A few ideas from a history buff for mods and better versions
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Dreadneck
Powder Monkey
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Posted: Fri Aug 03, 2012 4:53 pm Post subject: A few ideas from a history buff for mods and better versions |
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Maroons-Maroons could be like the indians but more inclined to trade and as kick ass as the pirates, maybe even a nation.
Bigger Map-Why not include Bermuda, Newfoundland, Brazil, Cape Verde, basically the whole Atlantic and not just the caribbean
More nations-If Courland had a colony why not sail with them too but starting at least as a Journeyman
Yeah and lady pirates and governors sons. |
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MongSpirit
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Posted: Fri Aug 03, 2012 11:12 pm Post subject: |
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Not sure about the other ones, but I'm pretty sure a Maroon "nation" would never work. It certainly wouldn't be historically correct.
If anything those guys would be far less inclined to trade with the outside world (even pirates), owing to their less-than-wonderful experiences with European society in general. In addition, they tended to live in highly (stress that word) secluded communities in order to avoid detection by their former slave masters. If they had any interaction with outsiders it was usually the local Amerindians, who had similarly fled the injustices of European colonialism and were hiding out in the wilderness. Even a pirate and outcast, as long as he was white, would most likely have had one hell of a time trying to get on friendly terms with Maroon societies.
Furthermore, Maroon communities were not "united as one." They were a bunch of highly spaced, non-connected hideouts (for want of a better word) that would certainly have never, at any point in history, had the capacity to join forces with one another to create a "nation" in the sense that England, Holland, Spain, and France are in this game.
If you really fancy yourself as someone who would like to see lots more historically accurate things modded into the game, leave the Maroons as how they were in reality: runaways brought together in wilderness hideouts to form separate societies, away from the eyes of any passing Europeans as much as they could (that includes wandering European pirates). Granted, there were some brief brushes with those lucky (or unlucky) enough to stray upon them, but from everything I've read it would seem highly illogical (and innacurate historically) to have them as an organized body capable of trading, launching naval invasions, and running towns. _________________ Arr! Manchu Pirates!
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Big Dog Barque
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Posted: Mon Jan 14, 2013 8:28 pm Post subject: |
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As I was playing a couple nights ago, I got to thinking. As my crew grew mutanious, I wondered what about illnesses?
In addition of trying to keeping your crew happy (content at least) why not try (once again, try) to keep them healthy. The plague was last recorded in Europe in the mid 1660's. You have sailors in the taverns wanting to join your crew. Where did they all come from, and were they healthy before they arrived? Or maybe a case of scurvy ("you scurvy pirate") in the actual gameplay somehow. Just a thought... _________________ If you can't run with the Big Dog, stay on the porch! |
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jlangsdo
Cutthroat
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Posted: Tue Jan 15, 2013 12:47 am Post subject: |
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Along similar lines....
Some of the unused parts of the code refer to a quest to escort an Indian medicine man to fight a plague of malaria... but I guess they decided it wasn't a good idea and turned it off.
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The indian medicine man has been lost and soon the plague runs unchecked in @CITYNAME__MALE0. Many citizens succumb to this dreaded disease.
The indian medicine man works his magic with the mysterious illness in @CITYNAME__MALE0. The dreaded plague has been averted
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Rusty Edge
Rigger
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Posted: Sun Jul 28, 2013 4:46 am Post subject: |
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Health?
My understanding is that only scurvy got worse the longer the crew was at sea. The cause wasn't understood. Otherwise, the colds and flus went through the ship pretty quickly after introduction , because almost everybody slept on the same deck and used the same head.
Then there was the matter of malaria or yellow fever. Serving in the Caribbean was dangerous. Nobody understood how it was transmitted, which made it scary, too. You didn't want to go there as a soldier or laborer, for fear of an unpleasant death.
Well, I guess the life expectancy of a pirate was only a couple of years anyway. That's why they spent the rest of their time drinking, gambling, wenching, and wearing fancy clothes.
I'm not sure how you represent that in game terms. You have one disease that kills your men on land, and another that kills them at sea. More of your men would die from wounds that wouldn't heal if you'd been at sea a long time and got into a battle, say, coming and going from Vera Cruz.
More of your men would die from malaria on the march to Montalban's Hideout, Puerto Principe, and that city on the pacific coast of Nicaragua the name of which I can never remember.
None of those sound like fun to me, but I suppose you could lose a man per day after so many consecutive days of land only or sea only.
It's kind of like when Civilization tried to model the Dark Ages, but it wasn't fun and most people disliked it. They reversed the effects and introduced Golden Ages.
What about discovering "The Fountain of Youth" and restoring your health and quickness to 18 year old levels instead? That would be worth more of my time than the lost city! |
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parksbanyon
Gunner
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jlangsdo
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parksbanyon
Gunner
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Posted: Wed Aug 07, 2013 8:09 pm Post subject: which plays out as well |
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The presence of both companies is what added spice to the life of the history. To bad we can't duplicate the English and Dutch companies "Tresure Fleets", and the Ganj-i-Swabi. |
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