Several suggestions.

Coprolover

Chieftain
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Aug 29, 2020
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I was asked to place such discussions in separate threads, so I will duplicate here.

When I saw that the work was still in progress (which is amazing for the 2008 game), I immediately decided to try it out. Thanks for the great job you have done. I have just started the game (25 moves), but I already have suggestions:

1) There are a total of 47 leaders in the game, but the limit is 41 players. I am autistic and love long games on giant maps, so I always choose the maximum amount of AI. Therefore, I would like to change this limit to 47-50;
2) During the game, I noticed scripts that tie the generation of Indian tribes to their historical location. However, this does not apply to Europeans and I had to manually rearrange the Russians to the north, and the Portuguese and Spaniards to the center (meaning the climate, since the territories in the south are identical to those in the north). It would be nice to make positions fixed to the climate in the future;
3) I was pleased with the new starting units, which have become less balanced. This is both historical and realistic because there is no balance in life. But I think we need to further strengthen the Spaniards and the Portuguese so that AI gains superiority faster. Now I have to enter resources and units for them through the world builder. For Portugal, you can enter a discount on the purchase of African slaves. For example, with each unit purchased, increase the price not by 50, but by 30-40 (you should think about it more carefully). This will be very historical, because the Portuguese were the first to actively explore Africa. Сan still think about the Spaniards. You can argue about the balance in MP, but no one forces players to take strong factions, because they will have 12 more to choose from. Choosing a faction, they also choose a difficulty level for themselves. It's the same with the single player;
4) Stumbled upon free skirmishers in the ruins. I think this is too strong a bonus, albeit an unlikely one. It is better to hire such units from aboriginal tribes for a certain amount. Also, this feature will only be available if the relationship between the factions is good enough. These units are too good at first. For a squad of rangers, the king requires 1800 gold. An almost identical squad can be obtained for free;
5) The trading system can also make the game too easy. For 100 weapons, the tupi offered me 9100 gold, and this is at the very beginning of the game. The scripts themselves are not bad, but it is necessary to significantly reduce the probability of success so that the player takes a lot of risk when knocking out the best price. So far, I do not use it because of too much benefit.

I have a few more proposals, but they will be much more difficult to implement. Therefore, this is not a matter of the coming days. Perhaps I will write them down in this thread later.
 
I was asked to place such discussions in separate threads, so I will duplicate here.
5) The trading system can also make the game too easy. For 100 weapons, the tupi offered me 9100 gold, and this is at the very beginning of the game. The scripts themselves are not bad, but it is necessary to significantly reduce the probability of success so that the player takes a lot of risk when knocking out the best price. So far, I do not use it because of too much benefit.

I have a few more proposals, but they will be much more difficult to implement. Therefore, this is not a matter of the coming days. Perhaps I will write them down in this thread later.

It should also be noted that there is a higher chance of failure for buying resources from the natives or selling them unclaimed goods (I have not looked at the scripts, but this can be traced empirically). However, if you sell them expensive and at the same time demanded goods, then you can get all their money for a small amount of goods. They agree to raise the price with too high a probability.
 
Similar suggestion to the multiple leaders. I also play with tons of AI. On the scoreboard on the right, it will eventually get full and you cannot see the European colonies at the top to see their score and right click for diplomacy. I know there's the diplomacy screen, but that also gets crowded. Potential fixes:

For the score board:
1. Allow scrolling, maybe with mouse wheel
2. If cannot scroll, can it preferentially show from the top and cut off the bottom rather than show from the bottom and cut off the top?

For the diplomacy screen:
1. Have a toggle that only shows Europeans and natives which have actual relations with you

Hopefully it's something that can be modded. Thanks!
 
For the score board:
1. Allow scrolling, maybe with mouse wheel
Already on the "TODO"-List.
No idea though, when it will be implemented.

For the diplomacy screen:
1. Have a toggle that only shows Europeans and natives which have actual relations with you
Should be possible as well.
It is just a question if we find some who volunteers for it.
 
2) During the game, I noticed scripts that tie the generation of Indian tribes to their historical location. However, this does not apply to Europeans and I had to manually rearrange the Russians to the north, and the Portuguese and Spaniards to the center (meaning the climate, since the territories in the south are identical to those in the north). It would be nice to make positions fixed to the climate in the future.

I agree that would be a nice set-up option.
 
It should also be noted that there is a higher chance of failure for buying resources from the natives or selling them unclaimed goods (I have not looked at the scripts, but this can be traced empirically). However, if you sell them expensive and at the same time demanded goods, then you can get all their money for a small amount of goods. They agree to raise the price with too high a probability.

Also noticed that the dynamic system of desired products was removed. On one side, warehouses allow the aborigines to concentrate large reserves and the old flaw with overflowing the warehouse and the disappearance of goods no longer bothers, on other side, it makes the task easier for the player.

Also, some things have to be done manually with the help of a world builder (for example, improving relations among leaders from the same countries (so that they can conclude contracts) or an increased amount of resources and clearing the area from forests near the capitals of empires (be they Aztecs or Zapotecs)). And if the first point is done in seconds, then the second takes much more time. Another way is impossible because I can not look at tiny Tenochtitlan.

I also noticed pirate ships on the map. One with a Dutch name, the other with a Spanish one. At first I thought they were faction ships. But then I looked at the level and experience and saw that one of them is level 6. But he could not sink so many ships just by appearing. Are there any pirates with random spawns?
 
Are there any pirates with random spawns?
Yes, we have a featurea that also spawns "barbarian" Pirate Frigates. (After turn 100)
Acutally it is a rare DLL-Diplomacy-Event which other Colonial AIs get as well though.
 
Moderator Action: Thank you for trying to steer Coprolover in the right direction. I have removed the PDMA and sent him another message that he can answer to address his concerns with me. Discussing the actions of moderators in public only serves to derail a thread. Thank you again @raystuttgart
 
4) Stumbled upon free skirmishers in the ruins. I think this is too strong a bonus, albeit an unlikely one. It is better to hire such units from aboriginal tribes for a certain amount. Also, this feature will only be available if the relationship between the factions is good enough. These units are too good at first. For a squad of rangers, the king requires 1800 gold. An almost identical squad can be obtained for free;

I think the best option here would be a dialog window with a proposal to hire aborigines or conquistadors. Exactly the same as when you explore the ruins without a trained scout. That is, it should be easy enough to implement. For aborigines, set the value to 1000, for conquistadors to 1300. Missionaries should be cut out. With the same probability one could find the governor or the king himself...

There are a lot of new good features in mod, but the problem is with balancing. For example, very cheap regular troops with experience gain at the level of a great commander. This gives very strong advantages over AI and makes units like the city militia useless. It also looks very strange that for each hiring of a specialist, their cost increases by 200, while the cost of regular infantry increases by 100. And at the same time they have expensive weapons. It seems to me that it is necessary to reduce the growth for specialists to 100 and increase for regular infantry to 300 (350 for line), for cavalry to 400 (450 for heavy cavalry), for artillery to 200 (250 for heavy artillery). Artillery is cheaper because does not have a huge gain in experience. Also, this measure will make more attractive military aid from the king, which can now easily be dispensed with.

Now for the prices. Above, I have already cited the imperfection of the script that allows you to sell weapons for 9000+ gold or buy resources for free. But it's not only that. Base prices should also be changed. Especially food with which you can shoot up the population in huge numbers. It is now more profitable to buy food from Aboriginal people than to hire low-skilled workers in Europe. Therefore, Aboriginal food prices should be increased by 50%. So that buying food becomes a last resort in case of unforeseen circumstances.
 
I also noticed the Tuglawina leader has a coastal warrior bonus, which gives advantages in swamps and jungles. And this despite the fact that he always appears in the north. I think it's best to give him the forest warriors bonus. There is also a duplication of military bonuses for Machipara (close combat 1). I think you can give them something else.
 
Yes, we have a featurea that also spawns "barbarian" Pirate Frigates. (After turn 100)
Acutally it is a rare DLL-Diplomacy-Event which other Colonial AIs get as well though.

With what speed / probability do they spawn? So far I have counted 6 ships (50+ moves), one of which has disappeared. What is strange, because there were no strong ships nearby and it was level 6.
 
Find this document, which lists attempts to colonize the American continent, in addition to documents already found, in the MOD, I found it interesting that maybe there are some more possibilities for new colonies, maybe it could be (if it's interesting) to add the CIVs:
Colony of "Klein Venedig" (Germany),
Colony of "Knights of Malta" (two Secilies),
Colony of "Nova Scotia" (Scotland).
Colony of "Curonian" (Latvia),
maybe, "Thornton Expedition" (Italy)

As these were minor projects, or failed projects, perhaps they could be added as playable CIV (most pertinent in Klein Venedig's case),

Or join as a minor CIV, where perhaps a foreign king would ask the player's king for support, and then the player/player's king would decide whether to pay to finance an expedition to the new world to start a new colony. And that one would be friendly to you because you financed his coming.

Or some other mechanism

I think this idea is pertinent because I believe that a colonization player who is Italian/German might be fond of the idea of being able to play with their country's CIV. Or offer another option that you have already played with 8 civs and maybe want to play with another CIV/minorCIV.

https://en.wikipedia.org/wiki/Europ...cas#List_of_European_colonias_in_the_Americas
 
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