cost , and the increase of colonies required for UHVs.
 
I personally agree (wow, had long to visit the thread). The next thing that has to be done is the reduction of a colony cost , and the increase of colonies required for UHVs.

Five colonies for the UHV and 1000 hammers each is very acceptable to me.
 
Hey, any way we could get some plants or greenery of some sort for the courtyard of La Mezquita? It would also look better if we could have it lower to the ground, or maybe color those grey areas.
 
Fine don't reply to that post... haha.
When is the next version that the colonies will be included in?
 
Fine don't reply to that post... haha.
When is the next version that the colonies will be included in?

Who are you waiting for a reply from? I'm not a modder so I can't help you with your suggestions. I've already agreed with you which new colonies to add. 3Miro is now in charge and he will have to mod them in if he agrees. All I can do is find some screen art for them. Which I already have, in most cases.:)
 
Graphics is sedna's department, I can figure it out, but it will take some time and it is hardly worth the effort (will be done eventually, just no at this stage). Same goes for adding new colonies.

My main effort right now would be the AI.
 
Aztec Conquest - Allowed by Astronomy
Provides +4 silver
Provides +2 spices
1000 hammers (Double Production speed with Atlantic Access)

Inca Conquest - Allowed by Astronomy
Provides +4 gold
Provides +2 silver
1000 hammers (Double production speed with Atlantic access)

Hispaniola - Allowed by Astronomy
Provides +4 sugar
Provides +2 gems
1000 hammers (Double production speed with Atlantic Access)

Quebec - Allowed by Naval Architecture
Provides +4 furs
Provides +2 fish
1000 hammers (double production speed with Atlantic Access)

New England - Allowed by Naval Architecture
Provides +4 fish
Provides +2 furs
1000 hammers (double production speed with Atlantic Access)

Jamaica - Allowed by Trading Companies
Provides +4 sugar
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)

Panama - Allowed by Trading Companies
Provides +2 gold
Provides +2 silver
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)

Louisiana - Allowed by Nationalism
Provides +2 furs
Provides +2 tobacco
Provides +2 dyes (for indigo)
1000 hammers (double production speed with Atlantic Access)

Phillipines - Allowed by Naval Architecture
Provides +2 sugar
Provides +2 spices
Provides +2 ivory

Cuba - Allowed by Astronomy instead of Nationalism
 
I think the civs that possess colonies are meant to be significantly stronger than those who don't. Huge surpluses of resources will encourage trading between the big colonial powers, England, France, Spain, and (sometimes) Portugal. If all colony building goes historically, Civs like Spain and Portugal will control lots of sugar, silver, and gold. They will want to trade for the furs and timber of France and England. This monopoly by the big civs will leave non-involved nations like Moscow, Kiev, etc. in the dark, as they were during this period.
 
Aztec Conquest - Allowed by Astronomy
Provides +4 silver
Provides +2 spices
1000 hammers (Double Production speed with Atlantic Access)

Inca Conquest - Allowed by Astronomy
Provides +4 gold
Provides +2 silver
1000 hammers (Double production speed with Atlantic access)

Hispaniola - Allowed by Astronomy
Provides +4 sugar
Provides +2 gems
1000 hammers (Double production speed with Atlantic Access)
(Double production speed with slaves)
Quebec - Allowed by Naval Architecture
Provides +4 furs
Provides +2 fish
1000 hammers (double production speed with Atlantic Access)

New England - Allowed by Naval Architecture
Provides +4 fish
Provides +2 furs
1000 hammers (double production speed with Atlantic Access)

Jamaica - Allowed by Trading Companies
Provides +4 sugar
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)
(double production speed with slaves)

Panama - Allowed by Trading Companies
Provides +2 gold
Provides +2 silver
Provides +2 spices
1000 hammers (double production speed with Atlantic Access)

Louisiana - Allowed by Nationalism
Provides +2 furs
Provides +2 tobacco
Provides +2 dyes (for indigo)
1000 hammers (double production speed with Atlantic Access)
(double production speed with slaves)

Phillipines - Allowed by Naval Architecture
Provides +2 sugar
Provides +2 spices
Provides +2 ivory
1000 hammers (double production speed with Atlantic Access)

Gulf of Guinea - (or Equatorial Guinea) (It's just South of our Gold Coast colony)
Provides +2 slaves
Provides +2 spices
Provides +2 timber
1000 hammers (double production speed with Atlantic Access)

Cuba - Allowed by Astronomy instead of Nationalism

Final list for 3 Miro.
 
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