Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Here's what I've found so far playing with Albuquerque.
BUG - Caravela Redonda does not increase the combat of any adjacent naval units. I've tried at least a few different units and it did nothing.
COMPATIBILITY - I'm using another mod called "Better Coastal Cities and Water Tiles" that changes Harbors, but Porto remains unchanged so I guess they're not compatible.
ENHANCEMENT - The +1 range on all ranged naval units is just too much. Playing Albuquerque is just a matter of surviving until you can build NAUs (or any other naval units with range 2) and then you just obliterate any city at range 3 because there's no way to fight back this kind of range at this point in evolution. I would suggest finding some other bonus that doesn't unbalance so much because the game just loses interest at this point.
BUG: I think that Caravela Redonda ability is still missing, I will check it out soon.
NOTE: In meanwhile I solved diplomacy screen bug.
COMPATIBILITY: I will check that mod, but maybe its using scripting and calling harbor directly.
ENHANCEMENT: Would it be solved to add this power to Nau only?
Thanks a bunch for all your feedback.
https://www.youtube.com/watch?v=PIVR5bPyUBs
NOTE: Perfect now :-)
COMPATIBILITY: If you can solve this, wonderful. I like playing with better coastal cities because it balances them vs inland cities, but with Porto I lose some of the advantages (and the other players with normal harbors still have them).
ENHANCEMENT: This is tricky…
All naval units already heal super fast, then NAUs have better sight, better movement and can be built sooner (vs Frigates) among other more specific abilities.
All ranged units having +1 range doesn’t make them much more dangerous against other naval, but makes them able to attack any city outside their defensive range. And this is very unbalancing. (Well, not ALL cities, but most maps will have many cities near a shore, if not coastal.)
Restricting this to NAUs makes it a little better, but I still have doubts.
In the game I’m playing, I started with two NAUs after researching them, and then I was just conquering one city after another. I only used other ranged units latter when I was able to upgrade lesser units to Frigates, but the world is pretty much already mine.
Dominating the seas can be achieved by other less unbalancing things that don’t involve +1 range (which is achieved by the 4th promotion if you have enough XP).
My best recommendation is all naval units starting with a free promotion.
Or maybe like the Spanish in CIV V with the Conquistadores that could found a city. Maybe NAUs could come with one charge that could allow them to start a coastal city.
Other things to consider would be even more movement, more firepower, or less production cost.
MUSIC: Lovely! Some of the tracks though are a little loud. I had to reduce the Music volume after awhile…
As for Nau, it was really powerfull against cities, they were like the battleships of the time, but also commercial. Galleons instead are for battling other ships, and caravela redonda was specialized caravel to defend the commercial ships, aka Nau.
Looking into history, Albuquerque in first return from india told Manuel I that to control the trade portugal had to conquer city states, at least those who oppose portugal trade dominance. Also mare clausum was to be imposed. And so it was, by the hands of Albuquerque. Portugal had few people and travelling to india took a whole year. So how portuguese dominated trade so fast and in few years, the answer is Nau, one single Nau like flor do mar could blow a city with its artilhery, and collect the goods also.
In other versions of the game they were only commercial ships, but they exist, they were used like traders and called black ships, from japan to lisbon. But the others naus were used more to conquer city states. And with albuquerque mastery he knew where to be to hit them. And in few years he dominated the place.
Frigates came later and they wouldnt win if portugal dindt lost their king, and passed to the hand of spanish, who displaced portuguese ships for their own benefict, with many lost with spanish errors.
But also portugal had no money, that campaings and maitaining all of it, probably bankrupt, maybe putting naus with double price solve balance
BUGS:
- Pastor Lusitano does not upgrade to Explorer as the Scout does (and Pastor replaces Scout in Portuguese CIV)
- Lusiads does not give the ability to make Armadas at Exploration, Fleets ok at Nautical Science
ENHANCEMENT:
- Barcas, NAUs, etc, should upgrade to something? Or is this on purpose?
BUGS:
- True, I will see that to add the upgrade.
- Did you got the lastest releases of the game? I solved this recently, all at exploration.
ENHANCEMENT:
- Its on purpose this time.
- I was only able to form an Armada of NAUs after Mobilization, but had fleets long before. I did this tonight with the latest updates you made.
ENHANCEMENT:
- I guess it's a way of balancing NAUs and other units that come with much advantage. It actually makes some sense. They make you very powerful in a specific period in time, but you have to think about what you want otherwise you could get stuck with NAUs and Caravelas while other CIVs evolve and upgrade to battleships, etc...
On the other hand, it doesn't make sense that I can upgrade all other units and not these.
(And I still think the +1 range in Albuquerque is too much.) ;-)
BUG: Just tried again, 2 naus first fleet and then armada with one more nau, and all worked at exploration. Maybe removing mod and adding again?
ENHANCEMENT: I will make Nau expensive ship, that way makes more sense to me.
Illustrious Generation Ability
Provides one Great Person point per turn from All Genres but excluding Great Musician and Great Engineer. Gains a free spy at Guilds.
Mestre de Avis Unique Unit
Replaces Spy. Recruit Partisans even without neighborhood district and starts with Seduction and Quartermaster promotions.
All from civ 5, thanks to @deliverator from making them easily available.
Teaser:
Portugal, To play as Lusiads!, Nau (Unique Unit) -> Feitoria (Unique Infrastructure) -> Bairro Alto (National District) -> Barca (replaces dhow) -> Pastor Lusitano (replaces Scout)
Joao I, To play more espionage and with great people -> Mestre de Avis (replaces Spy) -> Casa de Ceuta (national Wonder)
Prince Henry, To play Economic Exploration and Sea Power -> Caravela Latina (replaces Caravel) -> Escola de Sagres and Casa da Guiné (National Wonders)
Joao II, To play fully blown Exploration -> Caravela Latina (replaces Caravel) -> Padrão (unique infrastructure) -> Casa da Mina and Armazém da Guiné (National Wonders)
Manuel I, To play more Religious and Diplomatic -> Monge Jerónimo (unique Monk) -> Mosteiro dos Jerónimos and Torre de Belém (National Wonders)
Albuquerque, To play fully blown Sea Power -> Caravela redonda (replaces Caravel) -> Casa da Índia (National Wonder)
- Galeão for Manuel I
- 2 new leaders ;)
I have only one problem, the custom music has some bad tracks,
there are some ambient music that has a rock style, which is not the objective of the game. Sometimes you hear an electric guitar and I think that is very bad.
I found at least one 15Moonspell - Sons Of Earth.wav
Can you check that?
There are four more rock style musics that are played when you at war. If you want I sent you a file to substitute, to remove those.
I fond of the idea of war music, but theres a bug tought that sometimes plays war music when others enter at war and not you.