

Thanks for telling me you have no fucking idea how this game worksīut let's pretend you are not a blithering idiot and go country by country, first 10 turns >England Which part of "you gonna plow the colony/future farm tile first, which will send you back what? 10 turns in total?" I need to explain, bird-brain? >It's just much better than the immigration and conversion nation bonuses. That's completely busted, and keeps being great for the whole duration of the game. With a bit of luck and juggling around, you can even have the lumberjack go back and forth between getting wood and working as a carpenter.


Meanwhile, Swedes start building right off the bat and faster than anyone else.

Or, alternatively, you gonna plow the colony/future farm tile first, which will send you back what? 10 turns in total? Wow, truly amazing.ĭenmark is the weakest in early game (maybe only Portugal comes close, but that depends on the map spawn) and their bonus only starts being important by mid-game, allowing you to get liberty desire faster (less pops to support colony = less pops to convince with bells production) Truly, the outstanding move of the early game!
FREECOL MODS FREE
So at 12 food per turn (because you won't be starting 2nd colony), you gonna do absolutely fucking NOTHING for 9 turns for a free colonist. And your farmer is simply making +2 more food. What you have is a Farmer (who always starts as a Pioneer, no less, sending you back few extra turns if you plan to use the pioneer first) and a free colonist. You don't have any bonus to construction, you don't get an useful pioneer, you have zero economic advantage, either short- or long-term. You start with a Farmer and a Free Colonist.
FREECOL MODS FOR FREE
What are you huffing, anon? Early game is not about food for free colonists, it's about crosses for immigration. >Denmark food bonus allow you to spam colonists in early game much faster Sometimes it is better to keep subpar forest than cut it and have outright useless tile from it, while on the other hand, sometimes it is well worth it to cut down a forest to get an extra tile making resources in synergy with what you already are making Also, general rule of a thumb is to know which tile provides bonus to which resource and, more importantly, which type of forest turns into which type of tile when cut down. John's >Maximise number of tiles with river, that's a free productivity bonus that's always worth it (James Fort if settled on the river tile would be perfect >If you can only afford it, try to settle on otherwise shitty bonuses, best example would be Ore bonus on a swamp tile - normally a shit tile, but free ore constantly going into your storage is great >Stay the fuck away from navigable rivers in FreeCol, that's a great way to get swarmed by teleporting Royal Expedition >Never search for theoretical profitability, always work with what you have (eg don't insist on building Rum industry if you don't have tiles with Sugar Cane bonus and don't frantically search for them, either) Here, some tips: >Any two of the same resource within one settlement = good spot >If that's Fish, well-worth it to have otherwise unproductive sea tiles >If there is a Wood bonus, you don't need more than 2 forest tiles within the settlement >You almost never need 3 forest tiles, unless it's a shitty place >Any shore-like spot that would have one tile of sea once settled is great, like your St. Instead, it's so much wasted potential, it just hurts. You could have the exact same map, with settlements just slightly moved, and it would be perfect.
FREECOL MODS MODS
Pretty much all mods for Civ4Col are just about adding stuff, rather than stripping it down.Īnon pls I literally started playing this weekīut this is basic shit, mate. Makes a large ruleset of changes in an attempt to make the game a bit more realistic, movement, production, and descriptions.You mean to simplify the game to its core, rather than add bazillion different options? Not really.Adds Italy, Belgium, Germany and Otoman Empire nations.Ĭomplete mods change large amounts of behaviors, add new rulesets, etc.Mods that add nations or change nations behaviors. Makes a colony entirely empty of buildings except for a carpenter house, depot, and pasture.Mods that change or add behavior of buildings or inside colonies Allows the ability to load wagons onto Galleons.Improves the exploration abilities of seasoned scouts.Enables free colonists to gain experience and become experts when working in buildings.
FREECOL MODS MOD
We can also create a github release with your mod package on request. To contribute a mod, submit a pull-request with your mod and description added, along with a link to the download.
