Faction Calculus: They don't exactly map to any of the archetypes on the trope page, but each of the four factions possesses a certain global bonus that affects their playing style.Įnglish: Immigration - Cross production gets immigrants flock to the docks faster.In FreeCol, rates are set to the same values - "Experience as a Lumberjack: 200/200 (4%)", but moddable - experience cap per unit and probability per job. Coincidentally, those are jobs not penalized for units of negative skill levels (criminals and servants). Experience Points/ Tech Points: Unqualified colonists can learn a skill via practice in outdoor jobs (step by step, from level -2 criminal to level 1 expert - Farmer, Fisherman, Lumberjack, Fur Trapper, Ore/Silver Miner, or even level 2 - Sugar/Cotton/Tobacco Planter): sticking to one of these jobs gives the unit a chance to upgrade raising as it produces more of a resource (though capped).Of course, now that they are upgraded, it's a good idea to stay nice after taking over those colonies. They like gifts even more than beating the snot out of impolite colonists, so this helps to establish good relations. And if some natives have bad relations with rival Europeans, you may try to sell or give them muskets and horses too (and perhaps buy some raw resources while you're there).Enemy of My Enemy: If you conquer a native tribe, after you declare independence they may start working with your king, who will give them muskets and horses.While a colonist eats food, it stops eating the moment it steps beyond the colony's stockade, and there's no ammo to spend even for ships and artillery. Equipping troops pick up Muskets and/or Horses, Pioneers carry Tools and spend them when doing any work, but that's all. Command and Conquer Economy: A better-justified example than most, considering that you're a viceroy governing on behalf of a mercantilist empire.Boxed Crook: Petty Criminals, also a nod to indentured servitude. On the other hand, key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy.
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