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Jason Beaudoin
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Canada
Jan 1970 time: 00:18
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Although colonies seemed like a good idea, in practice, it doesn't make any sence to produce these in the game. I never make them in my games, mostly because if the AI produces a city too close, you loose it. Makes more sense to just build a city.
Here are some ideas:
1) Grows like any other city
2) Can produce units and city improvements but not wonders
3) As the colony grows, unrest becomes more and more rampant until there is a chance it will launch a war of independence, taking other colonies with it.
4) Should not be able to build a city off your original starting continent. All cities founded far from the capital is a colony.
Any more? Disagree Agree?
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Ethelred
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Colonies are best for special cases. Otherwise they are useless.
The only time or place to build one is when a resource is JUST outside your borders and you don't want to wait twenty or so turns for your border to reach the third level.
quote: 1) Grows like any other city |
Why? Then its a cheap one pop city for 10 shields.
quote: 2) Can produce units and city improvements but not wonders |
Same thing. Few citys ever are used for wonder building anyway. Again you trying to create a cheap settler.
quote: 3) As the colony grows, unrest becomes more and more rampant until there is a chance it will launch a war of independence, taking other colonies with it. |
Freaping creaturism. Good game design should minimize features and maximize the way they interact. The problem with colonies is that they themselves fail this goal. You seem to be adding fiddlybits for little play value. No one would bother building that kind of colony. Its even less desirable than the present version.
quote: 4) Should not be able to build a city off your original starting continent. All cities founded far from the capital is a colony. |
You are playing Civ III aren't you? The idea is to create a civilization not a copy of Colonialism. It would also make Archipeligo maps a worthless feature.
Colonies in Civ III are not that kind of colony. They are mere encampments for unmarried men to go make a buck like in gold mining in Alaska. When civilization comes the men pick up and leave or learn to eat with utensils and start bathing again.
Think of them as PENAL colonies. How many of those things would you want around the women and children?
The AI uses them. Thats one thing going for them. About the only thing. I gotta be desperate to build one. Haven't done it in a long time. I am all for taking them out of the game. They add little. Your idea wouldn't add so much as completely change the game. Maybe in an Age of Exploration mod it would be worthwhile.
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benjdm
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Upstate NY
Dec 2001 time: 05:18
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The one time I saw colonies as useful was in a big mountain range where noone could plop a city close enough to get the iron within their borders.
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Thrawn05
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All Your Posts Are Belong To Ming
Dec 2001 time: 00:18
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quote: Originally posted by benjdm
The one time I saw colonies as useful was in a big mountain range where noone could plop a city close enough to get the iron within their borders. |
That is perhaps the only reason to use colonies. But it still woundn't hurt if colonies still had a harbor ability.
Perhaps this, you can buid three type of colonies. The first type is the same as it is now, you build it from the start, and not very expensive.
The second type requires Map Making, and can only be built on a neutral cost line, it has a harbor, and you can connect it to other colonies or cities with roads/rail roads (just like if that harbor colony was a city). This type requires a little more shields, and does not require you to have this placed on a resource like the first type. This would be great for those 1 tile islands with that major resource you need.
The third type requires Flight. And, you guessed it, it has an airpot ability just like a city. Same as the second when it comes to connections. As well as the increased cost and the ability to place it on a tile with no resources. Only this one can be placed on any neutral land tile. This would be great if a rival civ took over all the costal land nearby. Now, I'm not sure if it would be fair to the AI to airlift units in and out of this type of colony, but who knows.
Comments? Suggestions? Death Threats? (Sorry, the last one is reserved for Firaxis' programmers only )
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Coracle
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quote: Originally posted by SpencerH
Some more good ideas that are unlikely to ever be implemented by firaxis. |
Indeed.
Send your complaints to http://www.firaxis.com/contact_gamefeedback.cfm
Colonies?? The idea that your colony vanishes if a rival civ builds a town nearby (or their border flips) is one of the more stupid aspects of Civ III. In reality, doing something like that should be considered an act of war.
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Ethelred
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Nothing is stopping you from considering it an act of war. Just take the nearst city.
Colonies disapeared all the time during the Age of Exploration. The Spanish made a lot of them disapear. The only question was any country willing to start a war over it. Are you?
The Spanish themselves didn't go to war over the attacks by Francis Drake on their Pacific Colonies and shipping and they certainly knew exactly who was responsible for it.
Sounds to me like you have the anger but not the will. Sometimes I have both sometimes I decide its better to look the other way.
I know what you need to do. Launch a preemptive strike on Firaxis. You could burn your complaint into their sidewalks with thermite.
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Ethelred
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I didn't overlook anything. You are the one doing that. The AI doesn't care why you start a war. They will always become furious just as you would.
quote: Stop defending colonies like they aren't broken. |
Stop attacking them as if they were broken. They do what they are supposed to do. They are a stop gap.
They are not the English colonies in the New World. They are bunch of political prisoners collecting turpentine in a penal or work colony. The only thing wrong colonies is the name which is causing you this obsessive confusion and unwilliness to accept what the colonies really are.
They HAD to send the stuff to real towns that had ports. Any that didn't weren't cost effective. It takes a lot of time and effort to fill a ship by carrying stuff to it with rowboats.
Build a city. The city will be exactly like the kind of colony YOU are thinking of. Only you will call it a city because that is the label it comes with. You need to quit thinking in labels.
quote: Why can't we have this same functionality with colonies, but within the scope of the game? |
We DO have that. Its called building a city. You seem to be unwilling to accept that.
Edited because I left words out. Typical of me.
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Ethelred
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Answered over there. Of course I really allready answered it here anyway.
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The Rook
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Florida
Oct 2001 time: 00:18
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Penal colonies, huh? You can rationalize it away, but you're still wrong.
You say colonies have a usefulness, but you really really have to have the perfect situation for that. As it stands, if you find a resource on an island way across the world, there's no point in building a colony. You have to first build a city, then build a harbor. It could take you awhile to do that. Historically, the Spanish, English, Dutch, French, and others could set up a colony and have goods reaching their shores in less than a year.
So you say the game colonies are just prison camps. OK, fine, we want colonies. Something that inexpensively gives us the goods without the hassle of building a city. We are not asking for a freebie though. Put restrictions on it. Charge us for upkeep. Do whatever it takes to make colonies useful more often or why have them?
They named them colonies; because, they are supposed to be colonies, not work camps.
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Ethelred
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quote: You say colonies have a usefulness, but you really really have to have the perfect situation for that. |
Actually I said they do what they are supposed to do. I don't find them very usefull. They are just a stop gap. The AI uses them and they would be somewhat hamstrung without them. That may be main reason they survived testing.
Humans almost never need the things.
quote: Historically, the Spanish, English, Dutch, French, and others could set up a colony and have goods reaching their shores in less than a year. |
By building a city. Take a look at Lima Peru. In significantly less than one mans lifetime it went from nothing to an important port city. The lifetime in question was Pizzaro's and he was middle aged when he founded it and was only a little past middle age when he was murdered. It was paid for by gold. Tons of it. Rush built.
quote: OK, fine, we want colonies. |
You DO have kind of colonies you are asking for. They are called cities in the game and are exactly like the ones you just called colonies in the real world. A city on a far shore is identical to what you are demanding. Just relable it in your mind and you have exactly what you are asking for. Your thinking apears trapped by the labels.
quote: They named them colonies; because, they are supposed to be colonies, not work camps. |
They named them colonies because they didn't think to call them work camps. Firaxis is not exactly perfect. They botched the Civalopedia entry for Corruption also. That has spread needless confusion about how corruption and Police Stations and Courthouses work.
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Ethelred
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quote: However, I don't agree with the work camp idea. I think you are just rationalizing. |
I think your just ranting. The phrase 'work camp' fits what the colonies actually do. Since it is clear that a city ALLREADY does most of the things you want and the other things aren't part of any version of Civilization then I am definitly not engaging in mere rationalization.
quote: Firaxis made it harder to expand with Civ 3 by making Settlers cost more. |
Yes they did. They also made it uneccassary to upgrade workers. Seperating the very different functions makes sense to me. I think they raised the expense and the population cost to cut down on the ICS nonsense.
If you look at Marla's World Map Mod you will see that she made them twice as expensive as Firaxis did. Why I don't know. Makes warmongering the best way to start her map.
Most of your complaint seems to be about the colonies not haveing a border. Well that is why I said they are work camps and they are very clearly nothing like one of the Thirteen Colonies that founded the United States. They are barely at the level of the Roanoke colony.
The Pilgrims for instance did not go to America to develop resources. They went to found a CITY of their own where they could reestablish religous oppression like they had in England under Cromwell. If the French or Spanish had tried to take their colony over the Protestants in England would likely have considered it an act of war. After all it was a town not a bunch of trappers trying to make buck on the fur trade. The US later absorbed a lot of those guys.
Taking a colony by culture is not an act of war although you may choose to treat it as such. If you want some sort of model for it, then it is a neglegted group of starving people that weren't wanted by the home country and decided they will be better off with some nation that cares enough to build a city. Attacking the colony with troops IS an act of war both in the game and in life.
Even then there several historical instances of badly planned exploitation type colonies being attacked and slaughtered by others. Not just Roanoke where the people appear to have been killed by a local Amerind tribe. The Spanish did it to the French. Some conquistadors captured a small group of French. After promising not to harm them they took them behind a hill and murdered them one at a time. Nice folks, the conquistadors.
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