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Trifna
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of anchovies
Jul 2001 time: 13:25
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Civ 3's colony system may be simple, it's niot coherent with human and isn't very useful. It looks more like Portuguese "comptoirs" than any serious colony from French, English, Spanish or else.
Here's something very simple that would work:
A few types of occupations would exist, simply:
- Complete occupation : like conquest in Civ, Civ2, Civ3, SMAC...
- Explicit colonialism : Like French and English colonies where people are sent, assimilation is done...
- Implicit colonialism : Traffic of influence. You have a certain control by pushing the political power you like, etc. Some would say it stil exists.
- Commercial occupation : Trade routes. Like French on Africa's border or Portuguese-type. They are very profitable trades and trade routes.
Of course, there are consequences, like on local happiness, profits, access to natural ressources, etc.
Comments? Do you think it's too complicated for the average player? I don't think so...
EDIT:
quote: For people who think it's complicated, what is complicated in THIS:
All three are conquests, they just have a few things different which are the
1- "happiness level"
2- "profit you get from it"
3- "diplomatic stance" you get with the conquered
What's complicated with these three elements?????? A 10 years old kid would have no problem with this. |
Last edited by Trifna on 14-01-2003 at 00:00
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Coracle
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All that is fine.
But as for colonies. . . they are useless so long as the AI can drop a settler near it, create a town, and thus have the colony vanish while our garrison is now considered warmongers for being in "enemy territory".
We long ago asked Firaxis to consider it an act of war if someone builds a town near a colony. Firaxis ignored us of course.
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Shr3dZ
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quote: We long ago asked Firaxis to consider it an act of war if someone builds a town near a colony. Firaxis ignored us of course. |
OR, maybe they do listen but they dont like your idea! *gasp* say it aint so!
But fo real, colonies are fairly useless when you can have an opponent just take it when (not if) he builds close to it. I think once you go thru the effeort of putting a work to make a colony there it should be yours forever (regardless of whos culture it ends up being in later) unless you go to war and someone takes it from you...
OR,
another good idea was the assimilation of it, so that, you still have it for a little bit longer and dont feel as though they raped you of your resource... maybe after 20 turns just like everything else.
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theNiceOne
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Like Bongo, I use cities as colonies, unless there's great mountain range with a resource that simply cannot be settled.
But it's a shame that a game feature is so close to totally useless as colonies are.
My suggestion to fix it, is the following:
*Give colonies a cultural influence as a zero-culture city. (although even a new zero-culture city two hexes away should "steal" the middle square).
*A colony with military units will never be assimilated by another civ's cultural influence, but an empty colony will be assimilated as today.
*You should be able to build harbour/airport in colonies, by spending a worker.
Now, colonies would actually be useful, but still not great.
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CerberusIV
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I would like to see colonies function as harbours, at least for connecting resources. I usually play continents maps and from time to time a strategic resource pops up on a small island, often within my cultural boundary if it is late in the game but I can't access it. I really don't want to build a city in that situation and maybe take tiles away from an existing city. It is even possible to have an island consisting of two or three mountains where you can't build a city even if you wanted to so a colony that functions as a harbour to connect a resource would be the best answer.
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brianshapiro
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Berkeley
Nov 2001 time: 21:25
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oh geez. overseas cities can revolt they cant form a new civilization which is bad , but they can to another . these are 'colonies'. game 'colonies' are just small plantations
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