There is no installer. The code is on GitHub, on the sf-auto-merge branch: https://github.com/MartinQuesada/freecol/tree/sf-auto-merge On macOS or Linux, with JDK 11 (not 17 or newer) and Ant installed: git clone -b sf-auto-merge https://github.com/MartinQuesada/freecol.git cd freecol ./bin/run-mods.sh That builds the game and starts it with the mods already on, including Tertulias, Cacao, and HD Graphics. Start a new game. Saves from this launcher stay in .freecol-dev/ inside the repo, separate...
Hi everyone, There is a third city nation, the Maya, in the east, sharing the Caribbean with the Arawak. The ruler is Canek, the capital is Nojpetén, and they show up in jade on the map. Their cities have their own art: a limestone pyramid with a roof comb and a plaza, in HD and at the normal size, plus an engraving of Canek. They are calmer than the Arawak. The number of settlements stays the same: about half of them become Maya cities. Chocolate stays a Mesoamerican craft. A Maya or an Aztex city...
Hi everyone, There is a third city nation, the Maya, in the east, sharing the Caribbean with the Arawak. The ruler is Canek, the capital is Nojpetén, and they show up in jade on the map. Their cities have their own art: a limestone pyramid with a roof comb and a plaza, in HD and at the normal size, plus an engraving of Canek. They are calmer than the Arawak. The number of settlements stays the same: about half of them become Maya cities. Chocolate stays a Mesoamerican craft. A Maya city can teach...
Hi everyone, New optional mod in the pack: Apprentices. Idea European trades no longer jump straight from free colonist to expert. Colonists train as apprentices in the New World first (not recruited in Europe), then become experts. Progression Free colonist → Apprentice → Expert/Master Scout, pioneer, veteran soldier and missionary teaching stay direct (no apprentice step). School timing (total) Easy trades: 5 turns (2 + 3) Planters / guild: 7 turns (3 + 4) Preacher / statesman: 9 turns (4 + 5)...
FreeCol Americas update (0.3.4 in progress) New Apprentices mod: free colonist → apprentice → expert in the New World (school totals 5/7/9 turns by trade). Converts can learn guild crafts up to native apprentice; outdoor native experts stay with Conversos. Also: chocolate now needs cacao and milk (Livestock); Hernando de Soto reweighted almost early-only (15/2/0); distinct New World destination icon; ship/tobacco HD transparency fixes.
New update for the FreeCol Americas pack (HD Graphics + livestock): Fix Fixed incorrect transparency on HD units: blacks that should stay solid (hats, boots, horse manes/tails, dark clothing, etc.) no longer punch through. Covers dragoons, scouts, native dragoon, Firebrand Preacher, and several mod expert units. Spanish rename: Pastor experto → Pastor de ovejas experto (to avoid confusion with the preacher). What’s new Distinct nation uniforms for veterans (foot + dragoon): Spain, England, France,...
This sounds logic. We can pack the modules and upload them into the new category.
This sounds logic. We can pack the modules and upload into the new category.