![]() Peter Stuyvesant: -10% tools and production needed for buildings. He is really good at getting many colonists into specialists through school faster and colonists into specialists through working.ĭutch: lower max tax rate with less sensitive market, 10% more storage in cities Egede is good at converting natives and gets immigrants 10% easier. Might not be viable to be pirate much early game, robbing from the poor isn't profitable. Viable strategy to just destroy all ships during independence. Hard early game, good mid game, late game nightmare for everyone fighting you. Being able to turn hemp into rope and sails so you can make goods for making ships along with, tools, cannons and swords to take from the weak as soon as you can. Jens Munk (Pirate King): This guy is your go to man if you want to dominate the seas with faster and stronger ships all around. I will briefly explain the colonies, each one having a choice of 2 leaders that share an extra (3rd) colony trait.ĭanish: All ships have +1 movement, 10% chance colonists becomes specialist through hard work Here are your options of colonists, if you have played civ 4 colonization before you will notice some new nations and that they have different leader traits. Slaves can eventually become free citizens and no longer give negative health and happiness to a city. You can use 100 trade goods on a colonist to make them trader which means they are sortof like a missionary where you do a mission there but it brings treasure instead of converted natives.Ĭoastal ships now exist that are cheap ships that can trade along coasts but not travel to the old world. You now have a domestic market after certain buildings being built that can change your trading experience which makes me think natives are more useful for long term trade. You can sell extra ships you have now, but ships now take tools, rope, sail cloth and also sometimes guns, swords and cannon goods. Now this mod adds more ways to play and options you might not have thought of. All cities have a city hall that must be upgraded once you create a settlement before you build other buildings and upgraded multiple times for others. Your cities have a sort of tier list on the type of buildings you can build and tier of building you can build. Your cities have health and happiness which makes you think carefully on how many slaves you can place in a city or if you can even afford to have slaves in your city. Your cities once their borders expand can work work an extra tile out. This mod brings many additions to the table. ![]() I'm slowly updating this guide when I have free time and it will take some time for me to finish it as update 4.0 is massive Unit and ship overview on materials needed for creation Here is the discord link for We The People To download this mod, get it off of github There is also a domestic market, an economy within your own cities that your colonists will buy things depending on their specialization. There are tons more types of resources now, units, more colony nations you can play. You can now get slaves from Africa and Native Americans that work harder in some places but do poorly in other areas. ![]() It adds the ability to trade with Africa and Port Royal. I would like to introduce you to this amazing mod that I have found that has brought civ 4 colonization to life! This mod is called We The People and changes the whole game.
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