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Freecol how to make a trade route
Freecol how to make a trade route









  1. #Freecol how to make a trade route manual#
  2. #Freecol how to make a trade route mods#

#Freecol how to make a trade route mods#

Adding a new escort mission for protecting units.The AI no longer defends its colonies with scouts.The computer players will now use more advanced tactics when defending and attacking.The AI can now buy units from Europe without cheating.More efficient transportation of goods.The AI colony development and expansion have been improved.The AI now chooses better locations when constructing colonies, and also avoid placing the colonies too close to one another.A bug that prevented certain images from being overridden by mods has been fixed.Added tools for easily making new base tiles from a single tiling texture.It's now possible to define nation specific unit types that can be recruited and purchased in Europe.Major changes to the tile goods production so that the actual values matches the original game.New transitions between the base tiles.Stay tuned!Īll 0.12.0 and 0.13.0 games should continue to work with 1.0.0.Īll user visible changes since 0.13.0​ Graphics We will continue improving the game through numerous new releases. National advantages will now change how the AI utilizes its military units.This mission is used for dragoons that are escorting artillery when attacking.

  • Scrolling on the map should now be smoother.įixes the scaling of several different panels (preferences).It's now possible to add the same goods multiple times to the same stop in the trade route panel.Accelerator keys can now be changed, saved and loaded in the preferences.Reduces the amount of jumping around on the map while animating the moves of enemy units.Fixed leaking file descriptors that crashed the game on Windows.Fixed several issues that forced a server reconnect.Fixed several issues with goto-orders that made the game hang after end of turn.Several bugs that might cause the game to crash have been fixed (for example when all settlements of a native player was destroyed).AI ships should no longer get stuck outside native settlements.The AI will no longer equip specialists (like Elder Statemen) with muskets.For example, the conquest advantage (spanish) will make the player focus on destroying the natives.
  • Not to be confused with managerial games, which although they're focusing on managing resources, usually have the trade aspect handled automatically.The colony panel is now properly updated when clearing the speciality of a worker.Units should no longer have their graphics clipped on the map.
  • Does not apply to sport-themed managerial games, where the player can buy or sell players, etc. I confirm what the others have said before the AI makes strange assignement dcisions, the trade routes and the import/export features areI confirm what the.
  • Does not apply to games where the player may buy or sell parts/accessories for the player's car, rubber ducky, spaceship, or other forms of transportation.
  • Does not apply to role-playing games (RPGs) or any other genre where items, including weapons and armor, may be available for buying and selling, but where such transactions aren't done solely for the sake of profit as a main gameplay feature, unless the game optionally and explicitly expresses trade as an integral part of the gameplay.
  • The term trading simulation is commonly used in this respect. political/war-themed games such as Sid Meier's Civilization or 4X games).

    #Freecol how to make a trade route manual#

    Does not apply to games where although trade may exist as an integral part of the game, it happens automatically (through a computer animated script which may be manually created within the game) and does not require the manual selling of goods or items (i.e.Trade goods/items usually have no practical use or additional benefits to the player (e.g.Computer-assisted scripts may be provided optionally to the player (e.g.

    freecol how to make a trade route

    Thus, gameplay may consist of the player researching goods and price differences for a profitable route. Trade must be conducted by the player manually.Obtaining profit through trade is usually explicitly expressed throughout the game or through official sources (e.g. 5.1 First visit with scout 5.2 Trade 5.3 Learn a skill 6 Plowing 7 General 8 Part 2 9 Strategies Preliminary advice to a newbie who has been floundering User guide Your computer probably has a detailed user guide somewhere among the files you added with the actual game driver.Merchant / trade-oriented games usually have the following characteristics:

    freecol how to make a trade route freecol how to make a trade route

    Depending on the game, profit may be obtained by the player through manually selecting and buying goods in one location and selling them at another location (shops, towns, planets, etc.).

    freecol how to make a trade route

    The player usually plays the role of an individual travelling trader, or merchant company, or a nation, with the process of trading conducted manually (not computer automated). This game group is dedicated to games where its primary (or secondary) gameplay focuses on trading/bartering goods, resources, or items for a profit.











    Freecol how to make a trade route