strange that West Indiaman cannot carry the Wagon Train. why is he worse than Galleon?
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Question. Is there any way to limit what Player Nations are available? I'd like to eliminate the Swedes and Danes from the scenario when playing on historical maps. Neither nation actually had colonies in North America. All they do is clutter up the North American area. In fact, I'd like to eliminate them altogether.
 
Gee, didn't realize you'd responded since it had only taken 3 years to get it, and frankly, had forgotten I'd asked earlier. Since this is only the second time I've asked the question, it hardly constitutes Spam.

Concerning the two countries.
The Swedes had three. One in North America along the Delaware River, established in 1638, captured by the Dutch in 1655. They also had two in the Caribbean, one acquired in 1784 and sold to France in 1788. The other was only lasted from 1813-1814 when it was returned to France. The latter two fall outside the time frame of the Colonial era in North America.

Danes did have three island settled in the West Indies. Did not have any in North or South America

Based on the logic of including these, you might want to add the Chinese. There have been reports they have evidence they visited the Pacific side of North America (actually, it might be interesting to have them there since the Russians need some competition in the West.). Have played the Russians and they can, with all the gold available there, carve out a pretty impressive empire there. Granted, the Russians weren't a major colonial player in North America, but neither were the Danes or Swedes.

MIght add I don't care if the Swedes and Danes are around on non-historical maps. I'm only looking to get rid of them when playing on the historical maps. Tried to set up a custom scenario using the historical maps, but did not see anything which allowed for limiting the number of colonial powers. Will have to check again since I don't really think I've checked since the early versions of R&R. Have not done any historical stuff with "We the People" since the one time I did, it didn't work so well.
 
Gee, didn't realize you'd responded since it had only taken 3 years to get it, and frankly, had forgotten I'd asked earlier. Since this is only the second time I've asked the question, it hardly constitutes Spam.

Concerning the two countries.
The Swedes had three. One in North America along the Delaware River, established in 1638, captured by the Dutch in 1655. They also had two in the Caribbean, one acquired in 1784 and sold to France in 1788. The other was only lasted from 1813-1814 when it was returned to France. The latter two fall outside the time frame of the Colonial era in North America.

Danes did have three island settled in the West Indies.

The mighty Danish Empire did not have only 3 islands in the West Indies - they had 4 :viking: (and they held them until 1917 when they sold them to the USA)

Did not have any in North or South America

Denmark controlled through their union with Norway the colonies in Iceland and Greenland. Greenland is on the north american continental shelf
https://en.wikipedia.org/wiki/Americas

And if you like to play the danish as the norwegians or viking heritage then you might vie for Markland and Vinland, too.

Based on the logic of including these, you might want to add the Chinese. There have been reports they have evidence they visited the Pacific side of North America (actually, it might be interesting to have them there since the Russians need some competition in the West.). Have played the Russians and they can, with all the gold available there, carve out a pretty impressive empire there. Granted, the Russians weren't a major colonial player in North America, but neither were the Danes or Swedes.

Just like the spanish, the russians had inflated claims for their colony. Due to their establishment of Ft. Ross they claimed the entire westcost from Alaska down to the middle of California
https://en.wikipedia.org/wiki/Russian_colonization_of_the_Americas
(just like the spanish for a while claimed the entire west coast up to Alaska).
 
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Trading Post question: Is the box in a natives village representing a trading post always grey?
In my current game I can clearly see e.g. that the crosses of my missions have a distinctly different colour than the one of my french neighbour.

However the trading post box has not "my" colour (so the same that the cross of my mission has which is yellowish) but is grey.
Spoiler :

upload_2021-1-17_17-5-42.png



Is the only way to be sure the ledger in which the trading post appears as swedish when I hover the mouse cursor over the box?
Spoiler :

upload_2021-1-17_17-7-9.png

 
I just got my ass handed to me by Narbona because my "ally" Tuglawina who had a defensive pact with me when Narbona declared war made peace with him after only a few turns. I've had this issue repeatedly where native allies are next to useless because of how quickly they declare peace with each other.

I was wondering where exactly in the XML I could edit the probability of natives declaring peace with one another so that they'd at least stick it out a little longer? It would make them a lot more useful if they actually fought for me a bit before flopping over >:^(Civil?

Also I had an idea, would it be possible to implement the ability to demand slaves from native tribes as a form of tribute? The current system where you can really only get them through conquest/random offerings is fine, but it would add a new dynamic with native relations if the player was able to pressure them into selling pops to you as slave workers, after a calculation of player power relative to themselves perhaps
 
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I just got my ass handed to me by Narbona because my "ally" Tuglawina who had a defensive pact with me when Narbona declared war made peace with him after only a few turns. I've had this issue repeatedly where native allies are next to useless because of how quickly they declare peace with each other.

I was wondering where exactly in the XML I could edit the probability of natives declaring peace with one another so that they'd at least stick it out a little longer? It would make them a lot more useful if they actually fought for me a bit before flopping over >:^(Civil?

Also I had an idea, would it be possible to implement the ability to demand slaves from native tribes as a form of tribute? The current system where you can really only get them through conquest/random offerings is fine, but it would add a new dynamic with native relations if the player was able to pressure them into selling pops to you as slave workers, after a calculation of player power relative to themselves perhaps

Why would you want native slaves? Both african slaves and native converts have both better abilities and the first are cheap in Africa and the second can be had with missionaries in villages and monasteries close to villages.
 
I am new to colonization ATP -- what a fantastic upgrade from the vanilla version.

1. Is it possible to play it in "Sandbox" mode without the Kings interference with a simple change in one of the XLM files?

2. Is there any way to set up conditions so I do NOT have to load the mod every time I start CivCol?

Thanks
 
I am new to colonization ATP -- what a fantastic upgrade from the vanilla version.

1. Is it possible to play it in "Sandbox" mode without the Kings interference with a simple change in one of the XLM files?
Maybe not as such, the game guides you towards a revolution, i.e. your people will want it at some stage, regardless of whether you want it or not.

You could play sandbox, wait for the king, open the world editor and simply delete the king's units or put ice tiles around his fleet if you don't like this battle.That way you also have a chance to change your mind later if you play a few evenings and then decide you want a war of independence after all.

2. Is there any way to set up conditions so I do NOT have to load the mod every time I start CivCol?
I found this when troubleshooting an error I have with the vanilla game start :
Create a shortcut to the exe file,add this to the target:
mod="\WTP"
 
First, having started my first game with WTP, I have to say WOW! You all have done an absolutely spectacular job, a very impressive project. I will try quick questions:

From the single player menu, I can select Play a Scenario, then select the RAR Americas Gigantic map (which is the map I want to play).

From the single player menu, I can select Custom Game. Here I can select which and how many AI players there will be (which is another thing I want to do).

From the Custom Scenario, I can again select the RAR Americas Gigantic map but the AI selections are all locked.

I would like to play the RAR Americas Gigantic map and select which and how many AI players there will be. Is there a way to do that?

Second question: Has the WTP nod changed the basic mechanics of combat. Would the strategies employed in Civ IV still be applicable in WTP?

Third question: Can you select the number of items to move into a wagon or ship or it is all (up to 100) or nothing?

Thank you for your time.
 
First, having started my first game with WTP, I have to say WOW! You all have done an absolutely spectacular job, a very impressive project. I will try quick questions:

From the single player menu, I can select Play a Scenario, then select the RAR Americas Gigantic map (which is the map I want to play).

From the single player menu, I can select Custom Game. Here I can select which and how many AI players there will be (which is another thing I want to do).

From the Custom Scenario, I can again select the RAR Americas Gigantic map but the AI selections are all locked.

I would like to play the RAR Americas Gigantic map and select which and how many AI players there will be. Is there a way to do that?

Second question: Has the WTP nod changed the basic mechanics of combat. Would the strategies employed in Civ IV still be applicable in WTP?

Third question: Can you select the number of items to move into a wagon or ship or it is all (up to 100) or nothing?

Thank you for your time.
I can't confidently answer the first question, but you probably have to enter world builder once the scenario begins and remove the AI players you don't want in the game.

Combat has higher withdrawal chances than vanilla CIV IV Col, so units do not often die in one turn. Can't remember what else is different.

If you hold the shift key down while dragging yields to a ship or wagon, a popup box will give you the ability to choose the amount you would like to move.

However, you cannot choose the amount of yields you would like to trade with Natives with the shift key, so if you bring 99 horses on your ship to a Native settlement you have to sell all 99 if they have the gold; and the same applies to buying from them, if they have 12 furs for sale, you either buy all 12 or nothing.
 
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WOI:
Some of my people and ships escaped from my capital when the King's troops conquered it.
Is this normal?
EscTroops.jpg
 
Again probably a "new player" question not understanding the game!!
I have a city created in savanna area. Before placing the city, the adjacent square symbols shows 4 horses but I place the city, and the number of horse resource symbols goes to one. The savanna square next ring out still shows 4 but when the city expands and incorporates the square, the number of horses shown also drops to 1 -- what am I doing wrong -- the corn and sugar symbols quantities do not change, just the horse.
Any input appreciated, Thanks
 
Again probably a "new player" question not understanding the game!!
I have a city created in savanna area. Before placing the city, the adjacent square symbols shows 4 horses but I place the city, and the number of horse resource symbols goes to one. The savanna square next ring out still shows 4 but when the city expands and incorporates the square, the number of horses shown also drops to 1 -- what am I doing wrong -- the corn and sugar symbols quantities do not change, just the horse.
Any input appreciated, Thanks

Horse, Sheep and cow production depends on the number of that type of cattle that you already have in the settlement. Drop more horses inside the settlement and the number you can produce on each title will increase.
 
Thanks -- the whole "Mod" is so well constructed that I knew there had to be a logical explanation for it.
 
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