Johan de Witt's The Netherlands

by CharZ·v1.0·Updated 2018-10-11

Johan de Witt's The Netherlands

About this mod Machine translation

Johan de Witt's The Netherlands

Planned features for the final version:

Person in charge: Johan de Witt

Unique Zone: VOC Haven (port changed. Currency available; offers additional trade routes, great scientist points, great artist points, great merchant points and better adjacency bonuses)

Unique Improvements: Windmill (+1 Food and +2 Production to tiles. +1 Food per adjacent farm, +1 Production when researching Technology or Citizens, +1 Culture when researching Technology or Citizens.)

Civilization Ability: Colonial Trade (Civilian) units gain the ability to start using currency. All maritime parcels within city boundaries have been improved. )

Leadership: Golden Age (Dutch trade routes to other civilizations provide +2 gold and +1 production to the Netherlands, +2 gold to the Netherlands +1 culture. Any trade route to the Netherlands sends +2 food to the Netherlands.)

Unique Agenda: Pensions of Great Holland (trying to have the most gold, doesn't like civilizations with more gold, tries to accumulate faith, doesn't like evil civilizations, won't declare a war he will be called a warmonger).

Current features:

Leader: John DeWitt

Unique Zone: VOC Haven (port changed. Currency available; provides additional trade routes, great scientist points, great artisan points and better adjacency bonuses)

Unique Improvements: Windmills (+1 food and +2 production to tile. +1 food per adjacent farm, +1 production when 3 windmills are adjacent to each other.)

Leadership: Golden Age (Trade routes from other civilizations to the Netherlands provide +2 gold and +1 production to them, +2 gold +1 culture to the Netherlands.)

Job requirements:

Add visual effects (portraits, leaders, windmills, etc.)

Fix 'Colonial Trade' ability (code exists but doesn't work)

Added bonus for sending transaction routes

AI features (messaging and agenda)

Amsterdam City Hall Replacement

YnAMP support

Idea:

2 windmill types such as old growth forest and new growth forest

New natural wonders (The Waddenzee, The Hoge Veluwe)

New Wonders (Efteling, Keukenhof)

Leader: Johan de Witt

Unique District: VOC Haven (Harbor replacement. Available at currency; Provides an extra trade route, Great Scientist points, Great Artist points, Great Merchant points, and better adjacency bonuses)

Unique Improvement: Windmill (+1 food and +2 production to tile. +1 food per adjacent farm, +1 production when a tech or civic is researched, +1 Culture when a tech or civic is researched.)

Civ Ability: Colonial Trade (Civilian Units gain the ability to embark at Currency. All Sea Tiles within your city borders are improved.)

Leader Ability: Golden Age (Other civilization's Trade Routes to The Netherlands provide +2 Gold and +1 Production to them, and +2 Gold +1 Culture to The Netherlands. Any Trade Routes The Netherlands sends out provides +2 Food to The Netherlands.)

Unique Agenda: Grand Pensionary of Holland (Tries to have the most gold, dislikes Civs with more gold, Tries to accumulate Faith, Dislikes Civs with low faith, will not declare wars where he'll be branded a warmonger.)

Current Features:

Leader: Johan de Witt

Unique District: VOC Haven (Harbor replacement. Available at currency; Provides an extra trade route, Great Scientist points, Great Artisan points, and better adjacency bonuses)

Unique Improvement: Windmill (+1 food and +2 production to tile. +1 food per adjacent farm, +1 production when 3 Windmills are adjacent to each other.)

Leader Ability: Golden Age (Other civilization's Trade Routes to The Netherlands provide +2 Gold and +1 Production to them, and +2 Gold +1 Culture to The Netherlands.)

Work Needed:

Add Visuals ( Portrait, Leader, Windmill, etc.)

Fix the 'Colonial Trade' ability (The code exists but doesn't function for embarking)

Add bonuses for sending Trade Routes

AI Functionality (Messages & Agenda)

Amsterdam City-State Replacement

YnAMP Support

Ideas:

2 Windmill types, like old-growth forest and new-growth forest

New Natural Wonders (The Waddenzee, The Hoge …

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
Johan de Witt's The Netherlands
File size
30.5 KiB