
- Freecol how to make a trade route mod#
- Freecol how to make a trade route update#
- Freecol how to make a trade route full#
- Freecol how to make a trade route mods#
good for kalypso for not making a game like that.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. Granted, this game hot dog medieval helmets or whatever it's called is better then the recent 'train fever' - where industries are dumped in the middle of wastelands between town, with no apparent population to work them, and no realistic interchange between cities.

all it's done for me is make me reload my Railroad Tycoon 2 game, where it's also about moving bulk, but has more control and a more sensitive approach to supply and demand. this is a toy game, and it works very simply. not just fat carts from magic land hauling unit trains of 'pomp' from A to B with a few lynx moments. it means the exchange of energy for substance.
Freecol how to make a trade route mod#
how about the new capitalism lab, off the body of the old capitalism 2? that's going in the right direction, and you can mod out many values to create both pricing and environments.īut, maybe you don't understand what 'economics' means. very much trying to replicate the conditions prior to the war and the way the war made the economy. and, look how hearts of iron has been modded up to be very tightly realistic in its economics. What about 'victoria 2'? that's a very tight model of economies, and, even Patrician 3 from ascaron and when they gave us the modding ability to change amounts. i think you've never bothered with them or else you wouldn't be saying such superficial comments.
Freecol how to make a trade route mods#
also, for Totals, the hard-core mods make the games very difficult and realistic. You want to look at sid meier's colonization and the work done to make that more economically realistic. (and if you think that games from paradox or from Total war or any mod for them is somewhere near "realistic economy simulator", you are either stupid or lying) 引用自 Colombo:If you think that any modder or any company made historically realistic economic simulator, you have no idea what you are talking about. Like many others, waiting for the silver spoon to come along.

The question is if it will actually change anything in gameplay as the AI obviously cheats anyway, shorter routes may give them quicker sales and therefore moreincome but as they are already cheating with production costs and army upkeep it's hard to tell if it will have any noticeable the game already is open to modding, it's unencrypted, what you mean is that you want them to release programs that will allow us to modify maps and such in the game easier, knowing what they built the game with, but then you are most probably not going to do anything of the sort but simply hope that someone else will do all the work for you.
Freecol how to make a trade route full#
Earlier you could have one trader go from sweden to poland to russia to france to sweden again and all traders always ran on full load capacity. Trade routes are now shorter and with less load. What in the changelog suggests a change to the AI's use of short traderoutes?įixed bug in AI-trade routes. 引用自 Ardelo:Ah very nice, will be interesting to see how this affect the AI's gameplay with shorter traderoutes, if they make more money.
Freecol how to make a trade route update#
Grand Ages: Medieval Update 1.0.3 will be available tomorrow afternoon!Īs soon as the Update has been applied we will keep you posted through our official channels!
