Mtw2 eras total conquest5/7/2023 Several building upgrades are required, and the natives are not to be taken lightly else you could risk failure during your initial attempts to conquer and colonise the New World. Once you have reached the New World of the Americas then colonisation and trade become your primary goals with the New World.Īnyone interested in the colonisation and conquest of the New World should be aware of the financial and economic burden such a venture could be to your faction. However navigating across the seas to the New World is slow and tedious, due to the fact it requires quite a few turns of blind navigation westwards to reach somewhere even remotely close to the Americas. Examples of vessels capable of crossing the Atlantic Ocean to the Americas are the Spanish seafaring vessels of the Caravel and the Grande Carrack. Although the names of vessels worthy of navigating the seas to the New World can vary faction to faction quite often the only vessels capable of navigating to the New World require a Naval-Dry-dock, or equivalent, and the “The World Is Round” event triggered. Should any willing leader miss the event notice for “The World Is Round” then a failsafe method to determine whether or not the event has triggered is through checking, either through the building browser or through the construction tab, whether or not building of the Naval Dry-dock port upgrade is possible yet.Īs mentioned previously the fleets of ships under your command determine whether one can, or cannot, navigate the seas to the New World. Before this event factions will not be able to construct the Naval Dry-dock upgrade capable of building the fleets of ships capable of navigating across the Atlantic Ocean to the New World, the Portuguese and Spanish have an advantage here as the Caravel only requires the Dockyard and not a Naval Dry-dock. The foremost prerequisite that decides whether factions are permitted to travel to the New World in the Grand Campaign is the event entitled “The World Is Round”, which is approximately expected to trigger between the years 1400-1408 A.D, which using the default time scale equates to around approximately 160-164 turns. Before factions from the Old World, during the Grand Campaign, can actually navigate to the New World there are a few prerequisites of which must be fulfilled. Depending on your financial and military skills the exploration and colonisation of the Americas could be a very costly experiment, even before you leave the shores of the Old World behind. Whether you are following the voyage of the First Fleet, or have plans to colonise the New World, else known as the Americas, and reap the rewards of vast amounts of gold and other luxurious trade items, the voyage is wrought with danger. Battle of 3 Kings.Search Search for: Colonisation & Exploration of the New World And seems fairly close to historical accuracy/timeline.Īlthough personally I would have had the Campaign Start Date at 1066 with the Norman and Norwegian Invasion of Saxon England. Would keep action interesting in the Americas, South (India) and South-East Asia. Bulgarians, Aragon, Friesland/Frisians, Bohemia, Lithuanians, Rostov-Suzdal, Volga Bulgar Khanate, Kiev, Papal States, Croatia, Pisa, Kakatiyas, Hoysalas, Pandyas, Liao Dynasty, Tibetan Kingdoms, Kanem-Bornu, Mandinka Kingdoms, Anglo-Saxons, Scottish, Welsh/Some Britonnic rebels, Irish, Cuman-Kipchak Confederacy, Khazar Khanate, Khara Khanate, Goryeo, Tatars, Jurchens, Plains Tribes, Mississippian Culture, Dorset Culture, League of Mayapan, Island tribes, Tanguts, Malay Kingdoms, Kediri, Dai Viet). I would have preferred this for a World Map mod (if its starting at 1100ad):Ģ6.Empire of North Africa (Egypt + Granada/Morocco/Cordoba Almoravids)Ģ8.Kingdom of Mapungubwe (Bantu Warrior Tribes, South Africa, Zimbabwean, Swahili coast)ģ0.Rebels (for ex.
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