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  • MOD: Ten Colonies

    Ten Colonies Ver 2.10 with PatchMod 1.07 by Rusty Gamer

    A MOD for Civ4:Colonisation

    The idea of this MOD is to make it hard, nigh on impossible to win the game with a small number of colonies.

    I have comepletely revamped this from previous versionS, so forget about them.

    A certain number of settlements are required before you may build certain buildings. See the table below.

    Colonies Buildings
    -------- ---------
    1 dock, church
    2 schoolhouse, stable
    3 warehouse, carpenter's shop expansion
    4 stockade, armory
    5 blacksmith's shop, fur trading post, rum distillery, tobacconist's shop, weaver's shop
    6 drydock, cathedral
    7 college, ranch
    8 printing press
    9 fort, magazine
    10 lumber mill

    Most significantly, 10 colonies are required before you can begin building lumber mills. Since many of the more advanced and level 3 buildings require a lumber mill as a pre-requisite, this changes the game in a major way.

    Also, once the war of independance is declared, you can no longer build lumber mills. This gives you only a certain window of time.

    If you cannot remember all the building requirements while in a game, check the pedia.

    Other changes:

    All level 1 buildings now only allow 1 worker to begin with, with the exception of the town hall which allows 2. Level 2 buildings allow 1 more. This is an attempt to address the problem that level 3 buildings don't appear to be needed to win and thereby pushing colonists out to found new colonies rather than hanging around unemployed.

    ** NEW to 2.10 ** Production had been lowered for most buildings in 2.00. After some retrospect, this has now been changed back to the standard game level.
    ** NEW to 2.10 ** The newspaper (a level 3 building) now requires a lumber mill for consistency with other level 3 buildings.
    ** NEW to 2.10 ** The carpenter's shop now begins with only 1 worker.
    ** NEW to 2.10 ** A new building to replace the carpenter's shop, the carpenter's shop expansion, is avalable at 3 colonies or more, costs 50 hammers, and allows another worker.

    Wagon trains, as well as the standard 40 hammers, now also require 25 horses. Furthermore, the hurry cost is now rediculously high (1000 times). This is to curtail what some see as an exploit of "infinite" cargo space.

    Docks produce +2 fish as per usual, but dry docks now produce an additional fish (+3) and ship yards another one again (+4).

    Copied AoD2 1.06 yield info for more balanced adjustments to markets.

    Indentured servants, being more aware of their need for freedom than free colonists are, and being more religious (praying for freedom) now have +1 more than free colonists in producing liberty bells and crosses.

    Pretty criminals, having more of a bent towards booze and violence, can produce +1 rum or musket more than free colonists.

    The reasoning behind the last two is simply that it seems too predictable to just educate those below the free colonist level. Therefore I gave them some superior traits so that you have more strategic choices.

    ** PatchMod Version Only ** Treasure requires a cargo of 6 but takes up only a berth of 2.

    Vanilla version is attached.

    PatchMod Version: Download
    Attached Files
    Last edited by The Rusty Gamer; January 24, 2009, 19:56. Reason: Updated from 2.00 to 2.10
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

  • #2
    Version 1.10 is now available, with more building restrictions. See the OP.
    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

    Comment


    • #3
      Version 1.20 now uploaded with even more building restrictions. Again, see the OP.

      I've noticed no-one here has even downloaded my mod. Is no-one interested?
      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

      Comment


      • #4
        I think everyone is still in shock that there's a mod here instead of only being at that other site.

        Comment


        • #5
          Thanks for that Dale. At least I'm not being completely ignored in my efforts. I've put a link in my signature - maybe that will give it a boost. Now to go alter my signature at that "other" site.
          Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
          Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

          Comment


          • #6
            You'll probably find that the hard-core vanilla / patch players are here, whilst at the other site there's more casual players who like a bit of mod action. There's still an audience here, just sometimes it takes a bit to get them moving.

            Comment


            • #7
              Thx Dale. So, what do you think of my mod idea? Can you see what I'm trying to do?
              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

              Comment


              • #8
                Haven't had a chance to play with it yet, been hard at work trying to get achievements done. It's on my list to look at though, definitely.

                Comment


                • #9
                  re the indentured servant/slave extra production, I think that's intended... They are meant to be sub-par workers. I don't think there's a need to make them more productive, as the time spent studying already represents an opportunity cost. Maybe they should take longer than free colonists to get educated (not sure if it's already the case, or if it's even possible though), slaves more so than indentures, or require more money, or both.

                  On the original col it was more noticeable, as you had to spare a professional's production turns.
                  Indifference is Bliss

                  Comment


                  • #10
                    What I meant was, it's a pretty predictable strategy to train servants and criminals as quickly as possible, so by giving them a little more bite in a couple of areas that a free colonist, you may not be so hasty to train them in the early stages. I did this to give a bit more of a strategy choice.

                    Actually, I was considering making converted natives more powerful as well, giving them +2 where they have a +1. This is because I tend to find them a bit of a nuisance, I don't know what to do with them because they are still quite inferior to master/experts etc. Once you've got them, why do you need converted natives?
                    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                    Comment


                    • #11
                      1.30 now uploaded with all building requirements scaled according to map size, including lumber mills!
                      Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                      Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                      Comment


                      • #12
                        1.31 now uploaded.

                        You can no longer build lumbers mills once the WOI has started! You must be very strategic now in building and then planning when you are ready to declare independance.

                        I've also revamped the readme, removing the mod history clutter.
                        Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                        Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                        Comment


                        • #13
                          I'm not experienced enough yet to need to step up the challenge, TRG, but best of luck with your mod.

                          Comment


                          • #14
                            I think the basic idea with this mod is excellent because it encourages the player to use all the possibilities and think more strategically. But it is not quite there yet. You can still win (I believe—am currently testing this) with three colonies. I notice that the AI begins buying liberty bells in earnest long before they get to size 10. The problem is that you don't really need those third level buildings at present.

                            The key change is to FORCE the player to form 10 colonies (standard size) and third level buildings by making a DoI dependent on at least one third level building (factory, etc) in each of 10 colonies. THEN and only then can the player build an "Independence Congress" and declare independence. This is also more realistic historically.

                            Can you make such a change, Rusty Gamer? Then it would be really great. Some of Dale's ideas could be used also. The two mods togeher, with the above change, would be ideal.

                            Comment


                            • #15
                              I've got a version incorporating patchmod, which for some reason I didn't put up here but only on another site.

                              Rusty Nail, to do what you suggest requires some code changing and proabaly compiling a dll which I don't at the stage know how to do.

                              Dale could probably do this quite easily in his sleep if he was so inclined (hint hint Dale).

                              Another possiblity is to make the lumber mill required for level 2 buildings or ten colonuies for all level 2 buildings but that might make it just a little too hard to play.
                              Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                              Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

                              Comment

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