Judas the Rogue said:When do you get'em now? But to delay the ships which would be able to cross the atlantic until a more historical date is a great idea.
In that way you can choose QFTNW in the beginning and start exploring along the african coast and east of Russia.
Great, becuase I don't think the californians would be so happy if japs had big colonies there.
You get Cog and Carracks right from the start (and you can't really remove Cogs from the start, if you wan to transport troops).
I tried a lot of things in that direction, but with very few success :
- I haven't been able to change the speed of, say, carrack but not caravel (the speed for a ship category seems fixed),
- I was able to reduce the overall speed of all ships, with quite satisfying results (no more cog-explorer mapping the whole east american coast one year after you get QFTNW), but... AI doesn't suffer attrition, so it's only a penalty for the player. Castille already had its 4-5 colonies in 1460 even when it took a month to cross a sea province (I wasn't even able to reach the american coast with Portugal and come back at that time, which I think was appropriate for a level 1 naval tech country).
I'll try a whole different approach : removing explorer and conquistadors until very late in the game, and making colonisation nearly completely event-based.
GenXer933 said:Would it be possible to create an attrition factor in a specific ocean square? This could allow for easy travel in and around Europe or down the African coast, but venturing out west would get much more expensive (due to losing your ships!).
Quote from map/terrain.txt :
Code:
#TODO, add other rules here.. like climate / attrition modifiers..
So... maybe in a future patch.
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