Started recently. Have some questions/comments

Joined
Jun 27, 2007
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2,248
Location
Hamilton, Ontario
I've only played 1 and 3/4 games so far.
First, is this game always this quiet? I mean that there doesn't seem to be much interaction between colonies. Maybe it's just because I haven't angered anyone yet. Also it seems like the standard map size is pretty small with few rivals. Would it be more lively with more players/bigger map? I never played with really big maps on longer game settings in civ 4 since it got to be a lot of work, but it seems like you don't need to expand as forcefully in this. Probably because you don't have to directly defeat the other colonies

In non-European trade a viable option? I've read that natives don't pay much for anything other than guns, horses, and tools even if it says an item is in demand. If that's true then does that mean that if I have a "goods party" should I just pack up production of whatever I threw overboard assuming it isn't practical like tools? I assume other colonies wouldn't buy anything that wasn't practical either.

Are there any reasonably complete, good mods for this? Any obvious flaws that I could mod away myself?
 

dalgo

Emperor
Joined
Feb 23, 2002
Messages
1,427
Location
Auckland, New Zealand
I've only played 1 and 3/4 games so far.
First, is this game always this quiet? I mean that there doesn't seem to be much interaction between colonies. Maybe it's just because I haven't angered anyone yet. Also it seems like the standard map size is pretty small with few rivals. Would it be more lively with more players/bigger map? I never played with really big maps on longer game settings in civ 4 since it got to be a lot of work, but it seems like you don't need to expand as forcefully in this. Probably because you don't have to directly defeat the other colonies

In non-European trade a viable option? I've read that natives don't pay much for anything other than guns, horses, and tools even if it says an item is in demand. If that's true then does that mean that if I have a "goods party" should I just pack up production of whatever I threw overboard assuming it isn't practical like tools? I assume other colonies wouldn't buy anything that wasn't practical either.

Are there any reasonably complete, good mods for this? Any obvious flaws that I could mod away myself?

The other European powers are indeed very quiet in this game, I don't recall any game where they have declared war on me first. The natives are another matter and on the top difficulty level they will often make suprise attacks.

Trading with the natives can be very profitable. If you take note of which villages require your manufactured goods you can make good coin supplying them (until they run out of money). They pay almost as much as Europe but without the tax.

Yes there are plenty of well-made mods, see the Customization forum.
 
Joined
Jun 27, 2007
Messages
2,248
Location
Hamilton, Ontario
The other European powers are indeed very quiet in this game, I don't recall any game where they have declared war on me first. The natives are another matter and on the top difficulty level they will often make suprise attacks.

Trading with the natives can be very profitable. If you take note of which villages require your manufactured goods you can make good coin supplying them (until they run out of money). They pay almost as much as Europe but without the tax.

Yes there are plenty of well-made mods, see the Customization forum.

I may play with aggressive AI next time to liven up the other colonies. I'm not sure they were even trying to win. One had 70+ rebel sentiment and the game was in the last 10 turns and they didn't declare independence.

Do any mods give natives boats? I was going to try a Caribbean map and it seems they'd be at a big disadvantage without and sea travel.

Seems like the natives are always out of money after one good trade. Maybe I should try buying more stuff from them too.

Looks to be like there aren't that many viable options for your constitution.
RELIGION: After the revolution is started do you really need more liberty bells? Also unless you have a cathedral with your armory where you're building cannons then more hammers aren't necessary.

LAND SECURITY: Again, do we need more liberty bells now? The strength bonus is the obvious choice.

NATIVES: Strengthen relations doesn't help much since you have to have a defense pact before you go to war to get them to join. And if you need the combat bonus to survive a fight with natives then isn't taking on your king too much for your military too?

ELECTIONS: So far there hasn't been many founding fathers left by this point and the game's almost over anyway so a bonus here doesn't seem worthwhile. Trade with Europe seems the obvious choice as long as you can ship from the west coast since it's hard to trade in bulk with natives. Also if you can't buy things from Europe then what do you do with money anyway?

SLAVERY: I don't know what you'd do with the production bonuses if you can't trade with Europe, and even if you can then isn't the time for big trade over, and you're just working on the military now? The free population does give you bodies to hand guns to. So I guess the only choice is made by whether you need more money to buy guns (and can still trade with Europe) or more people to carry guns.

Some of this may just be that I haven't played really long games. My second game it's taking me over 18 hours to get to independence and that's on quick speed and a normal map! I just don't want to have to play all day every day for weeks to finish one game. So maybe if it was much longer I'd still have more to do after independence, but so far it's been the end of everything but the shooting.
 

dalgo

Emperor
Joined
Feb 23, 2002
Messages
1,427
Location
Auckland, New Zealand
Regarding the Constitution - Liberty Bells are indeed valuable after Independence because they increase your rebel sentiment which in turn increases your combat advantage. For that reason I always choose Separation of Church and State (and keep my preachers working) and Controlled Arms.

I play a long game (typically 40 hrs +) and by then I have a big military to support so the extra bells help me to get to 100% rebel sentiment quicker.

Remember that each native tribe has its own treasury and there are eight tribes on a large map so you can trade with each one.
 
Joined
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Messages
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Location
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I tried going to more AI settlements to try and buy things and they do seem to offer good prices. I thought they wouldn't but now I realized I'm saving them the trouble of shipping so that's why it's worthwhile. Next time I'll make ore of an effort to do their work for them. After I use privateers to keep them from doing it. Then they'll have more money to buy thing from me later. Although it seems like a weakness that I need to run there economy for them so they make good money.

I'm gonna try Age of Discovery II mod since it seems like it's the most complete.
 
Joined
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Messages
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Location
Hamilton, Ontario
Age of Discovery II kinda screwed me out of a win. I destroyed all the kings galleons and then they couldn't bring in new troops, and I couldn't kill them. Then another colony won an economic victory. Otherwise it was good. The natives had more money so I could trade more than a few times with them.
It still kinda feels like building too much is a bad thing. I think could get to independence faster with a small colony and have fewer troops to deal with so I'd need to buy fewer of my own and need less money.
I'd play another game but I have to stop now because Gods and Kings is out soon, and I can finish in two days.
 
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