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Birth of America

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Game Info

Game Release Date: September/5/2006
Game Developer: AGEOD
Game Publisher: Strategy First
Game Description: The year 2005 marks the 250th anniversary of the start of the French & Indian Wars. And twenty years later, the War of the American Independence began. These two events marked the real start of a new era, the end of an empire, the birth of a nation.

In our new product, Birth of America, the player controls one of the major contender 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. 

"Surrender at Yorktown", John Trumbull (1756-1843)

Scope of the game covers all of North America, from Florida to Quebec and New England to Mississippi, 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 flotillas. 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) is 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. 

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Game Cheat Codes

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Game Demos

Birth of America Independence Day v1.08 Demo
| File Size: 284 MB | File Format: .exe | Language Version: n/a | *External Link |

Info

This new demo includes:
- BoA Tutorial.
- One full year of the Great Campaign (1775-1783). All features are enabled during this game (but limited to one year).
- The PDF manual.

Game Patch Updates

Birth of America v1.04 Patch Update
| File Size: 8.05 MB | File Format: .exe | Language Version: English |

Info

none
Birth of America v1.04 > v1.04b Patch Update
| File Size: 1.28 MB | File Format: .exe | Language Version: English |

Info

Bugs fixes:
- Fixed the error triggered by clicking on some icons of the battle report.
- Fixed the drag&drop in the British West Indies (prevented loading regiments on the initial ship in the AWI campaign).
- Blank battle report popping-up erroneously in hosting should not reappears (if it does, please report).
- You can no longer unfix a unit with another unit of the same strength (you need a stronger unit).
- Disabled the ambush order in fort. (!)
- Moving into a structure will remove the entrenchment status.
- You will not automatically switch to Offensive, if you are in a structure and have less than 5% of control in the region.
- If you have the special order "enter into the destination structure as soon as possible", it will only triggers if there is no enemy besieging the structure.
Interface changes:
- AGEsettings, the utility in the same directory as the main BOA executable has now 2 new options:
a) using a resolution different from your desktop resolution. Please note that BoA can't dynamically reset your resolution to your desktop one if you just minimize / alt-tab the game. A lower resolution allow you to run the game faster. 
b) hardware mouse cursor option enabled, will speed up mouse response for whose who have a low FPS.
- Region pre-caching will only pre-cache regions when loading a scenario (its now advised to always check this option).
You can now "Save as" a game, by using CTRL & click when you save a game with the "Save" button on the top right panel.
- 4 new parameters are recognized in the BoASettingsGeneral.opt file:
ScrollAmount = 100
ScrollDelay = 100
ScrollIncrease = 2
(the 3 above are the current values)
ScrollAmount is the amount of pixel scrolled for each scroll impulse.
ScrollDelay is the amount, in ms, before triggering the scrolling.
ScrollIncrease is the speed increase of the scrolling, from 0 to ScrollAmount.
To restore the 1.02 scrolling behavior, use:
ScrollAmount = 50
ScrollDelay = 400
ScrollIncrease = 50
(eg 'big chunk, delayed' scrolling)
- This parameter command the delay between battle rounds:
BRSmallStep = 10

Graphics & Art:
- Towns (level 1 structure) now have a new image on the map. Reminder: level 1 town don't allow a unit to get a RPL.
- Bridges and fords have been added to the map (download the separate map update archive)
- New arts for Galvez (Spanish leaver), Washington (young, in the FIW scenarios), Dunmore Ethiopian unit.

Gameplay:
- Most Indians and Irregulars units can no longer captures enemy structures. Instead they will burn it.
- Indians & Irregulars can get replacements in any regions, provided they are in supply (this include partisans). Be sure to have an army with only leaders and irregulars to trigger this effect. (you must have RPL in your pool though!).
- The replacements priority is now an absolute one: armies in passive will always receive RPL before Defensives armies, and Defensives will always have a priority over Offensives armies.
- Two new crossing cost have been added, in places with fords or bridges. This reduce the crossing cost of rivers, but don't change the combat matrix (on purpose).
- Leaders can't get more than +1 in each of their Offensive/Defensive leader rating from experience.

Scenarios:
- Indians tribes can now be activated "as a block" if you attack one of them. The scripts discriminate southern & northern Indians.
-Minor additions and modifications in all the FWI scenarios, and the 75/76 campaigns (some additional garrisons, etc.). 
Birth of America v1.05 Patch Update
| File Size: 8.04 MB | File Format: .exe | Language Version: English |

Info

WARNING : This patch won't allow saves of previous versions to be continued (changes in the data format).

Bugs fixes:
- Renaming a saved game prevented new events to appears.
- 'Save as' function not working properly (performed a simple save)
- Loyalty messages were sometime inverted.
- The tool tip dealing with armies postures in the battle report was erroneous.
- Indians should not burn any more their villages when they switch allegiances.
- The winner in combat is now determined in a more logical way.
- "Saving as" twice in the same turn could cause a crash, because the files are still locked by the system. Now you will get a message to retry some seconds later (can be 1 min on some rare systems).
- Dropping a unit onto an army tab would cause a crash if the tab was not graphically displayed over a region. (this is possible in the British West Indies off-map box)
- The battle report will show a more accurate count of units engaged in the fight, both initially and during the battle. Before units which were committed at round 2+ would not be displayed (so were displayed some strange results where you would have suffered losses without having any units displayed initially!).

Gameplay additions & changes:
- New game concept, roads & tracks. Each region has now a network level (separate from its civilization level): none, tracks, roads. 
Roads are on the map, tracks are in every region with a city and generally in non-wild areas (you don't get a visual clue though). A road will allow your units to move with the terrain cost of a clear terrain, whatever the real terrain. A track will have your units spend at most 150% of the clear cost, if the cost would have been higher (so you benefit from a track in mountain or forest, but it has no real importance in clear terrain).
- The maximum damages done by besieging units has been refined. Irregulars can no longer inflict such damages (they can starve you to death or assault the structure though).
- Most Irregulars can now capture some structures (depot, villages, harbor), will burn some others (level 1 fort) and won't be able to capture/destroy cities or fortresses. For gameplay reasons they can still assault, but the owner will not change even if they kill everybody. British Light Infantries are irregulars but don't have this behavior.
- An army intercepting another friendly army will target the region the second army is moving in, not the initial region.

User interface additions:
- A message will tell you more precisely why you can't move into a given region (Carleton leader trying to move outside of Canada e.g.).

AI:
- The AI can now receive a detection bonus, helping her making the right moves against a human opponent.

Scenarios changes:
- All scenarios re-exported to accommodate with the new gameplay rule on roads & tracks
- The initial English units in the British West Indies in 1775-1776 are now fixed for a few months (they would jump early on Charleston otherwise)
- Some Indians villages belonging to the French were mistakenly given to the English faction.
Birth of America v1.07 Patch Update
| File Size: 8.96 MB | File Format: .exe | Language Version: English |

Info

Bugs fixes:
- Orders files with appended carriage return (added by overzealous mailing programs) should not crash the game anymore.
- An army entirely killed while force marching would cause a crash.
- Upgrading units should now work. This is done automatically if your leader is a Training Officer or Master Driller (Washington, von Steuben, ...).

Scenarios & data:
- Some erroneous links corrected in the map (Isle au Noix for example)
- Scenarios reworked again, notably the French-Indians war scenarios. Also if Louisburg fall, the French will loose 100 VP. If not taken, starting in 1758 some added reinforcements will arrive, notably the "Grand Renfort d'Amérique" with 5 lines regiments and assorted assets.
In the AWI, added the 1st RI regiment, an American regiment with black troops (august 78).

Gameplay additions & changes:
- Ships can now bombards. In order to do so your fleet must have:
a) big guns (range 5 or better), b) be in offensive posture and at sea c) must not have bombarded this turn d) have the order "bombard" activated. 
A valid target is (coastal province each time):
a) an enemy army in a region where you have an army in offensive posture
b) an enemy in a city, if the city has an harbor
c) an enemy fleet, harbored, in a port not protected by a fort
d) an enemy army, entrenched with artilleries.
Beware, the enemy can strike back...
- Units recombination's
You can recombine weakened units (who have lost elements) into a single one. Common usage will be to regroup your weakened artilleries, supplies and militias into stronger units. To do so, multi-select the units which should merge, then hit CTRL-C. Provided the merging is legal (right elements, no more than 4), then the operation will be done instantly (no need to be processed by the hosting phase).
- Indians units will now cost 2 CP (command points) if commanded by a leader unable to command Indians units. Reminder: these units have a 0 CP cost normally, if left alone or with the right commander. Ambush percentage chance has been increased for all units what's more.
- Levies are now raised in February and June, starting with February 76 in the AWI.
- If you fight in a region where you have a structure, you will now retreat inside. Also if you sortie from a structure, the hosting module will force you to switch to an offensive posture if not done. This is to prevent a possible exploit, where players would sortie and go away from a structure besieged by a force in defensive (to get the benefit of entrenchment eg).
- Yet another test has been made to get a right flavor message when you are victorious or defeated in a battle. Pyrrhic victories are still difficult to get right...
- A passive posture now enable you to get out of a ZOC. Reminder: a ZOC is a zone of control, = a region where the enemy has a fort or many troops. (see the previous read me for all the rule)
- the protection rating of troops is now used differently. Before each point in protection subtracted 4% to hit chance. Now the To Hit chance is time 0.96. This should be more realistic in some extreme cases (low or high To Hit chances). eg: 5 protections give (0.96)^5 = 0.80

Graphics:
- The cityscapes sprites have been remade to look "crispier".
- If you use the pause after battle option, the battle balance is now disabled.
- Explosions have been replaced by the region of the battle pulsating in red.
- The English flag has been fixed.

User interface additions:
- Scrolling will now disable correctly the tooltip, if you choose to have a delay on tooltip appearance.
- Added short keys
For postures: Use A, O, D, P for Aggressive, Offensive, Defensive, Passive
Sentry: S
This will skip the army/fleet when you browse thru your list of assets with the browse keys.
Reminder: E: previous land group R: next land group T: previous fleet Y: next fleet
*** The armies/fleets are skipped if on move, UNLESS you press also CTRL. ***
For special orders & missions: Use SHIFT +
T: Move inside Town upon arriving into the destination region.
E: Entrench
F: Build Fort
D: Build Depot
S: Sortie from structure
M: Forced March
A: Ambush
R: Raze Fort
B: Burn other structure
B: Bombard
Ctrl-C: combine units
- Some regions colors are now customizable. Open BoaSettingsGeneral.opt, add these keys:
colFoW = 175|175|175|255
colEventBlock = 145|145|145|255
colPermaBlock = 125|125|125|255
the 4 numbers for each color are: red value, green value, blue value, opacity (leave 255, as for these 3 the opacity is hard coded).
colFow is for fog of war. colEventBlock is for regions that are blocked (unplayable) but can be unblocked by an event. colPermaBlock are for region blocked during the entire scenario (outside the playing area).
- Optimal mouse cursor "giggling a bit" should not reset the tooltip delay anymore.
Birth of America v1.08 Patch Update
| File Size: 13.9 MB | File Format: .exe | Language Version: English |

Info

Bugs fixes:
9 bugs (ranging from minor to medium severity) corrected.
Scenario Fixes-
A - 1755 Scenario
- added new French leaders Plantavit, Testard, Léry, Lignery
- fixed Lord Loudon disappearance: he is now in Williamsburg in 1755 and will stay there till removed from command (he was mostly staff than action)
- changed G. Washington to start with Braddock army, which has also been strengthened a bit with artillery and militias.
- changed J. Amherst enter game in June 58 with the Louisburg expedition army arriving with J. Wolfe at Halifax.
- fixed 22nd Foot showing up twice 
- changed the fixation level and duration of some French units in 1755 in order to avoid a "Total War" that is unhistorical and unbalanced.
B - 1775-1776 Scenarios
- added new American leader Paterson in Boston 1775 (both historical and solving command problems)
- added new British leaders: William Caldwell in the West in 1775, Alexander Stewart arriving with Lord Rawdon, 
- replaced Skinner by Lord Dunmore in Norfolk, Skinner now shows up when the Brits take New York
- changed the fixation level (2 months) of T. Gage army in Boston to reflect his "expectative" attitude till Bunker Hill (June 75)
- added the 1st Rhode Island Black regiment for the USA in 1778
- added a replacement script for Partisans in the South when the original units get killed (for 3 years 1778-1780)
- added a script for the US to get artillery replacement when they send, once per year, their blockade runner or privateers to Eastern Caribbean
- added US artillery and supply showing up in French West Indies upon French entry in the war: the US player can try to go there and pick them up...
- added a script for the US to get artillery replacement when new French Fleet show up in American waters.

Units Fixes:
- improved the stealthiness of merchants, blockade runners and privateers to avoid having them caught systematically
- new abilities; seaman increases admiral speeds by 25%, Pontoneer increasing river crossing speed by 25%
- increased the hit points of British and French regulars from 8 to 10.
- added seaman mover and skirmisher to John Paul Jones to help him avoid desperate battles with the RN.
- changed British leader Hamilton first name to Henry (the historical one, James was an American officer)
- added new 1776 American leader Paterson 
- added new 1755 French leaders Plantavit, Testard, Léry, Lignery
- added new 1776 British leaders William Caldwell, Alexander Stewart, Lord Dunmore

User interface:
- 'Save under' process inverted. If you Ctrl-click on the 'Save' button, you will make a copy (under the new name given) of your current game. You will continue playing with the current name of your game.
- 'Restore Backup' option added on the load game screen. Pass the mouse over the game to restore to get instructions. This will load the previous turn from the auto-backup folder.
- Improved handling on how to show the details about companies and elements of units: the small NATO symbol on the unit (regiment) panel is now clickable and will bring the detail window about each company of your regiment. Right-click will close the window.

AI:
- Improved the 'Winter Quarter' algorithm.
- Accelerated the pathfinding algorithm (~ 15%)

Gameplay, rules additions and changes:
- Added the pontoneer ability to marines units (which were used to cross rivers at this time). The whole army will cross rivers 50% faster.
- Forts and to a lesser extent cities have been strengthened significantly against assaults.
- Training has been nerfed.
- Damage dones in the fire phase and in the assault phase are now 2 variables for each element (before the same damage was used).
Birth of America v1.09 Patch Update
| File Size: 13.9 MB | File Format: .exe | Language Version: English |

Info

This update is mostly aimed at further improving the AI (nicknamed Athena). Enjoy what she has learned!
=========================================================
Bugs fixes
=========================================================
This update has no bug fixes.
=========================================================
User interface
=========================================================
- Intermediate movement messages have been filtered out from the message panel unless you are in Error Logging mode.
- AGESettings (the utility in the main game folder) proposes 4 different windows modes: Fullscreen, maximized mode (this is the standard and optimized one), windowed mode with border (resolution of your choice), windowed borderless mode (resolution of your choice). Users with dual screens can try the last mode. These new modes are experimental.

=========================================================
Gameplay, rules additions and changes
=========================================================
- A lone leader never suffers from harsh winter casualties.
- The naval blockade rule has been revised. You need 2 SOL (Ship Of the Line) squadrons to blockade any given sea. In order to determine which seas need to be blockaded to shut down a harbor, just pass the mouse over the harbor icon. If an enemy fort with artillery is adjacent to the sea, the required number is 4 SOL squadrons. If one of the attacker's (manned) forts is adjacent to the enemy harbor, only one squadron is required. If you both have a fort, you still need 2 squadrons. Reminder: blockading a harbor will prevent the besieged units from re-suppling by sea.
- Retreats from a thawing river will be made toward the region with the highest military control.
- Fleets which are blocked in a frozen river can't bombard.
- Irregulars can now recapture cities if the region's loyalty is 51% or more (liberty!).
- Artillery bonus for siege roll is revised: every 30 combat points gives +1 (or -1 if you are defending), with fractions used for a random roll. If you suffer from a command penalty, then the adjusted combat points are used. 

=========================================================
AI
=========================================================
- Sped up AI thinking by roughly 30-40%.
- Improved the long range mission behavior.
- Improved the unit gathering behavior ("garbage collector" for units).
- Light units can now be sent to recon if needed (new).
- Light units are now called by big stacks to maximize the detection rating of said stacks (new).
- irregulars (rangers, Indians, partisans) can now be sent on raids with appropriate leaders and stealthy mode (new).
- Depot will now be built if a need for one persists in a given area (new).
- Re-supplying of units has been improved.
- Sieging forces will be more aggressive if they can afford the assault.
- Besieged forces will be more aggressive if they can afford the sortie.
- Units bound to an area will be better used.
- Major update on the naval AI algorithms.
- Naval AI will be better at blockading enemy harbors.
- Various adjustments of parameters for a better decision process.
Birth of America v1.09f Patch Update
| File Size: 14.1 MB | File Format: .exe | Language Version: English |

Info

Bugs fixes:
Version f fix a bug with the message panel and another one where you would not be able to destroy forts. 
It corrects 5 bugs (bombardment bug, error during AI generation, etc.)

User interface:
- Intermediate movement messages have been filtered out from the message panel unless you are in Error Logging mode.
- AGESettings (the utility in the main game folder) proposes 4 different windows modes: Fullscreen, maximized mode (this is the standard and optimized one), windowed mode with border (resolution of your choice), windowed borderless mode (resolution of your choice). Users with dual screens can try the last mode. These new modes are experimental.

Gameplay, rules additions and changes:
- A lone leader never suffers from harsh winter casualties.
- The naval blockade rule has been revised. You need 2 SOL (Ship Of the Line) squadrons to blockade any given sea. In order to determine which seas need to be blockaded to shut down a harbor, just pass the mouse over the harbor icon. If an enemy fort with artillery is adjacent to the sea, the required number is 4 SOL squadrons. If one of the attacker's (manned) forts is adjacent to the enemy harbor, only one squadron is required. If you both have a fort, you still need 2 squadrons. Reminder: blockading a harbor will prevent the besieged units from re-suppling by sea.
- Retreats from a thawing river will be made toward the region with the highest military control.
- Fleets which are blocked in a frozen river can't bombard.
- Irregulars can now recapture cities if the region's loyalty is 51% or more (liberty!).
- Artillery bonus for siege roll is revised: every 30 combat points gives +1 (or -1 if you are defending), with fractions used for a random roll. If you suffer from a command penalty, then the adjusted combat points are used.

AI:
- Sped up AI thinking by roughly 30-40%.
- Improved the long range mission behavior.
- Improved the unit gathering behavior ("garbage collector" for units).
- Light units can now be sent to recon if needed (new).
- Light units are now called by big stacks to maximize the detection rating of said stacks (new).
- irregulars (rangers, Indians, partisans) can now be sent on raids with appropriate leaders and stealthy mode (new).
- Depot will now be built if a need for one persists in a given area (new).
- Re-supplying of units has been improved.
- Sieging forces will be more aggressive if they can afford the assault.
- Besieged forces will be more aggressive if they can afford the sortie.
- Units bound to an area will be better used.
- Major update on the naval AI algorithms.
- Naval AI will be better at blockading enemy harbors.
- Various adjustments of parameters for a better decision process.
Birth of America v1.10 Patch Update
| File Size: 15 MB | File Format: .exe | Language Version: English |

Info

This update tweaks many elements, provides a free scenario (from the War of 1812), and a rewritten 75’ Campaign. 

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 of 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. 
Birth of America v1.10b Patch Update
| File Size: 15 MB | File Format: .exe | Language Version: English |

Info

none
Birth of America v1.10d Patch Update
| File Size: 14.8 MB | File Format: .exe | Language Version: English |

Info

Bug Fixes:
- Captured units had sometime an invalid name.
- Unit name, when too long, disappeared completely on the army tab (bottom panel).
- You can now load units from a region without harbor to a fleet at sea. It used to works in 1.08 or before but has been broken in 1.08.
-Naval artillery can now be moved by ships
- Mohawk units are now recognized as Indians for the English/Indians leader trait.
- Interface (free updates from the AACW code toward old brother BOA )
- Numbers are now shown in orange in most tooltips.
- If you select a group and press shift, you can see the nature of the links around him. Dark brown is for land, bright blue is for river, navy blue for sea/ocean, red for interdicted link. Very handy to be sure you can greet the enemy behind the river!
- The command penalty of your selected group is shown as a pulsating number in the army panel.

Gameplay:
- Supply wagons don't cost command points anymore. They can now give the +10% fire bonus to all units in a city, if you are being assaulted. They prevent the surrender of all units in a city if you are besieged. Depots do the same, but will also gives the fire bonus to all armies in the region, even if the battle is outside.
- Militia units in strategic town of their home state, if there is only 1-2 regiments, never goes home in winter (they are at home!). (you can have others units with them)
- Sometime Minutemen units were raised and disappeared in the same turn, thus failing to take back the town. Now minutemen stay at least one month. 
Birth of America v1.11 Patch Update
| File Size: 16 MB | File Format: .zip | Language Version: English |

Info

Previous saved games are compatible.
This patch includes all additions since 1.00.
Some user interface additions and tweaks, adjustments in gameplay to prevent possible loopholes, and a slightly enhanced AI benefiting from the current
work on AACW, our next game.

Bugs Fixes:
- Fixed a bug with fleet and unload.
- Fixed a bug with minutemen liberating their city.
- A bug prevented the display of the 2nd battle for a given day.
- Leaders won't heal their wounds by going into besieged cities.

User Interface:
- You can now plot patrolling moves, by dropping your stack on the destination
region while you hold shift.
- Numbers in tooltips are now colored.
- If you hold down shift while a stack is selected, you see in color the links
to adjacent regions.
- The command penalty is now shown near the order envelope, in pulsating red.
- Improving caching system allowing smoother scrolling of the map.
- New Waypoints icons
- You can show with an adjustable delay, or even mask the animated balance seen
during a battle.
- Multi lines scrolling enable for the ledger, you now browse your units one
page at once (with the mouse wheel only).

Game Play, Rules Additions and Changes:
- Supply Wagons in a besieged stack give the 'surrender protection' behavior to
all others stacks besieged (provided they still have some supply left)
- You now only retreat in a city (of the region you are in), if the special
order 'enter structure at end of movement' is checked. Run for the hills!
- Artillerist trait now also give a slight bonus during siege.
- Your leader must be activated to plan a Sortie.
- A delay can appears before a battle trigger in a region, leading to a more
realistic and 'evasive' gameplay.
- The command penalty rule is revised, small, lone stacks don't get max penalty now.

Data Changes:
- Supply wagons no longer cost command points.
- Stanwix leader had the wrong name at the element level.

Scenarios Additions and Changes:
- French Intervention: The French reinforcements number 4 and 5 would not
trigger. French expeditions 1 to 3 (the major ones), worked rest assured.

AI:
- The AI splits artillery away from armies less frequently.
- Improved slightly the logic for the Being Besieged algorithm.
- Improved slightly the logic for the Garrison algorithm.
- Improved slightly the logic for the Re-supplying algorithm.
- Improved slightly the logic for the targeting of enemy regions algorithm.
- Improved slightly the logic for the Build Depots algorithm.
- Added a Stacks Manager algorithm, shuffling and optimizing units between the
various stacks of the same region.

Game Trainers

none

Game Patch Fixes

Birth of America CD Key/Serial
| File Size: 1.42 KB | File Format: .rar | Language Version: English | Author: RELOADED |

Info

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