Birth of America Patch description
The year 2005 marks the 250th anniversary of the start of the French & Indian Wars.
The year 2005 marks the 250th anniversary of the start of the French & Indian Wars. Twenty years later, the War of the American Independance began. These two events marked the real start of a new era, the end of an empire, the birth of a nation.
In Birth of America, the player controls one of the major contenders of these 2 conflicts, trying to achieve military and political victory. It is a rather complete and detailed simulation of the two most important wars in Colonial America - from 1755 to 1783 - but with a simple and elegant new simultaneous turn-based engine, like your're used to.
Here are some key features of "Birth of America":
· Scope of the game covers all of North America, from Florida to Quebec and New England to Mississipi, from 1755 to 1783
· Game map is divided into more than 700 provinces, with a great diversity of terrain, climates and civilization levels. There are two camps fighting each other in all of the game's 10 scenarios
· Game turns correspond to one month of historical time. Scenarios vary from a few months to almost 9 years
· Players control mostly the military action of their nation. This includes such activities as drafting forces, building forts and depots, sieges and blockades, raiding enemy settlements and battles, both on land and at sea
· Troops are controlled at the regiment level and can be arranged into various needed detachments. Naval units come in the form of warship squadrons and flottillas. You can also manage supply wagons, water transport, forts and depots
· Wide diversity of troop types is implemented, including: light infantry; dragoons; siege artillery; rangers; indian warriors; marines; militias; ships of the line; frigates and lake flotillas
· There are more than ninety different models of units in all. All are rated for various aspects such as offensive and defensive strength, morale, experience, troop quality, geographical origin and movement type
· Large array of historical leaders (over 100) are included, some with their unique abilities such as capacity to setup ambushes or use speedy movement in the wilderness
· Political aspects of the conflict (especially during the War of Independence) are taken into account, impacting militia levies, minister in the homeland unwise intervention, rebels and tories shifting loyalties and the global path to victory
· A unique hand-made graphical design and work that reminds players of the boardgame spirit
and quality handicraft of the 18th Century
What's New in This Release:
Bugs Fixes
· The bug fixes listed here have been done in BOA sub-versions 1.09b to 1.09g also. Version 1.10 has no bug fixes per se but only compiles all the previous updates.
· An Army requested to disembark could (rarely) causes a crash if the fleet was bombarding at the same time.
· Fixed artillery batteries (Coastal Art.) are now eligible for fort building.
· Passive Indians no longer pillage.
· The Wind Gauge Indicator appeared on frozen river battles.
· Fixed 2 bugs in the fleet bombardment routine.
User Interface
· Army names on the small army tabs are now displayed in 2 lines to allow longer names)
· If an army has at least one fixed unit, a small pulsating lock will be shown on the envelope icon (the icon showing if the army commander is activated or not)
· Reminder: the cauldron and pile of cannon balls icons have detailed tool tips on your supply consumption and current stock for each army.
· Turns which have an order file attached now show a bright red attachment icon in the turn list. If you play PBEM, you should check that you have this icon in front of both turn files (in the file list) before processing the new turn... In any case, a dialog box will warn you if the opponent's file is missing (thus reverting to AI handling its turn).
· A new icon discriminates between harbors under blockade and harbors with all exit points frozen.
· Leaders in a stack are now all sorted by descending seniority except in cases of mixed leader, i.e. a leader integrated directly in a company
· The Army panel now shows you the total power of your units. Reminder: this combat value is just an estimate of the overall strength of the units and is not used in combat.
· The number of naval units needed to blockade a region is now indicated in a tooltip.
· Some fonts have been changed.
AGE Settings
· AGE Settings, the utility provided in the main Birth of America folder now shows you your current serial key. You don't have to retype it if you only want to change your videos settings.
· Better support for Display Frequency tweak.
Game Play, Rules Additions and Changes
· Militia levies are now at the end of turn processing and not at start.
· Fleets transporting too many troops can still move but very slowly.
Loyalty Rule Overhauled:
· If a region is loyal to you, and has no enemy troops, the opponent will loose from 1 to 6 percents of Military Control each turn.
· If a region has a very high insurgent percentage, and has an enemy held city, there is a small chance that Rebel Minutemen may appear. In this case the city reverts to the American control.
· During each turn, each Rebel Minutemen unit is checked and can spontaneously disappear. If it does, there is 50% chance that one militia replacement is added to the American Pool.
· When a leader is wounded, the code will now check the nearest town first before checking more distant towns.
· By request from some players, the entire Supply code has been rechecked. Everything works as designed. People finding that there is too much supply around can tweak easily the amount generated by structures.
· Leaders which are bound to a district (Northerner, etc.) can now leave it, but will be far less able in their ratings. This will help the AI make a better usage of these units too.
Data Changes
· Reading and Lancaster regions have their terrain changed from Clear to Woods.
· Supply wagons can now only transport 15 supplies each and not 20 (except for the British wagons, they transports 16). American wagons are now slightly faster compared to British ones on the other hand.
Scenarios Additions and Changes
· Glover’s seniority has been reduced.
· The British side received a duplicate leader in 1778
· The siege abilities now apply at the army level not at the commander level. This means that the ability will be used even if the leader having it is not the stack commander.
· Some script problems with American privateers have been fixed.
· The script bug preventing Indians to use correctly Indians replacements has been fixed.
· Supply units tweaked (see above)
· New scenario: Great Lakes 1812, with all new graphics (units and leaders!)
· Rewritten 75' Campaign, with tweaks to the initial setup of forces, flavor names for most British Foots Rgts (thanks to Le Ricain for the data), and modifications to the reinforcements (less supply wagons). The Campaign is named (Alt) for Alternate as the Standard Campaign is still there.
· 76' Campaign re-exported to make use of the British flavor names.
AI
· Improved how the AI responds if a small force, in a contested region with 2 big armies facing each other, can switch to offensive posture or not.
· Aggressiveness tweaking in several instances.