- Feb 16, 2014
Forgot to ask but will there be new unit model for north american natives ?
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There would be awesome, like have the ability to cross the Atlantic Ocean before the European and Colonize them hahahahahahah( No i wouldn't do that, but would be fun see Aztec Empire AI on Europe).Are there any events for the off-chance some adventurous Polynesians arrive in the Americas before Europe?
I would do that, sounds awesome as long as the pre-requisites are somewhat challening for the player... wouldnt mind an achievement on that.There would be awesome, like have the ability to cross the Atlantic Ocean before the European and Colonize them hahahahahahah( No i wouldn't do that, but would be fun see Aztec Empire AI on Europe).
have native culture flip to the new cn culture (like Mexican, American, etc) to show the cultures are blending together
This is already a thing for Newfoundland (all three provinces have a 100% chance of spawning fish, and will get +2 goods produced until the end of the game), so I don't see why not.So, my question is, can we fix the province to only produce copper. Even if the province starts uncolonized - it should be forced to produce copper. I would also recommend giving the province a goods produced modifier.
Skingrado (the writer of this dev diary) is a content designer, meaning he doesn't know how to bugfix, only design missions and the like.Can't help but feel American natives are not a good set of nations to focus development on. It really doesn't sound like a few missions is enough to make natives interesting to play and plenty of the effects won't be noticed by any outside country (someone who doesn't colonize probably won't see any of the changes), but there are bugs and things in need of fixing affecting the whole game.
Even if it was something that has been developed months ago, I just can't take it seriously that for all this time we are told about how cool natives will be with their temporary +5% trade power and production while the game is in a need of a bugfix.
This would be great-- maybe an event spawning copper in the province and giving it a decent goods produced bonus, like that one copper mine in Scandinavia. Dunno about sage brush, though. It grows pretty much everywhere, so it wouldn't make for much of a trade good when you can just wander around and gather an armful in two minutes.I cannot recall if this has been mentioned elsewhere, but the event relating to the NA copper trade reminded me of an old gripe of mine. The Copper mines from the Keweenaw Peninsula of Michigan's Upper Peninsula formed the basis of a long-lived Pre-Columbian copper culture, and were the source of trade routes stretching across much of North America. Indeed there is some evidence suggesting that the copper trade fueled the rise of the city of Cahokia. Much later, when the US started pushing West into Michigan, the Keweenaw mines would lead to a major copper-rush, giving the region the nickname "copper country."
So, my question is, can we fix the province to only produce copper. Even if the province starts uncolonized - it should be forced to produce copper. I would also recommend giving the province a goods produced modifier.
Unrelated, but on the topic of NA trade goods, can we add incense to the possible trade goods for the US southwest, or add it as the starting resource for some provinces? This would represent the Native use of Sagebrush.
That'd be cool to an extent, though I think having provinces that were directly conquered from native tags remain with the native cultures unless actively converted makes the most sense. It'd almost represent reservations.Please make cns culture convert again, or have native culture flip to the new cn culture (like Mexican, American, etc) to show the cultures are blending together