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What feature do you mostly want to add?

  • Religions Improvements: pray, spendable Piety Points, branches, deeper immersion

    Votes: 90 19.8%
  • Offices: town/guild/kingdom council, vote for tax level/more profit, war/peace

    Votes: 235 51.6%
  • Revised Traits: more traits, buy/train traits, gain upon actions

    Votes: 130 28.6%

  • Total voters
    455

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Let me ask you something, how big will this 'New World' be compared to Calradia? And is all of it occupied by the native Empire?
 
Here's a map of Calradia now. The islands in the north-east are the new world. The green accentuated islands are from the natives.

gkwh.png

Colonies: can be claimed, populated, exploited and be lost.
Natives: are hostile to everyone with a colony over there.

There is another island in the south which can be accessed. Was a test. Not sure what's going happen to that.
 
The buildings look good, particulary those sacrificing ones. Maybe include that option :razz:
Boost in morale and experience for sacrificed men? xD
 
Quintillius said:
Here's a map of Calradia now. The islands in the north-east are the new world. The green accentuated islands are from the natives.

gkwh.png

Colonies: can be claimed, populated, exploited and be lost.
Natives: are hostile to everyone with a colony over there.

There is another island in the south which can be accessed. Was a test. Not sure what's going happen to that.

Interesting

Too bad these natives don't think the Conquistadores are gods when they arrive like the real ones did. :lol:
 
Oh soon after their arrival the Aztecs knew they aren't gods.

Sherlock Holmes said:
The buildings look good, particulary those sacrificing ones. Maybe include that option :razz:
Boost in morale and experience for sacrificed men? xD
Ghehehe. I was thinking about this idea earlier. Players will definitely get a message after a lost battle that soldiers have been sacrificed =x!

 
Major Update

- Sea Travel
* You can sail with a ship on sea
* 5 sea battle scenes + 1 ashore scene
* All AI parties can travel by water
* Drowning: no longer getting stuck on the bottom, you will drown
* If amount of fighters is higher than 50, you must fight ashore

- Resources & Building
* New resources added (timber, tools, bricks)
* Colonies and buildings need these resources

- New World: Colonizing
* 15 new islands and 1 major island added
* Each seizable island produces unique goods (sable furs, sugar, tobacco, cotton, coffee, ivory, gold, silver, spices)
* 4 Map icons for colonies (white flag, few houses, fortified)
* You can colonize an island for yourself
* Populate it with either colonists or slaves
* Townwalkers can be asked to become colonists and slaves can be obtained via ransom brokers
* Increase production by developing your colony (build church, gallows, dig a well)
* Build fortifications which changes map icon (fort, walls, towers)
* AI lords establish, seize and develop colonies as well
* Acztaoc Empire becomes hostile to everyone with colonies

- New World: Acztaoc Empire
* New faction based on the Aztec with leader, troops, items and settlements added
* Unique map icons for villages, castles, towns and capital
* Scenes with unique buildings, houses, shrines and temples for the Azctaoc.

- Additional
* Trigger added which removes prisoners if higher than 49 from lord parties monthly



Screenshots
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Any help desired
If you're willing to help developing this mod. You can create:
* Sea battle scenes
* Village, castle, town, siege scenes for the Acztaoc Empire.



To Do List
[New World]
- Native uprising. Lose colony to natives
- Lords raid colonies
- Convert people
- Ancient Ruines places
- Exclusive items
- Slaves can be obtained through battles
- Acztaoc Empire: troops, equipment, village map icon fix, villagers&townwalkers, sieges



It's time to work onto religion. The better the replies below are, the harder I will work  :smile:.
 
So when exactly will the colonization aspect of the game come into play (for the player I mean)? You're certainly not gonna be able to set off to the New World and start settling right from the get go. How long will it take?
 
Well, considering the time period you set in:
-Colony islands should be farther from each-other and there should be more of them.

-Slaves should be troops(male slave and female slave). They must be set in the "Prisoner" slot. This way, prisoner management is far more important than in the native game.

-Acztaoc Empire should be in a "Mainland"(Continent) of its own(America equivalent), with its own colony spots.

-A Chinese/Japanese Mix Faction replaces Khergits with colony spots for goods originating from China/Japan. Also a new continent.

-Swadia can be given a Spanish/Portugese theme, Rhodoks an English/Scottish theme and Nords a Viking theme. Russian theme for Vaegirs and Ottoman/Saracens mix for Sarranids. You may want to add Geroia and Balion factions, mentioned briefly in Native.

Geroia can be a Franco-Italian faction in the same "Continent" as Swadia/Rhodok/Nord/Sarranid/Vaegirs, while Balion can be a Mughal/SE Asian-themed faction in a new continent, with Spices and Ivory and all other exotic stuff from India/SE Asia.
(Balion is a distant land where a custom battle character comes from as a mercenary, in the official lore. He wears Scale and Bascinet with Aventail).

-"Bandit" armies of natives should new continents/islands and attack colonizators. About 200-300 men for Islands. They may be Indonesian/Maori themed. Bands of 300-400 men for "american continent" based on minor South America tribes and bands of 100-150 decently armed bandits in Indian/SE Asian Continent based on Thogee. This would make the game more difficult for the player, though tribal units are fairly weak(about the strength of recruits) while"thogee" styled units are mid-strong.


I think you should focus more on the Colonization features, and think about Religion and Nobility and Ruins later. After all, Colonization is the most interesting feature of this mod.

Good Luck. :wink:
 
-Swadia can be given a Spanish/Portugese theme, Rhodoks an English/Scottish theme and Nords a Viking theme. Russian theme for Vaegirs and Ottoman/Saracens mix for Sarranids. You may want to add Geroia and Balion factions, mentioned briefly in Native.
This is an interesting one. Instead of Swadia, Rhodok soldiers can be given a Spanish look.

I think you should focus more on the Colonization features, and think about Religion and Nobility and Ruins later. After all, Colonization is the most interesting feature of this mod.

Good Luck. :wink:
For now I am working on religion, otherwise implementing colonization features all time becomes boring.

Thank you and stay tuned!
 
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