I can see why a weighted chance based on "tradedness" could make sense, but I think the idea with it being the most traded good was that then a "party" and boycott is that much more meaningful, both politically and economically. Protesting by only risking your second-most valuable commodity seems a little disingenuous to me. If you had the Boston Cloth Party even though the only cloth you traded was the 10 you got from a native village, it would look a little silly, no?
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Re: Patches or Fixes
Originally posted by Aerion
2 - I could not figure out how to trade with another european colony or european power."They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety." ~ Ben Franklin
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i met 3 questions when play the game:
1. when a Professions arrives in a city, it has to wait for a full turn to begin to work, is it reasonable?
2. the converted natives can not pick up weapon to fight. errrrrrrrr, they only wanna work in the field than rather join the battle field?
3. if you put a jesuit missionary in the town hall and one free colonist in the school, u can have another jesuit missionary when he finishes training, but he can't establish a mission in the native village, maybe it happens on vert soldiers as well.
and i found the AI is not clever enough, when they pull me to a war they even don't hv soldiers in they own city.
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1: It's intentional, i'm not sure of whether it's reasonable or not. Dale and I fixed some of the move restrictions.
2: They do fight, actually, they just can't use guns. They get a bonus to defending, actually.
3: You need to make the jesuit actually a missionary - that's a separate step when you assign him as a colonist.
The AI is definitely not clever enough, install v1.03 and it will (hopefully) be more clever.<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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Originally posted by snoopy369
...so the only way you get two that quickly is if you trade a TON of stuff, after not having traded a lot before, which would mean you're in one of the 'earlier' levels of tax increases but trading a much larger than expected amount at that level.
I played a game last night (sorry no save file, just read your response) where that happened 5 times in a row. I hadn't really traded much, except a few Merchantmen runs of horses that were sold for so much that I bought a Galleon right away. Picked up and sold all 8 treasures. Running goods back and forth to all the natives.
Still at 1% tax:
I had a Food party.
2 turns later Wood party
2 turns later Ore party
2 turns later Fur party
2 turns later Tobacco party.
Keep in mind, this is in a marathon game.
I hadn't really even started exporting my own finished goods yet, because I didn't have any. So the king was just spit-balling at what would bother me. Once he suggested Tools, Guns, or Horses, he had me.
But yeah, my trade points go off the FF scale really quick running Merchantmen & Galleons back and forth in the early game. Horses & Guns. They are HUGE profit centers early.
all in a couple of years. Seems like a glitch. although I do understand the math of WHY it does that now, Thanks Snoopy & Dale.
I'll try to start getting with the program of saving games to show you guys.
I've been on these forums for years, but usually the games are older and modded already before I get them. Usually, there is nothing new to add to the conversation so I haven't posted much until now. This is the first time I've been able to actually contribute to the process.
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No, it wasn't that. Dale explained it (and has/will patch it), it has to do with what happens when you have a 'party'. An actual bug Thanks for finding it!<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
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One bug (or rather strange feature).
After DoI, I picked "Right to bear arms" (+1 str for free colonists) from the constitution choices. I figured str 3 free colonists would be good backup defense in case muskets run out for some colony.
And after a couple of turns Man-Of-Wars appeared to coast, and REF attacked and conquered a fort straight from the ships without even bombarding first. I lost the 2 soldiers that were defending the colony.
Turn after I quickly retook the colony with cannons. One cannon (the one which retook the colony) was the only defender left and I calculated that one Man-Of-War still had full cargo of tories in it. The colony had no muskets left, so I took 3 (str 3) free colonists from that colony and put them to the "garrison" fortified, figuring that should be enough (3 free colonists + slightly damaged cannon) against the 4 troops in the Man-Of-War (the colony still had full fort bonus left).
And what happens on the Kings turn: First an artillery attacks from straight from the Man-Of-War and destroys my cannon. Next regular soldier attacks and my free colonist defeats it. After that another artillery attacks and kills my free colonist and conquers the colony , even though 2 free colonists should have been still standing defending it! And of course all 3 free colonists were killed...It's not easy to make a clean mess
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normally, that would make sense. But Aqa is saying that the colonists were taken OUT of the working fields, and put in defense. With the right to bear arms, they should all fight like a regular soldier..
That is the way The Right To Bear Arms comes across.
That happened to me too.
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