

They'll pay well for the first cargo of each, but after that, you don't get good prices, I found this really surprising given that they should have equipped all the braves in the settlement and then have a continued demand for further muskets/horses. The negotiation of goods with the native settlement seems a bit broken currently, and I found it really odd that a native nation that is at war with another nation doesn't cause them to suddenly want a whole bunch of muskets and horses.Bernat said: When you try to sell something you have a button that says “what you give it for that” You can offer for example 100 silver and the other nation replies with a price Or if you are trying to buy something and don’t have enough money then the AI reply “It's not possible”.Bernat said: Units died after losing combat which normally made any war very expensive.
#FREECOL INDIAN CONVERT SERIES#

Bernat said: In CIV4COL you have what we can call the "zone of influence" of a colony.Bernat said: In the diplomacy system, you could open the diplomacy window with a single click without needing scouts.Such as attaching a general to a soldier unit. Another interesting thing with Civ4Col is the ability to combine military units to get specific buffs.The beginning of games could also have the "select leaders" option, where each leader has a specific set of abilities, FreeCol does this currently, in a simpler model where it's just one ability, e.g.Rather than the currently much more simple 1v1 of an attacking unit vs a specific defending unit. When you attack a colony or settlement, you can reduce the overall defense % of that colony/settlement by a specific amount.I don't know how exactly you can earn these promotions and then apply them, just that there are a lot of different ones that give varying buffs/bonuses/abilities. Another one is "Promotions" which are specific buffs that can be applied to many different kinds of units.Instead, there are Roads, Farms, Mines, Lodges, and clearing forests. There is no "plowing" ability/tile improvement for a Pioneer.Thus, there are easily over 5 times the number of founding fathers each with a unique buff. Recruiting of Founding Fathers is a direct competition with other nations, no founding father can be recruited by more than one nation.You do not have to build a shipyard before you can build these 3. The Drydock enables the building of some ships: Caravel, Merchantman, and Privateer.Does this mean that it's possible to fish on a coast, but just that the docks increase productivity? The shipyard also has +2 fish from water tiles. The Dock and Drydock have +2 fish from water tiles.Factories add +25% liberty bell production each.Excess goods from a Warehouse sell at 50% of the European value instead of simply being lost/dumped.Ranch (building) and the Rancher Unit who can "make horses from food", this was a fundamental change though, in Col1/FreeCol, horses are only produced by themselves from excess food production.Bernat from our FreeCol Discord group provided additional items that I'm reposting below, I don't know that much about some of them, so have questions for those who did play CivIV:Col. What are your thoughts or ideas on these items (and perhaps others?). There are a couple of interesting features from CivIV4:Col that I think would be interesting in FreeCol.

The first item I wanted to look at is the difference between FreeCol and the Civ4Col game. I've recently been doing some research and play-through to get some thoughts and ideas on features/functionality changes for FreeCol.
