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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by Col Bigspear
Why is every one saying "are these colonies useful" I thought it was painfully obvious what the colonies do from looking at the walkthrough on the firaxis site. if something is outside your borders you build a colony and connect a road, thus gaining access to it. I dont think of them a colony colonies more of mining colonies eg the type that sprung up in the west of north America for the gold rush. Once your borders swallow the colony there is no use for it and it is removed from the map, that resource is now part of your country. So I think colonies will be very important in the early game. If they are, the firaxis site showed your first city being built and then a colony being built on silk outside the borders. Though I have been skeptical about the pictures being Mock-ups on other threads |
I watched the slide show and thought they would be useful as well. However, since I had not seen a screenshot of them in a while, only the one that was pointed out above - I started to think that they might not be very useful.
The reason for this is simple. You need coal and it is near another resource. You could build a colony on that coal that you would have to defend to gain only the one coal resource.
Or you could build a city only costing an extra pop point. Once you have gained a little culture in the city, you now have both resources. Also since you have built a city, it will also allow you to build city walls, more units, etc to help defend the resources. As well, you can build more culture buildings to extend your borders, wonders, or units to conquer the world. Or even more cities/colonies.
Now which one would you prefer?
I, personally, would want the extra city. For only an extra pop point, I get both resources and the option of extending my nation. That is why I believe Firaxis may have had to give up on colonies or at least tweak the idea a bit.
Last edited by tniem on 16-07-2001 at 05:00
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NeoBlade
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Port Richey,Florida ;p
Jun 2001 time: 00:14
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Can't you tell what colonys are for..?They're for getting resources in places that citys whouldn't go,like large deserts,tundra,mountain ranges,hilllands,swamps..you know,places where normal citys whouldn't do to well and whould become a hindrence,a weak point of your empire instead of a good addition.
BTW,I belive colonys built on the coast should have access to all colonies on the coast after the Caravel technology.It just makes sense ya know?
If you've ever played on the Austrailia map,you'd wish you had colonys too to get at all that oil in those huge deserts.
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by NeoBlade
Can't you tell what colonys are for..?They're for getting resources in places that citys whouldn't go,like large deserts,tundra,mountain ranges,hilllands,swamps..you know,places where normal citys whouldn't do to well and whould become a hindrence,a weak point of your empire instead of a good addition.
If you've ever played on the Austrailia map,you'd wish you had colonys too to get at all that oil in those huge deserts. |
But with the expanse of borders, a city doesn't actually have to be near the resource in order to gain it if it has a lot of culture. So playing in Australia, Sydney would have enough culture to get all resources within the island. You don't have to build a city near a swamp to gain that resource, just near enough with a temple to extend your borders.
quote: BTW,I belive colonys built on the coast should have access to all colonies on the coast after the Caravel technology.It just makes sense ya know? |
This is kind of what I originally thought colonies might be for before that slide show. We will certainly see how this plays out.
PH, I guess if Firaxis has done a lot and ended ICS, colonies probably will be necessary. I just am not convinced that:
a) Firaxis has solved ICS enough where building another city isn't preferable to a colony
b) That a colony is more cost efficent than building a temple (or other culture building) and extending your border to the resource.
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AroSch
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NE-Germany
Aug 2000 time: 06:14
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It seems to me, colonies make a lot sense. As far I know:
- Firaxis sad, you need ressources to build some units
- thes sad noone has all ressources, you must have to trade
- somewhere I read, you can´t manage large empires that easaly.
So it seems to me, colonies brings up ressources from outside our borders (from near or from far away) faster and easyer then building cities and develope them. Colonies seems to be one way to get these ressources without trading with your enimies and without building a large, heavy to handle empire.
Anyone knows how easy or heavy it is to found citys at different places? How much cost a settler, how much is a worker? Is there a movement difference between them? May be, you could build 2 workers instad one settler in the same time? And so on. I think, there is no reason now to say the colonies are unless, simply becouse we know not enough about.
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: Originally posted by seer_98
Has Firaxis said that a colony would cost a settler? Or is it just an improvement like a road?
If the former, then colonies seem almost useless with our current information. A city would always be better.
If the latter then they make sense. I wouldn't worry about ICS if colonies can't grow, aren't affected by wonders, can't build improvements, and don't mine or farm (i.e. they just collect resources at the cost of only a tile improvement). It also makes sense for them to go away when a city border encapsulates them because the resource would be collected anway. |
As it has been explained to us, cities are created with settlers that will now cost two pop points. Meanwhile, colonies will be built with workers that will cost one pop point. As soon as you build the colony you lose your worker. A colony cannot grow but it acts as a size one city, so if you don't defend it, an enemy only has to walk in to take the city.
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quote: Originally posted by TechWins
Well, that depends on how long it will take to build a certain cultural expansion improvement and how long it will take you to build a colony. |
OK gentlemen let's do the number and math. You/we start our first city. (sound like Indy "Start your engine") Now we will all have to think for a moment, do we need a soldier or worker first. Of course if the worker is complete before the city gain 2 pop points. then your building time will/maybe be wasted. But wait, Firaxis has not told us, which turn will the BARBARIANS show up. Turn 10, 20, 30. (In CTP 2 they start on turn 20. But you can change that by editing the files. However Civ 2 did not allow that change did they?)
So we build a warrior first (5 to 7/8/9 turns). Now is the city at 2 pop points? If yes than we still have to decide whether to build another warrior or worker. Now you could build the one you did not last time. We have no idea how long to build a worker (10 turns?). By now we hope the city will be large enough to build a settler. In Civ 2 a settler can take up to 20 turns in the BC time frame. Let's do the math. At lease 30 turns or so you will have 2 warrior and 1 worker. I think the colony just might be very useful at this stage. Around turn 50 we get a settler. This settler will have to travel at lease 5 tiles to start another city. So now we are at turn 55 or so, and if a Temple is availble to build, we are in the 5th turn of building it. In Civ 2 it take 10 turns for a Temple right? But how far away is the colony. How many tile from city center will a temple extend our borders? The city itself will be two tiles when it gain the 10 pop point from city center (21 tiles).
Around turn 60 we might have 2 cities, 3 warriors, 0/1 worker (If you build a colony), and one city improvement. City one better start building a new worker. City two should be building warriors for a short time until you have around 6/7/8 warriors. 4 warrior for defence and 2 or more for scouting the area. IMO colonies will be very important at the start of the game. When some of you say thing on the site, please do the math before you type. Maybe you will answer your own question. If you answer your own question, than please type the question and answer so all of us can read it.
This game is going to be fun. One thing is for sure, will never again play it like we did Civ 1 and 2.
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Kenobi
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Here's an idea: why not allow the 1 pop point in a colony to be added to a city when the city's "culture radius" envelops the colony? It's illogical that the people who go off to build this colony just disappear.
That is, you start off with a settler and worker. The settler builds a city, the worker goes off to establish a colony. Once the city expands to absorb the colony, the worker's pop point gets added back into the city. It would be a bit like a major city absorbing regional towns as suburbs.
That way the colony isn't a wasted population point and provides rapid access to a resource.
Likewise, you could build a colony overseas initially. Later, you build a city nearby and absorb the the pop point, kickstarting the city.
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tniem
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Hope College
Apr 2000 time: 00:14
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quote: can you harvest a resource that is in your city radius without any borders? I'm wondering because it has only been stated that you can't harvest a resource that is out of your city radius without borders |
The way I understand it no. You need a border to harvest a resource. Period.
quote: Here's an idea: why not allow the 1 pop point in a colony to be added to a city when the city's "culture radius" envelops the colony? It's illogical that the people who go off to build this colony just disappear. |
Great idea Kenobi. Welcome to the forums.
However, I believe Dan said that this is not going to happen. When asked when the concept was originally shown to us gamers, he said that the pop point would be lost when a colony was swallowed by a border. Obviously they are the ones playing the game, so Firaxis if you have found colonies to be useless than please consider adding the pop point back to a city when a colony gets destroyed.
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TechWins
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Arizona
Apr 2001 time: 22:14
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quote: The way I understand it no. You need a border to harvest a resource. Period. |
See now I don't understand why it would be that way. You should be able the resource if it's in your city radius, regardless of borders. I think the way you should be able to harvest the resource, if it's in your city radius, is you would put one of your food allocation thingies on the resource to harvest it, while still gaining the normal food/trade/production you would recieve. I also think it should be this way because from what I've seen there aren't any things like pheasant, silk, iron, that can help out your trade like they did in Civ2. If the special resources are in your city radius they should provide the same as what they did in Civ2 and what they are to be providing in Civ3. If you understand what I mean. Sorry about this post not being very clear but it was hard for me to put that idea into words for some reason, maybe because I'm getting tired.
Tniem, the first time I saw your thread, colonies, I knew it would wind up getting a lot of posts in it.
quote: Great idea Kenobi. Welcome to the forums. |
I too agree this idea should be used. As you stated, though, Dan said it won't be this way, which is too bad.
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quote: Originally posted by TechWins
You should be able the resource if it's in your city radius, regardless of borders. I think the way you should be able to harvest the resource, if it's in your city radius, is you would put one of your food allocation thingies on the resource to harvest it, while still gaining the normal food/trade/production you would recieve. I also think it should be this way because from what I've seen there aren't any things like pheasant, silk, iron, that can help out your trade like they did in Civ2. If the special resources are in your city radius they should provide the same as what they did in Civ2 and what they are to be providing in Civ3. If you understand what I mean. Tniem, the first time I saw your thread, colonies, I knew it would wind up getting a lot of posts in it.
I too agree this idea should be used. As you stated, though, Dan said it won't be this way, which is too bad. |
Dan did say or was it the Firaxis site, any resource inside of your City radius will be your automatic as long as you connect it by road and you make the proper discovery (such as Iron Working). Any resource outside of the City radius but inside of your borders is still your as long as you are connect by road and proper discovery. Until you can build a culture building, a resource located let's said 3 to 5 tiles from city center will need a colony. Or you can wait until you have a border, however if another civ come along and build a colony you will loose the resource until your border expand to their colony and swallow it up.
I don't know about you guys, but if another civs builds any colony near my Cities there will be WAR. I want a buffer zone. And when I find a colony sitting on a resource that I need, War until I have the colony. To hell with Trade.
Tech; I started a MPG game last night, It said 20 turns to build a temple that early in the game.
Note to Mark G. The spell check is not working for the 2nd day in a row.
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