User Activity

  • Modified a comment on discussion FreeCol on FreeCol

    I just tried out version 1.0.0 and I am very pleased with the new graphics. It looks much more colerful due to the forests, and the new colony graphics bring much more variation to the map, and make it more easy to distinguish indean settlements. Great work! Olso, the the release of 1.0.0 is probably a good time to say: thank you to all contributors for your time and dedication to make this project better and better. As an outsider, I have the feeling that many things are going well with FreeCol...

  • Posted a comment on discussion FreeCol on FreeCol

    I just tried out version 1.0.0 and I am very pleased with the new graphics. It looks much more colerful due to the forests, and the new colony graphics bring much more variation to the map, and make it more easy to distinguish indean settlements. Great work! Olso, the the release of 1.0.0 is probably a good time to say: thank you to all contributors for your time and dedication to make this project better and better. As an outsider, I have the feeling that many things are going well with FreeCol...

  • Posted a comment on ticket #28 on FreeCol

    I have not been entirely satisfied with the above analysis. Therefore, I ran the scripts again, increasing the sample size to n=40. Also, I created bar plots comparing the distribution of goods starting prices for all nations. You can find both in the linked table above. My final findings are: 1. Wood, Silver, Tools, Muskets have exactly the same fixed starting prices for all nations (no price variation at all) 2. Food, Sugar, Tobacco, Cotton, Furs, Ore (i.e. most raw goods) as well as Horses and...

  • Posted a comment on ticket #28 on FreeCol

    Today, I have performed a more extensive analysis of the starting prices. Essentially, I used RPA software to repeatedly start Col1 and take a screenshot of Europe, and then created a script to extract the prices. The second part was fun - please contact me if any of this can be helpful for other WWC1D work. Here is the table showing the starting prices for the four nations at easiest difficulty level: https://docs.google.com/spreadsheets/d/18fOfLnPHs99SmZQO8JZBURkt8wYyJLeOQMyz0wdzJqw/edit?usp=sharing...

  • Posted a comment on ticket #45 on FreeCol

    I had another idea on this: couldn't I use those savegames together with cheat codes to artificially increase my tax rates and see how the REF changes? Unfortunately, nothing changes in respect to troop allocation by just raising the tax rate, instead you have to consider the actual tax revenue summing up over time. Test case: a savegame from 1607, when I knew some treasure trains were departing. I raised taxes to 75% via cheat code. 1607 I pay 375 gold in taxes from goods trading, and additional...

  • Posted a comment on ticket #3220 on FreeCol

    In Col1 v3 scouts can appear as migrants in Europe, including horses. See image below (taken after a fountain of youth).

  • Posted a comment on ticket #45 on FreeCol

    I can confirm that the monarch can add troops without collecting any taxes. However, very few of them are added. Here is a log from Col1 v3. Played as Dutch, difficulty Viceroy. 1534 first tax raise, 2%. food party. King adds regulars. 1548 tax raise, 1%. lumber party. 1562 tax raise, 3%. ore party. 1576 tax raise, 2%. sugar party. 1577 king adds regulars 1596 tax raise, 4%. fur party. 1600 tax raise, 7%. cloth party 1605 king adds regulars 1606 tax raise, 1%. coats party. 1608 6600 Treasure arrives...

  • Posted a comment on ticket #71 on FreeCol

    Here is a log of tax raises in Col1 V3 (GOG). I played as Dutch with difficulty Viceroy. 1534 tax raise, 2%. 1548 tax raise, 1%. 1562 tax raise, 3%. 1576 tax raise, 2%. 1596 tax raise, 4%. 1600 tax raise, 7%. 1606 tax raise, 1%. 1612 tax raise, 4%. 1616 independence declared None of the raises was accepted. Hope it helps.

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