V1.01
Special thanks to Dale
and Snoopy for their patch mod
ENHANCEMENTS
Released PITBOSS
executable
The end of the game is
extended once a colony declares independence
- 100 turns on
Missionaries now have a
chance of failure to establish a mission.
- A failed mission
angers the native chief
Added the ability to
sail from
Changed text for when
natives abandon their settlements to be less confusing
Missions now always
send converts to the player who established them
Added warning message
for when a settlement needs more raw materials
Added warning for when
stored goods are nearing storage capacity
AI tries to produce
more defenders in their settlements
AI tries to prepare
better for revolution
AI uses King to
transport treasure if no Galleons are available
AI knows how to pick up
treasures without bringing them to a settlement
BALANCE FIXES
The Royal Expeditionary
force increases less rapidly as the game progresses, depending on difficulty
level
AI colony leaders are
less friendly
AI native leaders are
more likely to declare war due to proximity of borders
Changed
AI gets some free money
depending on difficulty level
Satisfying the
King’s demands delays increasing his expeditionary force
Great Generals are born
more frequently on
Crosses levels required
for immigration increase more slowly
Education points
required for graduation increase more slowly
Enforcing a 20-turn
peace treaty between colonies at the start
Population no longer
affects score – just Land and Founding Fathers
Increased price of
horses in
Natives change their
desired good only when supplied with that good
Military ships
(Frigate, Ship of the Line, Man-o-War) cannot enter native settlements
The price of hurrying
immigrants never exceeds the price of buying them
Starting location is
now randomized every time you lose all your ships
Domestic Advisor no
longer available when the trade screen is up
Exploration points no
longer scale with game speed
Converted natives can
no longer be educated in native settlements