Originally posted by PrinceMyshkin
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AoD2: 1.07 Changelog & discussion
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Hi Wodan,
I am talking for the new system which Dale may implement. I think everything will change in a good way.Last edited by PrinceMyshkin; January 26, 2009, 12:51.Coling since 1994... :)
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Some education thoughts:
-- I changed my major twice. For a cost a student could be switched if need arose. [Mind you, this may not make sense in a time where manufacturer professions were based on the apprentice/journeyman/master system ("OTJ?"), but the edu mechanism is probably more important than so-called realism. Come to think of it, raw material jobs were mostly based on what your father did.]
-- Many FF were lawyers, so might statesmen be.
-- By the time your Military College becomes available I have almost no use for Seasoned Scouts. I would have a Military College train veterans...slowly.
-- Education costs might increase gradually due to inflation."...your Caravel has killed a Spanish Man-o-War."
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Originally posted by Dale View PostI don't understand how you can say the proposed changes don't introduce a lot of strategic interest. As it is, I never build a navy. There's no point. The investment of time of a SoL to take between 50-100% MoW's is not worth the investment.But with one SoL I have the potential to take down 3 galleons, and if I hit them on the way in to the New World that's 18 land units. That's an investment worth it, even more so with the cheaper costing SoL's.
Meanwhile the idea of an REF of 1000 units horrifies me. I've spent a lot of effort minimizing REF size!!"...your Caravel has killed a Spanish Man-o-War."
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This is great,
It's also getting closer to the original Col by the day
In the original all education was free and Uni/College was needed to teach certain professions, and all trades took a fixed time to teach, but less time in Colleges and Uni's.
I think Veteran soldiers could be trained in a college, but Dales idea regarding this is better I feel.
Free colonists became specialists by staying in the same job over a long period of time, whilst IS's became free Col's over time, same as for crim's becoming IS's.
Criminals could also be soldiers and became indentured servants after one or two victories, these in turn became Free Col's after a couple more victories, and free Col' dragoons became Vet's on the same principal.
Great stuff Dale, but how about limiting the Kings tax demands to every 20th turn and set at 1%- like the original. Even I would stop re-loading the game if that was put back in, as in it's current format it breaks the game utterly.
PS. How about creating the old Col native units of: Armed brave, Mounted brave and Mounted Armed Brave to provide more challenge and to re-introduce the old strategy of selling guns and horses to the tribes closest to your European rivals? Also, a diplomatic option to have a defence pact with Indian tribes?
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Petty Criminal and Indentured Servant cannot be educated in either education buildings or tribes.
- Unit changes:
* Indentured Servant can no longer be a scout, dragoon or missionary.
* Petty Criminal can no longer be a dragoon or missionary.
* Indentured Servant and Petty Criminal become Free Colonists after 20 turns (gain their freedom).
Do they gain their freedom working for 20 consequent turns inside a colony?Coling since 1994... :)
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