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Thread: [MOD] Age of Discovery II

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    Dale
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    [MOD] Age of Discovery II

    Welcome to the Age of Discovery II!

    NEW VERSION! 1.08 released 15-March-2009



    Welcome to the age of conquistadors, colonisation, puffy European Kings, Indian wars and buccaneers!

    As an expansion to Civ4: Colonization the Age of Discovery II aims to enhance, add to and complete the game.

    Summary:
    AoD2 hopes to take the C4C experience to new heights by adding new playable nations, complete with unique traits and units as well as introducing new strategic concepts to expand the game and take the player in multiple directions. A major focus has been to change the game's influence from small nations to large Empires (an initial fault in the release version of C4C is that it is easier to win with only two tiny colonies than with 20 large established colonies).

    New victory conditions have been added, including Economic and Industrialisation victories. These victories are for players who wish to play a builder-style of game and concentrate on trade or infrastructure with their colonies. The most unique victory condition would be the Pirate Plunder victory, a victory condition for the Pirates nation whereby they must amass a fortune in gold by plundering ships and colonies of all other nations.

    New maps have been included. The Colonization I map is a direct copy of the original games map (with random natives, goods and ruins). The second map is the Columbus Dream map. What if Columbus was right? When you hold the Declaration of Independance, your flag will change from the European flag to a new flag (eg: from England to Betsy Ross). The PatchMod has also been added to eliminate bugs from the game, rebalance and expand certain core concepts.

    I have also created a system whereby map makers can define what region of the world their maps cover, chosen from a combination of: North America, South America, Africa, Pacific and Asia. In addition, natives can be set to appear in one or more of those regions. So you can now force the Inca to only appear on maps defined as covering South America. (Currently no natives for those regions have been added in yet).

    Installation:
    1. Download AoDII from here.
    2. Unzip to your C4C \Mods\ folder. A new folder called \AgeOfDiscoveryII\ will be created.
    3. Run C4C and load AoDII from the ADVANCED --> MODS menu.
    4. After the game restarts you will be playing AoDII (Main menu will display "AgeOfDiscoveryII_1.08" top-right hand corner).

    Version Notes:
    This is version 1.08 and is stable. There is still a problem with King pathing of galleon transports when moving the REF. This will hopefully be addressed in the next update.

    Intro Movie:

    http://au.youtube.com/watch?v=NE9DKUEAKIQ

    Changelog:
    Code:
    v1.08
    
    INCLUDES:
    * Firaxis Official Patch 1.01f
    * PatchMod
    * Player Achievements
    * Advisor Menus
    * Jeckels Trade Screens
    * Some of Col-classic's music
    * Koma's revised Europe Screen
    * Jenks Land of Our Fathers
    * PiMan's New Australia & Australia Civs
    * NeverMind's New Russia & Russia Civs
    * Younflancy's New China & China Civs
    
    NEW:
    * Aesthetics:
    * Intro movie (Vengelis - Titans; Pirates of the Burning Seas)
    * Main menu and loading screens
    * New main menu music (Trailerhead - Age of Discovery)
    * 40 new songs from the period (Hesperus - Colonial America & Early American Roots)
    * Cheat Menu (CTRL-SHIFT-Z):
    * AI Autoplay options
    * Add gold options
    * Traits:
    * Devout: +25% Cross production
    * Exporter: Free Cargo Hold promotion (naval) (LooF)
    * Seafarer: Free Navigation I promotion (naval) (LooF)
    * Explorer: -50% scout equipment required, Seasoned Scout starts with Explorer I & II (LooF)
    * Units:
    * Added Carrack (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Portuguese
    * Added Fluyt (replace caravel): 3 move, 3 strength, 3 cargo - unique unit for Dutch
    * Added Pirate Brig (replace caravel): - unique unit for Pirates
    * Added Pirate Ship (replace Privateer): 4 move, 3 strength, 3 cargo - unique unit for Pirates & Pirate Council
    * Added Pirate colonist: 1 move, 0 strength, SOLDIER default profession
    * Added colony fortress auto bombard enemy ships in adjacent waters when cannon in colony (50% chance hit/5% chance to sink).
    * Added new promotion: Cargo Holds - +1 cargo bay (LooF)
    * Added ability to change cargo bays by profession
    * Buildings:
    * Added ability to define a building as single instance (only one allowed for nation)
    * Added ability to define obsoleting building classes
    * Nations:
    * Added New Portugal - colour DARK PURPLE
    * Prince Henry Aviz: Seafarer (Thanks Ekmek for LH)
    * Martim de Sousa: Exporter (Thanks C.Roland for LH)
    * Civ trait: Explorer
    * Portuguese Leader Diplomacy texts
    * Added Portugal Europe - colour PURPLE (Portugal LH from Civ4)
    * Added Tortuga - colour GREY
    * Pirate King Captain Lowther (Thanks Ekmek for LH)
    * New "Tortuga" screen which replaces the Europe screen
    * Added Pirates - colour BLACK
    * Henry Morgan: Resourceful (Thanks Amra for LH)
    * Bartholomew Roberts: Industrious (Thanks The Capo for LH)
    * Civ trait: Militaristic
    * Added new tag in Civ4CivilizationInfos.xml: bPirates - indicates this Civ is a Pirate Civ (for specific processing)
    * Pirates don't pay taxes (or get tax rises).
    * Pirate Soldier graphics fixed (thanks BioHazard).
    * No Pirates till after turn 30 (if AI controlled)
    * Added new tag in Civ4CivilizationInfos.xml: RevArtDefineTage - what the Civs art definition is changed to on revolution
    * Added revolution flags for all Civs (England - BetsyRoss, France - Quebec, Spain - Argentina, Netherlands - Netherlands Antilles, Portugal - Brazil)
    * Added new tag: bFromWest to indicate Civ begins on the west of the map
    * Maps:
    * Added Colonization I map (random bonuses and Indian placement)
    * Added Columbus Dream map (random bonuses and Indian placement)
    * Added ability to sail to the east or west coast (if known) from Europe.
    * Added Regenerate Map button to Main Menu popup (like Civ4)
    * Religion/Immigration:
    * Establishing missions now have an increasing failure chance based on success missions and difficulty.
    * Failed missions will have a negative impact on the Natives.
    * Regional Natives:
    * Added new region tags in Civ4CivilizationInfos.xml
    * bAsianNative - indicates this Civ is a Asian Native (for specific processing)
    * bNAmericanNative - indicates this Civ is a North American Native (for specific processing)
    * bSAmericanNative - indicates this Civ is a South American Native (for specific processing)
    * bAfricanNative - indicates this Civ is a African Native (for specific processing)
    * bPacificNative - indicates this Civ is a Pacific Native (for specific processing)
    * Added new region tags in WBS files
    * bWBAsianNative
    * bWBNAmericanNative
    * bWBSAmericanNative
    * bWBAfricanNative
    * bWBPacificNative
    * Added ability to define world regions in the map and which Natives appear in those regions
    * Production:
    * Added ability to hurry yield shortages on build menu.
    * Victory Conditions:
    * Added ECONOMIC victory based on total goods traded (all trading methods, buy and sell).
    * Added INDUSTRIALISATION victory based on total yield rate per turn (all yield types including bells, crosses and books).
    * Added PIRATE PLUNDER victory based on total amount plundered from ships and towns (for Pirates).
    
    CHANGE:
    * Nation changes:
    * Dutch Europe colour to ORANGE
    * Changed Dutch start unit to Fluyt (from Merchantman)
    * Map changes:
    * Changed number of nations on all World sizes.
    * World dimensions increased (effective 2 times playing area).
    * World Map now called New World Map.
    * Religion/Immigration changes:
    * Immigration threshold increase percent 10% (from 25%). This slows down cross requirement growth.
    * Converted natives can no longer become missionaries.
    * AI will now hurry immigrants on the docks.
    * REF changes:
    * Tripled size of starting REF.
    * REF threshold start 150 (from 75).
    * Rebel Sentiment changes
    * Each colonist has their own RS on a percentage scale
    * Each colony's CRS is based on each colonist's RS in the colony
    * Global GRS is based on the RS of all units except those on the docks in Europe
    * Producing bells has an upward effect on all colonist's RS, the more bells the more upwards movement
    * Statemen in colonies raise the RS of units on the colony's plot on the map (eg: soldiers)
    * RS generation takes into account gameSpeed & handicap
    * Colonist's RS is now shown on the scale in the Revolution Advisor screen
    * What affects colonist RS:
    * City bell production (raises)
    * Accepting tax rises (lowers)
    * Not accepting tax rises (raises)
    * Kissing pinky (lowers)
    * Refusing to kiss pinky (raises)
    * Education changes:
    * Education threshold does not increase. Static education costs throughout game.
    * Education gold cost more static. Defined by education level.
    * Multiple colonists can graduate each turn.
    * Education buildings now define city's education level (schoolhouse level 1, college level 2, university level 3).
    * Professions now have a minimum education level to learn. For example stateman requires level 3 building.
    * Can only train specialists that exist in that city, and have the correct education level building.
    * Profession chosen and paid for at start of education.
    * Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
    * Governor won't place automated citizens in education buildings if human player.
    * Unit changes:
    * Changed caravel: 4 move (from 3)
    * Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
    * Can now set profession after moving (like clear profession).
    * Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
    * Wagon trains can no longer be loaded onto ships.
    * Cannon no longer has +100% colony attack.
    * Veteran Soldier +50% colony attack and defense.
    * Upped Looter promotion from +50% to +100% gold from pillaging (LooF)
    * Attack crossing river modifier now -20% (was -10%) (LooF)
    * Amphibious promotion now requires Veteran4 (up from Veteran2) (LooF)
    * Trade ships (caravel, carrack, fluyt, merchantman, galleon, pirate brig) can trade in European colony ports without open border agreement.
    * Units with no profession (eg: ships) can now "Speak with Chief"
    * Must speak with chief before trading with natives.
    * Indentured Servant can no longer be a soldier, dragoon or missionary.
    * Petty Criminal can no longer be a soldier, dragoon or missionary.
    * Indentured Servants become Free Colonists after 40 turns (gain their freedom).
    * Petty Criminals become Free Colonists after 80 turns (serve their term).
    * Frigate now starts with Navigation I.
    * Can buy Free Colonist in Europe for 750.
    * Privateers, Pirate brig, and Pirate Ship start with Skirmisher I
    * Canister Shot I, II & III gives +10%, +15% & +25% versus gunpowder units
    * Minuteman III gives +30% settlement defense, +10% vs Melee units & +10% vs Gunpowder units
    * Founding Father changes (on top of LoOF):
    * Pedro Alvarez Cabral switched positions in the Exploration FF tree with Jacques Marquette
    * Washington Irving moved forwards to be the 3rd father in the Political FF tree
    * Washington Irving gives +25% education in all settlements
    * Sor Juana switched positions with Thomas Hooker in the Religion FF tree
    * Sor Juana gives +1 cross per Town Hall, +2 crosses per church, +4 crosses per Cathedral
    * Ethan Allen gives +2 Cannons and Mountaineer I & Ranger I for gunpowerder units
    * William Penn gives +1 cross per Town Hall, free church all settlements
    * Alexander von Humboldt gives +50% production of schools, colleges & universities
    * Peter Minuit gives -50% price of Indian lands
    * Pocahontas gives +2 Indian relations and 1 convert
    * Chief Powhatan gives -20% price of Indian lands, as well as +50% Indian convert str, and +1 movement converts
    * Hernando de Soto gives +100% production of Stables and Ranch, +1 Rancher
    * Ben Franklin gives +4 soldiers, +4 cannons, +1 Frigate & +1 ship of the line
    * William Brewster gives +25% production of churches and cathedrals, and -10% crosses required for immigration 
    * Interface changes:
    * Europe screen now represents an actual dock.
    * Yield changes:
    * European horses tripled in price.
    * European tools tripled in price.
    * European muskets very expensive (but still able to profit from natives early in game).
    * Added +1 horse to stables, +2 horse to ranch, upped costs (LooF)
    * Other changes:
    * Changed text "Reveals all Tiles with [x]" ... to "Reveals all [x]" to increase on screen space [English only] (LooF)
    * Changed text "2x as likely chance to get Treasure from Ancient ruins" (LooF)
    * Increased gold from capturing enemy colonies up to 20 gold, +20 gold per population (was +10gold per pop) (LooF)
    * Increased growth of native villages (reduced threshold for growth by 20%, from 100 to 80) (LooF)
    * AI will buy a better navy
    * In line with bigger maps and faster immigration, number of game turns for each game speed increased (300/450/900/1200).
    * Disciplined trait also gives -50% equipment needed for dragoons.
    * Co-operative trait now gives -50% equipment needed for pioneers.
    * Stable produces 3 horse per colonist, ranch 6 horse per colonist
    * Tax Trade Theshold doubled (can trade more before a tax rise)
    Last edited by Robert Plomp; March 24, 2010 at 12:15.

  2. #2
    Dale
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    Screenshots:





































    Last edited by Dale; December 25, 2008 at 23:29.

  3. #3
    Nikolai
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    Sounds like a first thing to do when I've got the game, is to DL this mod Dale.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
    The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17

  4. #4
    conmcb25
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    Wow, obviously you could do this because you were a beta tester? If not, Im amazed!

    But I have always loved your mods and will be looking to check this out after a vanilla game or two.

    What are your future plans for this mod? More changes?

    Thanks!
    *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

  5. #5
    Dale
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    Yep, I was a beta-tester. And yes, there's more plans and I'll also take suggestion for changes so if you think of something good let me know.

  6. #6
    Seen
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    Can we play with 5/6 people mp with this, each having its own nation?

  7. #7
    Dale
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    I haven't touched anything with MP, but I would say yes as there are 6 playable nations: England, France, Dutch, Spain, Portugal & Pirates.

  8. #8
    Ekmek
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    very cool! I'm DLing it once i get colonization!
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

  9. #9
    JungleIII
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    Any issues with Vista? I can't get to run, and assumed it was vista, but all seems correct - i.e. have applied HOF Vista fix suggestions, etc and still won't run. My HOF 1.74.003, old Age of Discovery, etc all running normal.

    Suggestions welcome...
    Last edited by JungleIII; September 24, 2008 at 05:59.
    Live your life - as an Adventure!

  10. #10
    Dale
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    Hi Jungle, this mod is for Civ4 Colonization, not for Civ4 or any of those expansions.

    Civ4 Colonization is the NEW game by Sid Meier released today.

  11. #11
    JungleIII
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    doh... missed that! I thought you were updating your older mod... when I read "as an expansion to Civ4"

    Guess I will have to wait until Colonization is out here downunder on Friday or Monday. Bummer, thought I would get some practice to get in the mood...
    Last edited by JungleIII; September 24, 2008 at 06:02.
    Live your life - as an Adventure!

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    conmcb25
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    We need German Bankers that we can take loans from.

    The prize goes to whomever can identify that obscure reference
    *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

  13. #13
    probablymike
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    i think i can fugger it out.

    ;)

  14. #14
    Flash
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    Dale,

    I set up a game. Thanks for increasing the speed of the Caravels.

    After 10 turns, I founded Jamestown.

    After 20 turns, I took a peek at the compitition, The Pirates haven't moved and everyone else is just cruising around the ocean. Difficulty is Explorer.
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
    the Moderator of the World Creators

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    N35t0r
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    They thought, why bother with all this colony nonsense, where we can starve, get raided by natives, or plundered by other Europeans, and decided to just cruise around.
    Indifference is Bliss

  16. #16
    Nikolai
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    So far, I've had fun with both the game and this mod, but as it is now, it easily gets unplayable. The pirates has after a few turns a city and 3-5 ships AT LEAST circling around between Europe and me. In my current game which I started an hour ago, I've lost 6 ships in 10-12 turns. Obviously, that is not going to work. The tax rate keeps rising, I can't sell anything(as it goes to the bottom of the sea) and I am lucky if I get through with new colonists or arms. I have no money and is unable to buy a ship that can protect me. Last game also started like this, but there I barely managed to get enough money to buy me a protecting ship.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
    The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17

  17. #17
    Felch
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    Are the pirates meant to be playable, or just a foil for the players? They're definitely a cool addition, I'm just not certain what the intent was with them.
    Do not take anything I say seriously. It's just the Internet. It's not real life.

  18. #18
    Nikolai
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    You can start as them, it seems.
    Do not fear, for I am with you; Do not anxiously look about you, for I am your God. -Isaiah 41:10
    The LORD your God is with you, he is mighty to save. He will take great delight in you, he will quiet you with his love, he will rejoice over you with singing. - Zephaniah 3:17

  19. #19
    Felch
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    Yeah, I played a bit with them. No Europe to trade with, or buy supplies from changed the game around quite a bit. They seemed like they might be over powered early on, especially since they start with a privateer.
    Do not take anything I say seriously. It's just the Internet. It's not real life.

  20. #20
    Todd Hawks
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    While your mod certainly sounds good, it also seems to have some problems so I am wondering if you could make a separate version in which you just implement the fixes?

  21. #21
    snoopy369
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    I'll probably develop something with just the fixes, and some fixes of my own, at some point in the near future once I'm comfortable with the game enough to be sure my fix ideas are sound... maybe a new thread should be started for that?
    <Reverend> IRC is just multiplayer notepad.
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  22. #22
    conmcb25
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    Yes, I believe so.

    How is your pitboss guide for Civilization IV: Colonization coming along?
    *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

  23. #23
    Flash
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    I played through 35 turns and still nothing from the other Europeans, ex. the Pirates never moved. Do you think if I started the game over, this condition might change? Maybe give the other civs a starting city when I found Jamestown?
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
    the Moderator of the World Creators

  24. #24
    snoopy369
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    My PTBS guide for C4:Col will start when that is possible
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  25. #25
    probablymike
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    Fluyt

    I'm missing the fluyt graphic in europe scene... and also i had to place the assets, the game wasn't reading the mod folder, and i'm wondering what i'm doing wrong?

    otherwise, it's pretty nifty!

    mike

  26. #26
    Dale
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    Are you getting the other features of the mod such as Portugal and Pirates nations?

    Also, you probably had to create a Mods folder in the base directory.

  27. #27
    Flash
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    The mods directory in MyGames folder worked as long as as you use My Games/.../MODS/AgeofDiscoveryII;
    But You can't directly access the Col1maps from in game, but only from the directory.
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
    the Moderator of the World Creators

  28. #28
    Dale
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    Oh don't use the MyGames folder!

    Use the actual game folder instead.

    EG: for me it's C:\Games\Colonization\Mods\

    By default it's something like C:\Program Files\Sid Meiers Colonization\Mods\

  29. #29
    Flash
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    Dale,
    So I have to make a new folder? Okay.

    Could that be why I'm having problems with the Euros in the other thread?
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
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  30. #30
    Flash
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    Dale,

    I fixed the folder issue, thanks.

    But For some reason the Pirates still don't move, any suggestions?
    Flash
    Ἐν ἀρχῇ ἦν ὁ λόγος, καὶ ὁ λόγος ἦν πρὸς τὸν θεόν, καὶ θεὸς ἦν ὁ λόγος.
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