![]() At that time you will have to declare your own independance and to repel the following attacks of your king. When one of them will declare independance, a round limit of 200 turns will start. This way the game is no longer a race against the ticking turn clock but against your opponents. In compensation the round limit has been deleted. ![]() The victory over the king is more challenging now. He observes not only your production of bells but also the weapons and horses you have stored in your depots, your population and the chance of rebellion in your cities. Furthermore the King acts more intelligent now. The starting size of the king's army has been increased dramatically but it doesn't grow as fast any more. It is easier to get experts from schools and the inflation of education points has been capped.įast wins are not the way to go any longer. ![]() Because it's profitable now! The tax rate can't exceed a maximum limit now and you can lower the maximum tax rate if you are generous with your king. By building farms, plantations, mines and lodges with your pioneers you improve your young colony. How will you acquire the wealth the land offers to you? Taken by force at the point of a gun? Or with wit and diplomacy? Converting the natives to the christian belief? Now you can find your own strategy that works for you. And before you the land yields a promise of food, wood and other resources and untold riches. It will be more effective to produce them yourself. Tools, weapons and horses can't be bought for cheap in Europe any more. No premade structures built by ghost hands. In a newly found city you start from the beginning. TAC gives the game the true Colonization feeling it deserves. The Authentic Colonization! And after endless hours of brainstorming, designing, scripting and testing a dream came true. And after only 300 rounds all was over (way too fast) anyways.īut because there was a lot of potential in Col II we could only think about one thing: To make Col II the game it should have been. What a weird situation: those who tried to play the game to the fullest where systematically demoralized. Players that tried to utilize all the features of Col II where massively handicapped by the ridiculously fast growing army of the king and the frequent tax increases. Then in a disappointing short war for independance you let your cities been taken by the king's army and immediately retook the cities with only a few cannons. You could be successful in Col II by building only a few cities. True, Col II included most of the complex and exciting features of Col I but it didn't dare to develop the concept any further. But when the game was finally released in summer '08 they were gutted. Many fans of the original Colonization were excited and couldn't wait to see the release of Sid Meier's Civilization IV: Colonization. What a pity! It could have been such a great game. Short and sweet - the concept behind "The Authentic Colonization" Please notice that you will find detailed credits ingame at the colopedia. We'd like to thank all testers and modders who helped us developing this mod. Former members of our mod-team created significant parts of TAC: King MB, Pfeffersack, raystuttgart, Robert E. TAC includes some parts of other international modifications like Netbandit’s balance Mod and Dale's Age of Discovery II. For the last four years we have developed this community modification of German-speaking Civforum. TAC 2.03_final is a large but well balanced and well tested modification for "Sid Meier's Civilization IV: Colonization". and additionally: "Werewolves" - the second mod of the TAC-projectĪ team of German and Swiss modders presents you the final version of The Authentic Colonization. We are glad to present you the final version of The Authentic Colonization: TAC 2.03_final has been released! Ronnar - Stöpsel - Writing Bull - xXstrikerXx Akropolis – Commander Bello - Elwood - Fankman - koma13 - melcher kürzer
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