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Transcript of TAC Manual
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A team of German and Swiss modders presents you a large but well balanced and
well tested modification for "Sid Meier's Civilization IV Colonization" !CivCol#$
%or t&e last t&ree years we &ave developed t&is community modification ofGermanspea(ing Civforum$
The vanilla version of Civ4Col contained many failings and bugs, and it hadn't the
spirit which all fans of the original Colonization had enjoyed. We have ept woring
hard for a general overhaul of the whole game. We have improved !" and balancing.
!nd we have added a lot of new content lie events, #uests, achievements, a new
and comfortable menue of transport$routes, a revised interface, specific troop$models
for all nations, new maps, more civilizations, more founding fathers, more resources,
cocoa plantings and whaling and learning$by$doing and much more.
TAC-Manualpresents the most important of our features. !t the end of that
document our %!& will give you some more informations about typical #uestions
and answers.
T!C includes some parts of other international modifications lie etbandit's
balance (od and )ale's !ge of )iscovery "". We'd lie to than all testers who
helped us developing this mod. *lease notice that you will find detailed credits
ingame at the colopedia.
+njoy-
T!C$*roject Team/
Akropolis Commander Bello - Elwood - Fankman - koma13 - melcher krzer
Ronnar - !"psel - #ri!in$ Bull - %&s!riker&%
Au$us! '(1' - )ou can con!ac! us *ia Ci*+orum or *ia email !o wri!in$,ull.$m%,de ,
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http://www.civforum.de/forumdisplay.php?283http://www.civforum.de/showthread.php?57102mailto:[email protected]:[email protected]://www.civforum.de/forumdisplay.php?283http://www.civforum.de/showthread.php?57102 -
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0hort and sweet $ the concept behind 1The !uthentic Colonization1
#ha! a pi!/0 ! could ha*e een such a $rea! $ame ,, ,
(any fans of the original Colonization were e2cited and couldn't wait to see the release of 0id
(eier's Civilization "3/ Colonization. ut when the game was finally released in summer '56 they
were gutted.
True, Col "" included most of the comple2 and e2citing features of Col " but it didn't dare to
develop the concept any further. 7ou could be successful in Col "" by building only a few cities.
Then in a disappointing short war for independance you let your cities been taen by the ing's
army and immediately retoo the cities with only a few cannons. That cheap victory left a bitter
taste.
*layers that tried to utilize all the features of Col "" where massively handicapped by theridiculously fast growing army of the ing and the fre#uent ta2 increases. What a weird situation/
those who tried to play the game to the fullest where systematically demoralized. !nd after only
855 rounds all was over 9way too fast: anyways.
ut because there was a lot of potential in Col "" we could only thin about one thing/ To mae
Col "" the game it should have been. The !uthentic Colonization- !nd after endless hours of
brainstorming, designing, scripting and testing a dream came true. T!C gives the game the true
Colonization feeling it deserves. 0et free the pioneering spirit of yours.
"n a newly found city you start from the beginning. o premade structures built by ghost hands.
Tools, weapons and horses can't be bought for cheap in urope any more. "t will be more
effective to produce them yourself. !nd before you the land yields a promise of food, wood and
other resources and untold riches. !ll yours to tae. ;ow will you ac#uire the wealth the land
offers to you< Taen by force at the point of a gun< =r with wit and diplomacy< Converting the
natives to the christian belief< ow you can find your own strategy that wors for you. y
building farms, plantations, mines and lodges with your pioneers you improve your young
colony.
To what end< you might as. ecause it's profitable now- The ta2 rate can't e2ceed a ma2imum
limit now and you can lower the ma2imum ta2 rate if you are generous with your ing. "t is
easier to get e2perts from schools and the inflation of education points has been capped.
%ast wins are not the way to go any longer. The starting size of the ing's army has beenincreased dramatically but it doesn't grow as fast any more. %urthermore the >ing acts more
intelligent now. ;e observes not only your production of bells but also the weapons and horses
you have stored in your depots, your population and the chance of rebellion in your cities. The
victory over the ing is more challenging now. "n compensation the round limit has been deleted.
This way the game is no longer a race against the ticing turn cloc but against your opponents.
When one of them will declare independance, a round limit of ?55 turns will start. !t that time
you will have to declare your own independance and to repel the following attacs of your ing.
Whilst in the original Col "" the other uropean colonial powers were no real threat you have to
eep an eye on them now- They will fight for land and resources just as you do- The artificial
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intelligence will use the new cheap special units to defend it's cities and will transport goods and
e2pand faster and bolder. "t will not initiate the war for independence until it is able to win.
!nd we have modified so many other things as well/ pictures#ue achievement windows, the
e2travagant urope port, new te2ts in diplomacy, events and #uests, new buildings, goods,
nations, leaders, founding fathers, bonus resources, maps and many more improvements. utbefore a new feature was implemented we always checed if the idea matched the overall game
design and the historic events of that time. "t was our aim to achieve class with #uality not with
#uantity. !nd yes ... we are proud of what we have created. Col "" became what it should have
been/ an !uthentic Colonization.
0etting up a Custom @ame
*er default, only the victory conditions 1"ndependence1 and 1)omination1 are enabled.
%urthermore, 1"ndustrialization1 and 10core 3ictory after Turn Aimit1 can be selected as victory
conditions. !s soon as any faction meets one of the victory conditions, it wins the game. )uringthe game, the criteria for each victory condition can be checed in detail at the 13ictory
Conditions1 screen by pressing %6. e aware that it is not possible anymore to declare
independence if the victory condition 1"ndependence1 is disabled. "f all victory conditions are
disabled the game will continue indefinitely.
"ndependence/
The player has $ just lie his uropean competitors $ unlimited time to declare independence.
=nly when any uropean faction declares independence, a limit of ?55 turns gets into effect. ach
uropean faction then has ?55 turns to declare its independence and prevail against the ing's
assault. This turn limit will be adjusted to different game speed settings. The first colony to
achieve the aforementioned goal wins the game. "f no colony manages to gain independence, the
game ends. !ll the ing's land units present in the !mericas must be defeated to gain
independence.
0core 3ictory/
"f the victory condition 10core 3ictory after Turn Aimit1 is enabled, the factions have only 855
turns to declare independence 9if enabled: or meet any other enabled victory condition. "f
someone declares independence during this time, the turn limit is e2tended by ?55 turns in which
all players can still meet any enabled victory condition and win the game. "f no faction declares
independence or wins a con#uest victory within the turn limit, the player with the highest score
will be declared winner. ach player's score is displayed in the lower right section of the gameworld 9the score display can be toggled on or off by a clic on the +scroll symbol at the top of the
mini map:.
)omination/
! domination victory is achieved as soon as a certain percentage of the worldBs population and
land area is under the player's control.
"ndustrialization/
This victory can be achieved by producing a certain #uantity of goods and other yields in one
single game turn.
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=ption educed oyal 2peditionary %orce/
This option can be enabled during the game setup, reducing the oyal 2peditionary %orces
9%: to DD per cent of their standard strength as of the selected difficulty setting. The computer
players always have this option enabled.
ew (aps/
The map script 1%aire Weather1 creates random large landmasses with authentic climate zones
and mountain ranges. 0ome unfavorable starting positions can mae it difficult to win on this
map, but this also affects computer players. %urthermore, T!C adds two completely new
scenario maps 91T!C ast Coast1 and 1T!C Central !merica1: as well as three improved versions
of original game maps 91T!C !merica1, 1T!C 0outh !merica1 and 1T!C orthwest *assage1:.
What is also new is that there are several starting positions on scenario maps. The player does not
always start on the same spot.
;istorical !tmosphere of the @ame
There is a plenty of new graphics and te2t variables condensing the historical atmosphere of the
game $ and also some new features contributing to this/ there are random events and #uests,
being triggered by certain game conditions to which the player can react depending on his
monetary assets and his strategic biases. Weather effects and natural disasters influence the
game/ volcanoes are erupting, tornadoes are devastating the countryside, ship travels sometimes
are affected by tailwinds or calm. The natives' villages are located appro2imately at the latitudes
at which the respective people traditionally had settled. y certain game conditions around E55
achievements may be triggered/ miniature stories with ornamentally created pictures.
;andling of the @ame
uropean ;arbor/
The new uropean harbor is a graphical showpiece.. ow units can be drawn bac from the
ships to the doc via mouse and ships clearing the port can be ordered bac. %urthermore, there
is a choice bo2 for the destination of the ships. =ne may either send them to an ocean tile in the
vicinity of the own settlements on a wing and prayer, or alternatively well$directed into a specific
seaport. Within the selection list of the coastal settlements the automatic trading routes are
labeled by a symbol. y clicing at the matching picture one can switch between different views
of the map. y hovering with the mouse pointer over a settlement's name one can read the localinventory. ! clic at the foliage in the lower left will open a balance sheet of all trading
transactions.
Transport oute (anagement/
There is a new menu for the management of the transport routes, being called by clicing on the
button 1!ssign Transport outes1 or alternatively by typing the letter 11. "n the menu's upper
right corner a #uestion$mar button is lining to the manual in the Colopedia. The already
e2isting transport routes can be sorted neatly arranged without the need to leave the menu. %or
transport units on automatic transport routes the standard safety mechanism of switching off this
automatic at visual contact with the enemy can specifically be deactivated.
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"nterface/
The control interface on the map offers additional information for the game when hovering with
the mouse pointer over either the date or the treasury indicator.
City 0creen/0emi$finished but interrupted construction orders are mared in a bluish color and can be
detected in a more easy way. The sorting of the transport units no longer changes randomly after
having been loaded or unloaded.
@o$To$=rder/
y pressing the ey 1@1 one can order a unit to automatically move to a certain settlement.
)iplomatic Challenges
ew ivals/There are four new rivals, the (aya, the Tehuelche, the 0huar and the *ortuguese.
"ntensive )iplomacy/
ow there are constantly things going on in diplomatic circles. The !" rivals are much more
effective and targeted than in the original game. Fninterrupted times of peace, open borders,
defensive pacts and joint wars are influencing the relationships with the uropean !" rivals more
than before. The competitors are more often looing for allies during wars, are demanding
tributes more often and some of them are more prone to accept open borders and defensive pacts.
The >ing sometimes demands the player to declare war against another colonial power.
0ympathizing rivals sometimes send supporting troops for your war of independence.
Aeaders/
The leaders no longer have two, but three traits being more balanced in many ways and more
fair. %urthermore, the traits are more fitting to the historic personalities $ for maing the world of
the game more authentic. !dditionally, the leaders have 1invisible1 personal characteristics
determining their diplomatic behavior in all important areas. These characteristics are not
perceptible at first glance. They are determining all important diplomatic and military decisions
of the leaders. With growing e2perience, you will identify the rivals' characters by their demands,
offerings and actions. !ll leaders are differing in their base trustfulness 9being suspicious G$$H
being trustful:, their diplomatic openness 9isolationistic G$$H open:, their attitude towards war
9militaristic G$$H pacifistic: and their temper 9erratic G$$H static:. uropean leaders are additionallydifferent regarding their attitudes towards the natives 9friendly G$$H hostile: while the natives'
leaders are different regarding their cultural willingness 9adaptive G$$H aware of tradition:.
;owever, the difficulty level no longer has a direct influence on the computer opponents
appearing friendly or hostile $ peaceful strategies shall not be less attractive than aggressive ones
on higher levels.
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Terrain, "mprovements, onus esources
Terrain types/
The terrain types have been balanced new. The savannah 9prior/ 1grassland1: provides two food
and two tobacco, the prairie 9prior/ 1plains1: provide two food and two cotton and marsh
provides one food and two sugar. %resh water laes provide more food, maing the founding of
settlements at the shores of a lae more attractive than inland cities. The additional yield caused
by rivers has been designed in a consistent way/ rivers will always provide one additional yield
for all 1renewable resources1 9lumber, food, furs, and all plants: but for resources of stocs and
stones 9ore and silver: there will not be any additional yield anymore. "nstead of furs jungle
provides cacao and clearing of the jungle provides one with a supply of lumber.
Terrain improvements/
Without improving by farms, plantations, mines or lodges the countryside almost does not giveany noteworthy yields. The plantation is a new terrain improvement costing 45 gold and
providing additional three yields of some resources 9tobacco, sugar, cotton: as well as one food.
The farm costs ?5 gold and provides two food and one additional yield of the aforementioned
resources.
onus resources/
There are seven new bonus resources $ shell, cocoa, potatoes, oasis, buffalo, timber and mineral
resources. The bonus resource banana has been removed. !ll bonus resources have been
balanced new regarding their yields, the re#uired terrain and the probability of occurrence.
ew @oods
Whaling/
"n settlements with dry$doc whaling boats can be built. ! whaling boat on an ocean tile with a
whale bonus resource can be given order to start whaling. Then every game turn, ?5 units of
whale fat are harvested and put into the cargo hold until it is full. ach whale bonus resource can
be harvested by only a single whaling boat at a time. "n coastal settlements with dry$doc and
warehouse train oil manufactures can be built. Citizens with the profession +Whale =il Cooer
can turn whale fat into train oil. (ore train oil can be produced, if master whale oil cooers are
employed or if the train oil manufacture is upgraded to a train oil factory.
Cocoa/
=n jungle tiles cocoa can be planted. Aodges yield a larger crop of cocoa.
Construction of buildings
%ounding of settlements/
"n a new founded settlement there is only a base camp and a carpenter's shop. !ll other buildings
have to be constructed, for e2ample all shops processing furs, cotton, tobacco and sugar. To
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e2ploit coastal sea tiles, first a landing stage has to be constructed without which no food could
be retrieved if not a bonus resource as crab or fish would be present. %urthermore, settlements
have to have a minimum distance of two tiles to e2isting settlements.
Fpgrading of buildings/
(any sets of buildings have more levels, maing the increase in productivity or the offered
bonus per level increase at a slower pace. %or instance, there are five instead of three defense
buildings, offering a defense bonus starting at ?I per cent up to a ma2imum of EI5 per cent.
@overnment *alaces, the highest level of the 1village hall set1 are providing a healing bonus of E5
per cent for wounded units located in that city. 0ome buildings have additional re#uirements/ the
Custom ;ouse can be built only in a coastal city and the @reat Tool %actory can only be built at
the bans of a river. 0ome sets of buildings have immensely e2pensive last levels increasing the
productivity in an enormous way. This last level will only be available for construction if a
@overnment *alace is located in that very city and a certain number of @overnment *alaces have
been constructed in total. The re#uired number depends on the map size. "f twice as much of
these @overnment *alaces have been constructed, in another city one may construct another ofsuch e2pensive buildings, and so forth.
0torage limits and automatic selling/
!t each turn, e2actly I5 per cent of all e2cess storage will be abolished in the settlement, e2cept
for having a building located there enabling automatic selling of the surplus. The last level of this
ind of buildings is the custom house, automatically selling any surplus not being affected by a
boycott at 65 per cent of the current sales price 9and of course after deducting the current ta2
rate:.
ndless production for games without victory condition/
The 0tatue of @overnor provides you with a tool to allow for endless production for gamers whowant to play the game without a defined victory condition.
Trading
Trading in urope/
There are minimum sales prices at the urope 0creen. The prices of all 1colonial raw materials1
9tobacco, sugar, furs, cotton: can never drop below ? gold 9although ta2es still will be deducted:
and the prices of finished materials 9cigars, rum, coats, cloth: can never drop below 4 gold. The
sales price for silver can never drop below 8 gold. The sales prices for finished materials normally
are at least ? gold higher than the sales prices of their respective raw materials 9deduction of ta2es
always taes place:. The initial prices for tools, guns and horses have been increased to motivate
the player to create a productive net of colonial cities.
Trading with natives/
Trading with natives has been made easier by adjusting sales prices new. y that, goods can be
bought by uropeans more easily and trading remains profitable longer. !dditionally, some
native tribes have the Chicee as storage facility so that they can collect larger #uantities of barter
goods.
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Civilian Fnits and *rofessions
The colonial nations have different starting units and have more balanced chances. Cocoa *lanter
and Train =il Cooer are new professions and the 2perienced Cocoa *lanter and the (aster
Train =il Cooer are the respective new e2pert unit types. %or the )utch and the nglish, thereare the nation$specific e2pert units of vangelist, replacing the Jesuit (issionary. !dditionally,
by just having a glance at their 8d model, you can identify whether a missionary unit is woring
as missionary or as colonist.
"mmigration
There is a limit of ?555 for the re#uired crosses to gain a new immigrant at the uropean 0creen.
This ma2imum value differs with the chosen game speed. "n case of having created enough
crosses for more than one immigrant the additional immigrants will be immediately created and
positioned at the doc.
ducation
ducational uildings/
ducation for advanced unit types re#uires a college or university in the settlement. !ll basic unit
types can still be trained in a school.
0tart and duration of apprenticeship/
Training starts by moving a citizen into an empty spot of an educational building in the city
screen. This citizen is a student, beginning his apprenticeship. =nly at the very end of anapprenticeship, you will have to decide into which e2pert unit the student is to be converted to.
!pprenticeship lasts until a student has accumulated sufficient training points. 1"nflation1 of the
cost of training has been removedK duration of training will no longer automatically increase over
the course of a game.
@raduation/
When training is completed, a pop$up window presents an overview of all available e2pert units.
The only types of e2perts shown are those that have had an appropriate teacher in this city in the
past. (ore specifically it is possible to choose any type of e2pert unit as long as this type of e2pert
has been woring in the city for at least one turn after the school has been built while any student
was trained in this educational building. %or teachers only their e2pert status counts towardstraining, not the actual profession they had while staying in town. %or e2ample an e2pert farmer
9e2pert unit: woring as a lumberjac 9profession: can teach how to become an e2pert farmer, but
not how to become an e2pert lumberjac.
Costs/
!t the end of apprenticeship, a fee has to be paid depending on the #ualification of the e2pert
type chosen. This fee also varies with the chosen game speed. !ll e2perts of the same
#ualification level have the same price in urope. Cost savings for training your own e2pert units
compared to buying in urope are bigger the higher the #ualification level of the e2pert. "f you
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are lacing funds to finance training of an e2pert type, it will not be shown as a choice. )ifferent
from the original game, training fees in T!C no longer depend on the time a teacher has been
present in town.
Training in native villages/
%or training in native villages, inflation has been increased. )uration of an apprenticeship will
grow faster than in the original game with each new unit being trained.
Aearning by )oing
*romotion to e2pert/
%ree colonists can be promoted to an e2pert unit by 1learning by doing1 9Ab):, i.e. by woring in
the same profession for a longer period of time. !ll professions outside the city screen with the
e2ception of pioneers are e2cluded. "nterrupting the woring in a given profession does not have
conse#uences as long as no other Ab) profession is e2ecuted for a complete game turn.*romotion to e2pert will never be faster than by training in an educational building. Time until
promotion depends on the game speed and if regular education would re#uire a school, college
or university.
ise to %ree Citizen/
"ndentured servants or petty criminals can gain their freedom by woring in any Ab) profession
and will be promoted to free citizen. ! unit can earliest gain their freedom after 85 turns of
woring in a given Ab) profession. Thereafter promotion is possible in every turn. The higher
renowned the profession is they are woring in and the longer this profession is practiced, the
faster this process. "nterruption of wor has no conse#uence as long as no other Ab) profession is
e2ecuted for a complete game turn. The chance for indentured servants is twice as high as forpetty criminals.
scape/
"ndentured servants and petty criminals may escape and will then disappear. scape is not
possible if the unit is woring in a profession outside the city screen or if it is the last unit in a
city. This feature is not active for computer opponents. scape is always possible and does not
depend on the time spent in this profession. There is the same chance every game turnK however
for petty criminals escape is twice as liely as for indentured servants.
(issions
(issions generate converted natives significantly faster, even more so if founded by the specialist
units of Jesuit (issionary and vangelist or by leaders with the trait )evotional Christian. "n
addition, these units are more liely to succeed in creating a mission. Thus, missionaries and
missions are useful in longer games too.
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bonus which can be bombed by attacing artillery type units.
"f natives defeat uropean units they can rob guns and horses from the defeated unit. Colonists/
Fnits with the profession +0ettler have a strength of E, maing unrealistic combat results when
engaged by armed units more unliely. "n return, the constitutional option 1ight to ear !rms1
increases the strength of settlers by ? points. "f a settler loses a fight he gets captured, not illed.
Converted atives/
Converted atives get a defensive bonus of ?I per cent on hills and mountains, in light forest,
forests and jungles.
@reat @enerals/
@reat @enerals have a combat value of E meaning they can defend themselves if attaced. !nd
they will fight until death- ames of @reat @eneral are more realistic meaning that each general
receives a name out of a nation$specific pool.
ative (ercenaries/%rom time to time, friendly natives may offer you a ative (ercenary 9ative (erc:. The better
your standing with these natives, the lower the gold price of the (erc will be. "f you bargain over
the price there is a I5 per cent possibility that your relationship will slightly degrade. ative
(ercs cannot e2ecute a profession and obviously, they cannot be recruited in urope.
0hips
Types of 0hips/
Caravels and fluyts are the most basic merchant vessels/ The caravel is a little fasterK the fluyt has
a little more cargo hold. The merchantman maes a better merchant vessel/ 0he is as fast as the
caravel and able to transport even more cargo than the fluyt. While these merchant vessels are
only capable of defending themselves in battle, carracs and galleons are all purpose vessels/
They can both be used for transporting goods and for attacing. While the carrac is slow and not
that strong but #uite cheap, the galleon can stand many battles and moreover transport more
cargo than any other ship. !lso the galleon is the only ship being capable of transporting
treasures 9up to two at once: bac to urope. %rigates and ships of the line are plain war vessels.
The frigate is remarable fast, but the ship of the line is the strongest ship available for the
colonial navy. The man$o$war can only be found in the oyal 2peditionary %orces.
Construction of 0hips/
The bigger the cargo hold of a ship, the more tools are re#uired to build it. The faster a ship is, the
more cloths are necessary for the sails. The stronger it is, the more weapons are needed. (erchant
vessels, privateers and the whaling boat re#uire a dry doc to be constructed, all purpose vessels
and war vessels a shipyard.
*urchase and 0ale of 0hips/
ach purchase of an additional ship of the same type in urope does cost an additional charge.
This additional charge is ?I per cent of the starting price multiplied with the number of so far
purchased ships of this type. That leads to the fact that in the beginning it is still worth the money
to purchase ships in urope $ but in the long run it will be better to build them by yourself. 0hips
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can also be sold in urope. That brings a return of half the prize purchased less the ta2ation.
*romotions of 0hips/
0hips built in a naval port gain the +roadside promotion when launched and with that an
additional bonus in battle. The promotion +avigation " does not only increase a ships range ofsight but also the movement range.
ombarding 0ettlement )efenses with 0hips/
The amount of damage caused by all ships to settlement fortifications has been severely reduced.
ow it taes more time to destroy a fortification.
Capture of 0hips/
While attacing a ship, it may occasionally happen that the enemy will be taen as prize.
%ree War 3essels by the >ing/
"f a player has lost a lot of merchant vessels, the ing will provide him up to three times with a
frigate for free.
Transport of Treasures/
! treasure needs 8 cargo holds in a galleon.
*rivateers/
*rivateers are not longer able to loot cargo from ships that successfully escaped in battle. They
are able to enter foreign territory without declaring war, but are not allowed to enter cities of
another colony. ;owever, they are still allowed to enter coastal settlements of the natives.
0hips and ative 0ettlements/
0hips without cargo hold are not allowed to enter native settlements.
Wagons
Types of Wagons/
"nstead of only one, the player can use four different types of wagons. They not only cost
hammers, but also need horses, cloths and tools. Wagon trains and the slow but very spacious
tres can only transport goods. 0tage coaches and carriers are allowed to transport citizens and
troops 9e2cept treasures:, too. Transported units can only board in cities, but may bac out
anywhere.!ttac on Wagons/
"f wagon trains or tres are attaced, they simply get caught with all the goods carried. "f stage
coaches or carriers are attaced, a regular combat taes place. ormally the wea wagons will be
defeated and destroyed with all units aboard.
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!rtificial "ntelligence 9!":
T!C improves significantly the artificial intelligence 9!": of the non$human opponents. The !" is
cleverer in e2panding, transporting and using tactics than it was in the original game.0upplementary they are allowed to use some simplifications when it comes to rules. That taes
care of the fact that the !" L contrary to the +" in its name L is not able to mae as much use of
the comple2 mechanisms and rules of the game as a human player is. The major simplifications
are/
!dditional "mmigration/
!"$colonies can receive incidental e2tra immigrants in urope 9chance depends on world size and
difficulty:. !ll !"$opponents receive the same amount of e2tra immigrants.
!utomatic 0ale/
2cess goods are sold to urope right from the start.
(a2imum Ta2 ate/
The !" has a fi2ed ma2imum ta2 rate depending on the difficulty settings.
educed oyal 2peditionary %orce/
The !" always plays with the option +educed oyal 2peditionary %orce activated,
reducing the size of the ingBs army to DD per cent of the regular size of the chosen difficulty.
Ta2 0ystem and "nteraction with the >ing
Ta2 ate/
Ta2es can only grow up to a ma2imum which is displayed in the urope screen. "ts level
depends on the difficulty. very time the player pays, when the ing demands money from him,
this ma2imum is reduced by ? per cent. "f the player denies paying, it is raised by I per cent. "f
the playerBs actual ta2 rate has reached the ma2imum, the ma2imum can still rise, but no longer
fall.
oycotts/
! boycott can be canceled, when the player pays a fine. =ne clic on the boycotted good in the
urope screen will display the price and you can mae the deal. The basic of the fine is E5,555
gold, but it will be modified by the price of the boycotted good, the difficulty and your relation to
the ing.
)eclaration of "ndependence
Constitution/
The option 1Controlled !rms1 gives a I5 per cent bonus to the production of @reat @enerals
9previously/ I5 per cent bonus to Aiberty ells:. The option 1lections1 gives a E55 per cent bonus
to the production of Aiberty ells 9previously/ E55 per cent to %ounding %athers points:. The
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option 1ight to ear !rms1 increases the strength of colonists by ? points 9previously/ E point:.
aval Traffic to urope/
Fnits that are on the way from or to urope can be intercepted by the ing, if independence has
been declared.
oyal 2peditionary %orces 9>ingBs !rmy: and War of "ndependence
"nitial oyal 2peditionary %orces/
The oyal 2peditionary %orces 9%: are significantly bigger at the beginning of a game than
before, maing it harder to +blitz your >ing. The size of the % depends on difficulty level and
map size.
Comparison of 0trength 3alues/
ach turn the >ing compares his strength level with yours.The >ingBs strength is calculated as total of all combat values of his ground troops. 7our strength
level depends on the number of settlers, horses and weapons 9no matter if they are transported,
stored or used as e#uipment at the moment:, ta2 rate 9as indicator for the colonyBs +willingness
up to now: and rebel sentiment.
"f the >ing thins that he is in advantage he will do nothing. "f he thins that he loses the
momentum he will upgrade his army.
>ingBs uild$Fp of !rms/
The oyal 2peditionary %orces no longer are growing e#uivalently to the liberty bells produced
by the colony, but depending on a comparison of the strength values. !s long as the >ing comesto the conclusion of still being stronger than the player, he will not react to the growth of the
colony and its military capability. ut as soon as he comes to the conclusion of dragging behind,
he will recruit additional troops.
;essian (ercenaries 9;essians:/
!round one third of the >ingBs infantry consists of ;essians. This new unit is a bit weaer than
the >ingBs standard infantry but has the promotion +ayonet, giving it a bonus against the
colonyBs infantry.
Composition of the oyal 2peditionary %orces/
The % is roughly composed in a 4$?$E$?$8 pattern 9egular L ;essian L )ragoon L Cuirassier L!rtillery:
War of "ndependence/
)uring the War of "ndependence the >ing will send his troops in four waves, each being
significantly stronger than the one before. The first wave includes about E5 per cent of the >ings
troops, the second ?5 per cent, the third 85 per cent and the fourth wave 45 per cent.
etween the waves there will be five turns. The oyal ships of the line no longer are shuttling
bac and forth from and to urope, but will stay after debaration of the transported units, thus
spreading fear and terror at the coast. This will maes the games more challenging.
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1direct ip1 option.
Can I use t&e ingametutorial,
o, sorry. We haven't adapted it to T!C. Therefore it is disabled. That is a general problem of
Colonization$mods, it is too laborous to adapt the tutorial to all changes which had happened.
.&e billboards of t&e settlements &ave problems to s&ow t&e rig&t names of t&e cities$ Can you
&elp me,
That bug isn't specific to T!C but to all mods. (ods for Civ4Col which are installed at
(y@ames$folder don't wor if there is a special sign 9lie 1P1, 1Q1, 1R1, 1S1: at the user name of the
(y@ames$folder. Create a new folder named 1mods1 at the main game installation directory and
put the T!C$folder there.
After playing .AC some &ours1 t&e pauses between two rounds are lengt&y$ Can you &elp me,
That's a problem of the Colonization game engine, it isn't specific to T!C. *lease save the game,
go to the destop, restart Colonization and load the save game.
/&at's about t&e future of .AC,
The development of T!C has been finished. ut at our@erman$speaing forum we are
developing scenarios which use T!C for creating some new challenges. The first one named
+Werewolves will be released soon.
I wis& to use parts of .AC in my own modification$ Is t&at o(ay,
!s a matter of course it is permitted to use T!C in an own mod project as long as the copyrights
are not harmed. *lease read our ingame credits. T!C is a non$commercial mod project. "f you use
or distribute T!C please pay attention to the copyright. We allow usage and distribution as longas T!C remains non$commercial. "f you wish to use artwor, we could give you more
informations about the creators so that you could mention them in the credits of your own
modification.
+ow can I contact you,
7ou can contact us via Civforum or via email to writing.bullgm2.de .
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