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MOD: Ten Colonies

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  • #31
    Uploaded 2.10

    ** 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.
    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.

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    • #32
      Having played v. 2.1 I have a few observations and suggestions for improvements.
      1. It is still not necessary to have level 3 production facilities to win at revolution. However I would not worry about that, because it works ok, but if you go for 10 colonies and big production and population, I found it was almost impossible to get revolutionary feelings up to 50% because of the population (I had to delete colonists to make it) .It is especially difficult for the AI to win now. Firstly, they are programmed to start producing liberty bells early on, which results in a build-up of REF forces that is impossible for them to overcome. Secondly, the best way to win is to delete a lot of colonists (which is ridiculous) in order to get up to 50% quickly before the REF gets too big, but not before you have a decent army. Humans know this, but the AI does not.

      Solution: To counter the AI early production of liberty bells (which is apparently hard-wired), introduce the requirement that you need at least 500 guns and 400 horses (these may not be the optimal numbers, but you get the idea) in TOTAL before you can start to produce ANY liberty bells (this is to prevent the AI from building up resistance too slowly thus increasing their REF too much). This will level the playing field a little.

      2. I would suggest of introducing a “domination” victory, which would require a greater production and population. The winning conditions might be to fulfil all of the following, not in any particular order:
      (i) A successful revolution
      (ii) Eliminate at least one tribe
      (iii) Eliminate at least one European power from the New World
      (iv) Achieve a population at least 30% larger than the next best European
      (v) Achieve a land area at least 30% bigger than the next best European. (these numbers should be user-defined ideally)

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      • #33
        In AoD II, huge REF increases were solved by applying a cap at units increase. Perhaps you may wish to think of this as well.

        Hope that helps!
        Coling since 1994... :)

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        • #34
          Well, someone has created a "more buildings" mod with a whole lot of new levels of buildings - you start off with no buildings at all in your colony! But this has been done for AOD II.

          So perhaps I should create a version based on that.
          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.

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          • #35
            Wow! I like the no buildings at all!!!
            Coling since 1994... :)

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            • #36
              Originally posted by Rusty Nail View Post
              2. I would suggest of introducing a “domination” victory, which would require a greater production and population. The winning conditions might be to fulfil all of the following, not in any particular order:
              (i) A successful revolution
              (ii) Eliminate at least one tribe
              (iii) Eliminate at least one European power from the New World
              (iv) Achieve a population at least 30% larger than the next best European
              (v) Achieve a land area at least 30% bigger than the next best European. (these numbers should be user-defined ideally)
              I think it is hard-wired that once you achieve one victory condition all other victory conditions are disabled. This might mean that (i) disables all the others.

              European powers don't stay eliminated (usually), so (iii) might not be achievable.
              "...your Caravel has killed a Spanish Man-o-War."

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              • #37
                Link to More Buildings MODCOMP by Zuul
                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


                • #38
                  This version has custom house!!!

                  Got to try this add on!!! Let alone it applies to any mod!

                  Thank you Rusty!
                  Coling since 1994... :)

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                  • #39
                    "Any mod"? How does that work? (I know, I know, download it and RTFM.)
                    "...your Caravel has killed a Spanish Man-o-War."

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