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Fiera
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Proud Member of the Spanish Gang
Mar 2000 time: 06:12
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Harlan brought up this interesting point:
quote: I'm sure there will be times when I will want to build colonies, but I'll probably try to minimize them as much as possible, since I see them as ultimately a dead-end, while building a city is the start of something big. I want to play for the long term, and not go for the short term "quick fix" unless I absolutely must.
I guess to each their own styles, but the question is: will players who avoid building colonies consistently beat those who do, in the same way that players who build tons of cities consistently beat those who build a "reasonable" number of cities - the ICS problem.
There's a lot of questions about colonies floating around this thread, and until/if we get answers to them, we won't really know how useful colonies are. |
I think the only way tomake colonies useful fopr the long run, is that they have the chance to convert into cities (it seems Dan has stated something about this, but it's not clear enugh). Maybe there's this chance when they too far away from "home" and have been running for a long time, or maybe when they're depleted, etc.
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Dan Magaha FIRAXIS
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The Metropolis known as Hunt Valley
Mar 2000 time: 00:12
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quote: Originally posted by Fiera
Harlan brought up this interesting point:
I think the only way tomake colonies useful fopr the long run, is that they have the chance to convert into cities (it seems Dan has stated something about this, but it's not clear enugh). Maybe there's this chance when they too far away from "home" and have been running for a long time, or maybe when they're depleted, etc. |
*As far I know* (which doesn't mean this won't change, who knows) colonies do not ever "convert into cities". Cities can absorb colonies, but as the game currently stands, they don't spontaneously evolve into cities.
I know you all have a lot of questions about colonies and resources, and how they work, but right now a lot of that stuff is in flux and things aren't absolute, so I can't give you answers to a lot of your questions. My intention with posting earlier in this thread was to give you some general parameters to with which to mentally frame colonies so you have a general idea of what we're trying to do with them. I can't really delve much deeper into them right now because they just aren't "done" yet.
Dan
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote: Originally posted by SoulAssassin
Absorb? Does this mean that a colony disappears... |
No, only the colony-graphics disappears. The resource-tile it self is still working 100% as long as its still road-connected to your capitol city, and as long as it isnt depleted (= resource-graphics disappears). Infact, you can regard all road-connected swallowed up colonies inside your culture-borders, as "invisible colonies". So reclaiming that worker/pop-point back to the mother-city really is unjustified.
If I have understand it correctly a special resource in any secondary non-capitol city, can only produce output if...
- inside your culture-borders and road-connected to your capitol city.
- outside your culture-borders but pinned-down by a colony, and road-connected to your capitol city.
This means that as long as that special resource/colony is road-connected ONLY to your secondary city (and not to the capitol one) it will NOT produce any output. (at least this is how I have come to understand it).
Each and every city founded after that initial capitol city MUST - directly or indirectly - be road-connected to your capitol city. That is; if your ambition is that each special resource shall produce outputs to the common empire resource-market.
quote: Originally posted by Dan Magaha FIRAXIS
5) The reason the goods need to be somehow connected to your capitol city is because it's a trade network. You can actually have many different subnetworks, for example, and each of them might be connected to the capitol in one way or another, but a crafty adversary could, for example, occupy your sole harbor city that links one subnet to another, effectively cutting off an entire continent's trade from the capitol city's continent. |
My underlining. As you can se; inter-city road-connection becomes much more important (also early on) in Civ-3, then it ever was in Civ-2.
Last edited by Ralf on 01-06-2001 at 23:56
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Harlan
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Berkeley, CA, USA
Aug 2005 time: 21:12
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Ralf,
You continue to insist that a colony doesn't disappear, but it does. If a city border expands to encompass a new resource, and you have a road to it, then you get the use of that resource. But this is true if you had a colony on the resource previously or not.
If say, I build a colony and then a turn later the city boundary overtakes the colony, what have I done? I've just thrown away a worker. If you can't see that, then I'm going to crush you when it comes to playing multiplayer Civ3 .
The fact that I can continue to get resources from that tile is irrelevant, what I'm focusing on is that I just lost a population of 1 from one of my cities and have nothing to show for it, except however many turns the colony lasted before the city caught up to it.
Let's say the city grows and overtakes the colony, but then its attacked and loses some population, so the city borders shrink again. Will the colony reappear? I bet not. Because it is no longer there.
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Ralf
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Sweden
Mar 2000 time: 06:12
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quote: Originally posted by Harlan
If say, I build a colony and then a turn later the city boundary overtakes the colony, what have I done? I've just thrown away a worker. |
Yes, but is this a likely scenario? A turn later? Or even 10 turns later?
quote:
The fact that I can continue to get resources from that tile is irrelevant, what I'm focusing on is that I just lost a population of 1 from one of my cities and have nothing to show for it, except how many turns the colony lasted before the city caught up to it. |
Exactly! My underlining. Its not that you have to place only 1-2 culture-expansions away. You have a choice. Reserve your colonies for resources further away only. Also, there is most likely a border-limited size that perhaps stops around max 4 continued culture-expansions at most. Ever thought of that? 
I guess, that Civ-3 resource mini-tutorial at Firaxis website is partly to blame. They showed us a constructed unrealistically fast step-by-step example how the idea works in princip. But suddenly everybody misinterprets that and thinks that expanding your culture-borders 3 times can be done just as easy as in that mini-tutorial. My godness! 3 whole culture-expansions, and still only a tiny 5 pop city. Why should I ever want to use the colonies???
Read below list one more time (from a prior reply), and you can see: Expanding your ever-growing array of cities with fast-expanding culture-borders isnt necessarily such an easy-going and quick process as you might think. I say: make use of those colony-founding workers - you cannot afford to wait too long.
- In order to expand your culture-borders, you must build shield-expensive cultural & spiritual city-improvements. Its not that any old city-improvement expands the culture-borders. You are also forced to build other, perhaps more highly prioritized city-improvements that DONT expand your culture-borders. In other words: spirit & culture (= border expansion) must wait.
- In order to support combat-units you must empasize trade-tiles (not shield-tiles) and special resources.
- In order to build city-improvements you must empasize shield-tiles (not trade-tiles). Counter-acting priorities.
- In order to build city-improvements and combat-units reasonably FAST, you must avoid sending pop-draining settlers all over the place.
quote:
Let's say the city grows and overtakes the colony, but then its attacked and loses some population, so the city borders shrink again. Will the colony reappear? I bet not. Because it is no longer there. |
No, I dont think your city-population have that much influence on your culture-borders. It is instead your added cultural & spiritual city-improvements that determine your culture-border expansion-rate. So your culture-border will most definitely NOT shrink just because you have lost 1-2 city-pops.
Last edited by Ralf on 02-06-2001 at 02:13
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Ralf
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Sweden
Mar 2000 time: 06:12
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By the way:
You can expand your culture-borders one step, by building the temple. Yes - but why do you guys assume that the second, third & fourth expansion ALSO will require only one cultural city-improvement each? Maybe the requirements gets more and more demanding for each added culture-border expansion?
Maybe the third or fourth expansion requires several cultural & spiritual city-improvements and a certain minimum city-size in order to kick in. Ever thought of that?
Just dont assume that expanding your culture-borders will be such a fast and easy-going process. We really dont have access to the whole picture yet.
Last edited by Ralf on 02-06-2001 at 02:15
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dainbramaged13
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Dumbass
Mar 2000 time: 00:12
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hold on a sec.
i also thought i read somewhere that culture could also be gained from other improvements, like ancient libraries, if they were very old. I realize this takes a while, but at what point do these other improvements start to have an effect, and do they affect the culture borders, or just the rating (indirectly affecting the borders)
-from me, the question machine
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TINUS
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The Netherlands
Jun 2001 time: 08:12
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Ralf,
I think that your theory about the trade networks and special resources is wrong.
quote: Originally posted by Ralf
If I have understand it correctly a special resource in any secondary non-capitol city, can only produce output if...
- inside your culture-borders and road-connected to your capitol city.
- outside your culture-borders but pinned-down by a colony, and road-connected to your capitol city.
This means that as long as that special resource/colony is road-connected ONLY to your secondary city (and not to the capitol one) it will NOT produce any output. (at least this is how I have come to understand it).
Each and every city founded after that initial capitol city MUST - directly or indirectly - be road-connected to your capitol city. That is; if your ambition is that each special resource shall produce outputs to the common empire resource-market.
My underlining. As you can se; inter-city road-connection becomes much more important (also early on) in Civ-3, then it ever was in Civ-2. |
This is what the official website says:
quote: Moreover, these resources and luxuries can be shared between cities via your trade network. For example, if there is an iron tile anywhere within your borders, all of your cities that are connected to that tile via road will have access to iron. Furthermore, resources and luxuries outside of your borders can be made available by building a colony. Trade networks can also cross air and water via airports and harbors. Finally, resources and luxuries can be traded with other civs if the goods are connected to your capital via road, airport, or harbor. |
From my point of view I see it like this:
Once a colony or a special resource is connected to a city by road, it will start producing the resource, but will be only for that city.
If this city is connected to another city (by road, harbor or airport), the other will also have acces to the special resource.
So if you would have two continents or islands and there are no harbors on both "trade networks", there would be no trade between them. So one of them could have iron and the other continent/island could have oil. When both continents have build a harbor, the trade networks will be connected to each other and all your cities will have acces to iron and oil.
The capitol is only important for international trade, so you can only trade goods which are in some way connected to the capital, and you can most likely only use the goods you recieve from other civilizations in the cities which are connected to the capital.
Okay, that's it.
I hope I didn't miss some vital information which would make the info on the official website obsolete (I find it unlikely, but I am new here).
One final argument:
Your point of view says that the resources don't "work" when they are not connected to the capital. With this in mind the only thing someone would have to do is to destroy all the roads around your capital (no harbor or airport in capital) and the whole empire would be crippled. You would have no resources at all.
I personally don't think that it would or should work this way.
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quote: Originally posted by Ralf
No, only the colony-graphics disappears. The resource-tile it self is still working 100% as long as its still road-connected to your capitol city, and as long as it isnt depleted (= resource-graphics disappears). Infact, you can regard all road-connected swallowed up colonies inside your culture-borders, as "invisible colonies". So reclaiming that worker/pop-point back to the mother-city really is unjustified.
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WRONG!
If you wait until your border extends to the resource, a worker/colony is not needed to gather the resource, only a road connected to the city is needed.
Therefore the colony is not "invisible" when the borders extends to it, IT IS GONE! If it is not neccessary for it to be there when the borders extends to it, then why should it remain there? The answer is: It doesn't need to, so it doesn't (so far as we've been informed, but hopefully that will change) 
So it is not unjustified to expect "something" back when your border extends to the colony if the colony is no longer neccessary for the resource to be available to that city.
For something to just disapear into nothingness doesn't make logical sense to me.
There are many possible ways to deal with this situation:
1. turn the colony back into a worker
2. add a population point to the city
3. allow the colony to be converted into some sort of city improvement
4. whatever else someone may deem fair and/or logical (ideas?)
I'm glad to hear that many things about gameplay are not already set in stone.
Some may consider this discussion on colonies trivial, but with the right kind of tweaking, the idea of colonies can add a significant twist to Civ players strategies.
It just needs to make sense and it needs to be implemented in a way that makes it an integral part of gameplay, rather than just an option for players to either use or not.
ie:
use colonies = you may win
don't use colonies = you are likely to lose
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Theben
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Dance Dance for the Revolution!
Jan 1970 time: 00:12
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Guys, you keep forgetting...
that the new 2 pop settler doesn't build roads, mines, rails, ANYTHING! It just settles. Workers build everything AND can become colonies. So when you "discover" silk, do you could build a 2 pop, 50 shield, 3 coin settler (btw I'm just guessing on cost) and rush it out to the site- AND build a worker because to need a road to connect it to your main civ? OR do you build a 1 pop, 20 shield, 1 coin worker who builds it's own road and colony? Benefits come faster to your civ, whole civ grows faster as a result. Keep your Hanging Gardens, I'll just build a worker. 
But I do think that a colony that is absorbed by borders should have its pop point go to the nearest city. And I agree that resource depletion should not be random, but based on total use of that resource. Otherwise colonies will lose a great deal of usefulness.
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Sava
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GO GO GO!
Mar 2001 time: 23:12
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quote: Originally posted by Theben
Guys, you keep forgetting...
that the new 2 pop settler doesn't build roads, mines, rails, ANYTHING! It just settles. Workers build everything AND can become colonies. So when you "discover" silk, do you could build a 2 pop, 50 shield, 3 coin settler (btw I'm just guessing on cost) and rush it out to the site- AND build a worker because to need a road to connect it to your main civ? OR do you build a 1 pop, 20 shield, 1 coin worker who builds it's own road and colony? Benefits come faster to your civ, whole civ grows faster as a result. Keep your Hanging Gardens, I'll just build a worker. 
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THEBEN IS SMARTER THAN ALL OF YOU

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