

in addition to them being able build colonies (which they've had sense initial release). Native Converts now can equip guns,tools, etc.

#FREECOL INDIAN CONVERT MOD#
#FREECOL INDIAN CONVERT FREE#
Native Converts can be trained into a free-colonist/expert by a expert, while free colonists can become a Native Convert by being trained by one (In real life some frontiersmen would meet, learn, and adopt native lifestyles).The bonus possibilities also reflect this of course. Meat will still be higher in forests and grain will be minimal or near it pending title and vice versa for plains/grasslands/etc. Both Grain and Meat can be found together in most titles balanced based on title e.g.

#FREECOL INDIAN CONVERT ARCHIVE#
Cleaned up download archive of the backup files.All starting soldier positions are now equipped as dragoons.Cooperation Nation-Type now starts with a Native Convert in the soldier position.Fixed it so that Native Converts can actually equip now, thought I had already did that but it appears that I in fact didn't.(Had thought it would fall to default stuff but guess not). Fixed the Native Converts not showing up by suppling the default brave,pioneer,etc images to graphics mod.Installation: Simply extract the ruleset and mod into the freecol program folder's rule and mod folders. The mod provides/enables the graphics for the expert hunter. NOTICE: The brgraphics mod MUST be enabled WITH the betterrealism ruleset. Indentured Servants and Criminals have mixed penalitys and benefits instead of a straight penalities, giving them some strategic use.Native Converts can no found cities and no longer have most manufacturing penalities, only bell and cross penality.The data references of course persists to play it safe. Indian references have been changed to native or native american, except for a founding father which actually references it correctly.Land title movement costs reduced/adjusted and land unit's movement increased for a more realistic travel range given the time that passed per turn.Water title movement costs reduced to 1 for more realistic movement on water.No inbalance of course sense AI is equally benefited. To have production of things on a more realistic time scale, keep in mind these are Individual cities not regions like civilization. Hammer and Tool cost for things are 1/10th of vanilla and tool production has been reduced.Custom Houses now produce 1 trade good per turn (Wanted to set it so it only produces them after you declare your indepence, but don't know how or even if you can).Ship Speeds reversed! - Caravels are now the fastest ships, allowing for more strategic use, and more importantly its more inline as smaller ships tended to be faster.New Unit: Expert Hunter - Even has unique graphics (supplied by the "mod" portion sense rulesets can't really reference/use new graphics themselves sadly, otherwise this would just be a ruleset.Meat is used! It replaces grain for many tiles (as such is technically incompatible with markovoss mod, though shouldn't crash the game or anything, the changes that mod makes to default titles might result in some weirdness with their values).Its called Better Realism, as the name suggests I attempt to make things a bit more realistic, unit movement, and production, some description mainly. I've made a new mod, its really a ruleset & mod combo really sense it provides a new unit amongest a good number of changes. Original Description from FreeCol Discussion Topic: New Mod: Better Realism
