Hi guys,
I am playing AoD II v1.06, as Jose on Western Hemisphere (AoD II) map, at patriot difficulty level and epic game speed.
At year is 1632, I have eradicated all Europeans, got all FFs, and have 15 prosperous colonies.
Pretty much everything in Europe worth 1 or 2 from overexports and since the tax rate is 90% and Indians have no money, I have almost no other means of income.
Education not only costs money, but it takes 50 turns to train a single colonist.
With no income, and education put down, I cannot expand any further. No other option now, but fight the King.
In my opinion…
- Rum, Cigars, Cloths and Coats should have a set minimum sell value of 4.
- Selling goods at your local market from warehouse expansion should not affect values of goods in Europe.
- For huge empires with 15+ colonies micro management is a real problem. Custom houses and larger warehouses could help.
- I suggest introducing custom houses, but with tax applied -so, balance will be maintained.
Custom houses should have:
i) The option to directly export goods in Europe, or not to export –if values in Europe are too low.
ii) The option to set the minimum tonnage, above which export will start. If goods exceed the colony capacity, goods should be sold off automatically.
iii) When exporting from custom houses are off, warehouse expansion should sell the products in the local market.
- Since the game I’ve mentioned over-matured too early (by 1632), I suggest additional factors to slow down progress:
a) In year 1500 cannon could be introduced.
b) In year 1550 printing press could be introduced.
c) In year 1600 lumber mill could be introduced.
d) In year 1650 Newspaper could be introduced.
e) In year 1650 ship of the line could be introduced.
f) In year 1700, factory, ironworks and arsenal could be introduced.
g) In year 1800 railroads could be introduced.
It would also worth additional missions, which could spice up single-player, and could be disabled in MP.
These events would be affected by historical changes over the world, e.g. kings enthroned, religion changes, and European wars.
These Missions tasks could be:
a) Produce a certain amount of crosses, hammers, bells in a period of years.
b) Dispatch a certain amount of military units by a certain year to Europe.
c) Dispatch a merchant fleet of defined tonnage to Europe.
d) Deliver a certain amount of goods to the King.
Failing or not, could result in gaining favour or not to the King.
- Buildings which could be fun to include would be:
a) Capitol (which is an idea coming from original colonization, but never got implemented), as an expansion to town hall (allowing three statesmen, instead of two for town hall).
b) Bank (introducing expert bankers), producing gold per turn.
- Founding fathers could also provide:
a) 25% bonus in lumber production
b) 25% bonus in ore production
- I think education costs are high, and also tuition time does not scale up properly.
I would like to see the old colonization system for education, instead of paying money; colonist should study for a certain period in schools depending on their degree.
Lower education: 50 turns
Medium education: 75 turns
Higher education: 100 turns
These would be scaled down, by rebel sentiment, college and university.
So for 100% rebel sentiment, university and all the FF bonuses, it could be.
Lower education: 5 turns
Medium education: 10 turns
Higher education: 15 turns
Thanks for reading all my stuff, and sorry for the mess with the posts!
Showing some major dumbness here... (>.<)
I am playing AoD II v1.06, as Jose on Western Hemisphere (AoD II) map, at patriot difficulty level and epic game speed.
At year is 1632, I have eradicated all Europeans, got all FFs, and have 15 prosperous colonies.
Pretty much everything in Europe worth 1 or 2 from overexports and since the tax rate is 90% and Indians have no money, I have almost no other means of income.
Education not only costs money, but it takes 50 turns to train a single colonist.
With no income, and education put down, I cannot expand any further. No other option now, but fight the King.
In my opinion…
- Rum, Cigars, Cloths and Coats should have a set minimum sell value of 4.
- Selling goods at your local market from warehouse expansion should not affect values of goods in Europe.
- For huge empires with 15+ colonies micro management is a real problem. Custom houses and larger warehouses could help.
- I suggest introducing custom houses, but with tax applied -so, balance will be maintained.
Custom houses should have:
i) The option to directly export goods in Europe, or not to export –if values in Europe are too low.
ii) The option to set the minimum tonnage, above which export will start. If goods exceed the colony capacity, goods should be sold off automatically.
iii) When exporting from custom houses are off, warehouse expansion should sell the products in the local market.
- Since the game I’ve mentioned over-matured too early (by 1632), I suggest additional factors to slow down progress:
a) In year 1500 cannon could be introduced.
b) In year 1550 printing press could be introduced.
c) In year 1600 lumber mill could be introduced.
d) In year 1650 Newspaper could be introduced.
e) In year 1650 ship of the line could be introduced.
f) In year 1700, factory, ironworks and arsenal could be introduced.
g) In year 1800 railroads could be introduced.
It would also worth additional missions, which could spice up single-player, and could be disabled in MP.
These events would be affected by historical changes over the world, e.g. kings enthroned, religion changes, and European wars.
These Missions tasks could be:
a) Produce a certain amount of crosses, hammers, bells in a period of years.
b) Dispatch a certain amount of military units by a certain year to Europe.
c) Dispatch a merchant fleet of defined tonnage to Europe.
d) Deliver a certain amount of goods to the King.
Failing or not, could result in gaining favour or not to the King.
- Buildings which could be fun to include would be:
a) Capitol (which is an idea coming from original colonization, but never got implemented), as an expansion to town hall (allowing three statesmen, instead of two for town hall).
b) Bank (introducing expert bankers), producing gold per turn.
- Founding fathers could also provide:
a) 25% bonus in lumber production
b) 25% bonus in ore production
- I think education costs are high, and also tuition time does not scale up properly.
I would like to see the old colonization system for education, instead of paying money; colonist should study for a certain period in schools depending on their degree.
Lower education: 50 turns
Medium education: 75 turns
Higher education: 100 turns
These would be scaled down, by rebel sentiment, college and university.
So for 100% rebel sentiment, university and all the FF bonuses, it could be.
Lower education: 5 turns
Medium education: 10 turns
Higher education: 15 turns
Thanks for reading all my stuff, and sorry for the mess with the posts!
Showing some major dumbness here... (>.<)
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