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Thread: Who can make it to the new world? Turks?

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  1. #1

    Default Who can make it to the new world? Turks?

    I haven't yet had a campaign last long enough to get the world is round thing yet, so I've been planning in my current Turkish campaign for my last few provinces to be new world.

    But, I read here today somewhere that you need to build the highest level of Port available to get there. It seems that the Turks can only build up to Shipwright... does that mean that I won't be able to build the boats capable of sailing across the atlantic?

  2. #2
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Who can make it to the new world? Turks?

    I'm not sure as I have'nt gotten that far yet. I think you can build ocean faring vessels like the Baghla (sp?), after gunpowder or thereabouts.
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  3. #3
    The Dominican Member Wizzie's Avatar
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    Default Re: Who can make it to the new world? Turks?

    You can only build Dockyards after gunpowder is discovered, as they produce the first canon-wielding ships. I presume you can't build the next level of port until the "World is Round" event.
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  4. #4

    Default Re: Who can make it to the new world? Turks?

    Excellent. I wonder how the Americas will look after a few Turkish Conquistadors land in the New World.

    Around what turn does the World is Round event occur? Or does it depend on certain things that need to happen in the campaign?

  5. #5
    The Dominican Member Wizzie's Avatar
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    Default Re: Who can make it to the new world? Turks?

    From a quite glance at the descr_events.txt file it would appear to happen around 1400-1408AD. That would be around turn 160+ (playing at the standard 2yrs/turn).
    Last edited by Wizzie; 12-18-2006 at 22:39.
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  6. #6
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Who can make it to the new world? Turks?

    Cool. Thanks for clearing that up.
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  7. #7

    Default Re: Who can make it to the new world? Turks?

    Gah! Turn 160!!!

    Is it just me, or do Gunpowder & the New World seem to come ridiculously late in the campaign? Man, I really want to pick up my remaining 15 settlements usuing Gunpowder units and at least partly conquering the new world. But this means I need to spend the next 90+ turns playing defensively or seiging/sacking/abanoning settlements.

    I think my next campaign, I will definitely look into modding the game so that this happens much sooner.

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