Number of colonies 186.
Number of colonists 2334.
(Two or three of the French colonies yielded over 100 "people" each. Most just taking shelter "outside" colony of course.)
This when there are only 3 Dutch colonies left, including the capital with the only fortress I'll have to attack.
There are still some native settlements scattered throughout the map.
Mind its in the easiest level and the 4 turn years also tend to help.
To get the "longer years" go to "Game Options" than to "Year Options" and "Seasons" is the last counter downwards.
I think 2 Seasons a year is default but it allows 4 (or 2 to 4?).
One of these days I should search for mods.
I did find reference to a few but didn't go beyond that.
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Meanwhile, the three Dutch colonies cost me a few more hundreds of horses but didn't really take long to fall, complete with a few more tens of colonists, three ships under repair, and assorted booty. And that was it...
Currently beginning another match on a random map playing... the Ottoman.
That's not a typo, it's a mod.
Adds Italy, Belgium, Germany and Ottoman, although save I'm mistaken only the last of the four existed as such in the XVth century.
Actually the game comes with a few mods to start with, (including "month", "week" and "day" season's for 12, 52 and 365 turns per year!!!).
So, this time I enabled some of them and added a few more from here:
https://github.com/FreeCol/freecol-mods
Its almost sure not all of them will work, some may be incompatible with each other and crashes wouldn't surprise.
The one with 4 more nations seems to be working as another one that starts colonies with just carpenter house, depot and pasture.
Everything else will have to be built post foundation, so developing the colonies will take longer, or so it is to expect.
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Discontinued use of the "basic buildings" mod.
The idea of starting with just three of the most basic buildings, making colony development a bit more challenging, is nice.
The reverse, however, is too strong...
While it works well for the human player the AI controlled colonists just seem not "knowing" what to build.
They keep founding and abandoning colonies in the same turn and never get going.
The mod concept is interesting but it would require AI adaptation.
Started another Ottoman match without the "basic buildings" thing and they all (its a
tutti with all 12 nations) have their first colony going by 1505.
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After a few "freezes" I decided to cut down on mods.
First went the additional 4 nations but the "freezes" continued.
Than I noticed one of those that comes with the game (named Extended) seems to be more complex, with different rules and new units.
Removing that one from the active mods list seems to have stopped the "freezing".
Now playing an English match with the following active mods:
"shippable wagon trains"
"Convert upgrade"
"Experience expansion"
"Plant forest"
"Enhanced scouts"
Probably good idea to have a go on "Extended" and "4 additional nations" later on, separately.
"Enhanced scouts" seems to be working, they "see" one tile farther.
"Plant forest" introduces a new order-button but I still haven't tried it.
"Experience expansion" should allow colonists to gain experience while working on buildings and eventually acquire specialization,
"Convert upgrade" should allow more options for indian converts use, most notably, militarily.
"shippable wagon trains" should allow galleons loading wagon trains.