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N35t0r
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( o Y o )
Jan 2000 time: 02:16
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[edit:]
I lie. -2 is actually 2 monts per turn. 6 months per turn should indeed be -6. Check that you have activated scenario mode (under the editor menu).
Last edited by N35t0r on 20-10-2004 at 05:56
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Sarsstock
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Looks amazing!! Let me know if you need any more funky icons and or flags, I'd love to help out for this one. I always wanted to play as the Hapsburgs and become an African power.
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Eivind IV
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History will be kind to me for I intend to write it.
Aug 2002 time: 06:16
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Ah, what the hell, I need all the playtesters I can get, so I'll just post it here for everyone to test. But please, only download if you intend to help me find bugs and give me tips to improve the scen 
So come on Scenario League, mobilize your forces! 
COLONIALISM - THE AGE OF DISCOVERY - BETA V.6
Here's the changes that's been made since beta v.1, many of them thanks to play tester comments:
Canges in beta patch 2
* Knights have 2 i firepower and 2 hitpoint. It costs 20 shields more.
* No war ships may transport units
* Ships with the trieme flag have a bigger chance of sinking if you take the chance to take them into open water.
* Dublin given a castle, Plymouth lost its fortifications
St. Die given fortification
* Gave the ottomans a couple of more units.
* English East India Company only buildable to the English.
* All the "senate"-messages are now in the Pope interfering
Canges in beta patch 3:
* Religions as governments removed. Now every European civ start off with Absolute Monarchy (Monarchy) and can reach the government Reformed Monarchy (Republic) later on.
* Removed Warehouses from all cities.
* Raised the cost of Warehouses and Arsenals.
* Some tinkering with labels, game and pedia
* Stcokades removed. Replaced with Line inf.
* Renamed Antwerp to Liege
* Alternate flags
* Changed knight graphic
* Zulu bug removed
* Renamed "suger" to "sugar"
Changes in beta patch 4:
* Now all cities not intended for razing have city walls.
* All European cities have a castle. Plus the European civ and the Ottmans have grown a bit stronger militarly.
* Less money per savage killed.
* Colonial Goods more expensive.
Changes in beta patch 5:
* One turn is one year in game.
* Events rearanged accordingly.
* Business School introduced (stock exchange)
* Scholars (library) renamed to Quadrivium.
* University renamed Trivium and placed in all European Human cities, and in selected AI cities.
* Print Shop renamed University. Universities placed in selected historical correct university cities, with some minor compromises to balance the game play. The human civs' tech advancement moved up a bit tot he university tech.
* All trade producing terrain produce one more trade arrow, plus the centre of trade terrain produce 5 more trade.
* Christian propaganda centre renamed to Patriarch.
* Renamed the terms for peace, cease fire and war. It's now peace=Absentia Belli, cease fire=Modus Vivendi and war=Casus Belli. All the latin meanings. Only changed for style reasons . You may also see the civ use for the word 'alliance' changed to 'royal marriage' sometimes.
Changes in beta v.6 (This one) :
* Moved barbarian units into modern units slots, toa void familiar barbarian problems. This will make the heathens "live" longer
* Cost of all units raised
* Cost of Arsenal, Iron foundry, Iron Works, Water Mill and Royal Mint raised
Attachment: title.gif
This has been downloaded 109 time(s).
Last edited by Eivind IV on 11-12-2004 at 18:03
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Sarsstock
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This should definatly be up for scenario of the year my friend!! The great scenario's are the one's you can play for hours upon hours on end and still want to play more, as is this one here.
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Riesstiu IV
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Colonialism: Age of discovery is greater than Jesus. I've been waiting to play a scenario like this for a very long time.
Does the scenario have sound?
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Riesstiu IV
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All of your scenarios are awesome. I even have a subfolder with your name that has every mod/scenario you made.
I'll give you feedback for Colonialism after I finish my final exams
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