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Quintrala is offline Quintrala
Chieftain
Viña del Mar, Reñaca. Chile
Feb 2003
time: 01:26
  Old Post 08-03-2003 22:12
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CIV 1 + Colonization= CIV4 Put an end to popups!

Which features would you add, in a future CIV 4 game, from CIV1 and Colonization?
Of couse the develpment of CIV 4 would have (maybe) a lot of new options, but anyway is there some features from these classic games that you would like to see in a future version of Civ?

Dauphin is offline Dauphin
Emperor
Caught in a tuna net
Jan 1970
time: 05:26
  Old Post 08-03-2003 23:49
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I wouldn't try to merge features of Civ with Colonization.

Colonization's focus was very specific. Civ's focus is wider in history, strategy, and direction. It would be difficult to bring in elements of Colonization, as they would be nothing more than adding micromanagement to the Civ game.

Static Universe is offline Static Universe
Prince

Dec 2002
time: 23:26
  Old Post 09-03-2003 01:54
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CIV 1 + Colonization= Micromanagement out the yin-yang

They don't seem that compatable to me, precisely for Big Crunch's reasons.

GePap is offline GePap
King
of the Big Apple
Nov 2001
time: 23:26
  Old Post 09-03-2003 02:33
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Some ideas from Colonization could work in a Civ4, specifically the notion of population points that are all equal.

I also think the civ combat system needs to make more use (as in AC) of combat modifiers, which make diverse units more usefull.

But before we see a Civ4, i want to see a Colonization 2.

domin is offline domin
Settler

Feb 2003
time: 05:26
  Old Post 10-03-2003 13:36
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Here here, i can't wait for Colonization 2 though so i'm trying write my own Colonization clone.

For everyone else waiting check out this Colonization clone called Freecol:

http://freecol.sourceforge.net/index.php?section=1

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:26
  Old Post 10-03-2003 20:07
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Help yourself to an AD-FREE life

Jeez, that looks cool!
When is it ready to be "disembarked into the new world"?

Keep up the good work!

domin is offline domin
Settler

Feb 2003
time: 05:26
  Old Post 11-03-2003 13:42
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It does look cool and i'd like to say it was my game but i've had nothing do it with it i'm afraid...

my game is pretty much a rewrite but ironing out a few annoyances like merchantmans (men?!?) sinking your privateers and the foreigners attacking your colonies and immediatly declaring peace with you so you end up breaking the treaty when you retaliate ....

After doing that i'm hoping to move onto grander things and creating a more open ended colonization away from colonizing the americas and focusing more on the exploration and technology advancement... If you can remember an old Amiga game called Genesia i'm trying to recreate the research part of the game.. but thats a long way off.

HolyWarrior is offline HolyWarrior
Prince
IL
Apr 1999
time: 23:26
  Old Post 18-03-2003 10:37
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Lose 30 kilos (of popups)

Civ3 SHOULDA been Civ2 + SMAC.

I would love to see a Col2.

Elok is offline Elok
Prince
Land of Ramen Dragons
Mar 2003
time: 00:26
  Old Post 18-03-2003 21:11
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Let's not even think about Civ 4 and big, radical changes. They've already screwed up enough with Civ3, and I hear MOO3 made some pretty big mistakes too. It'd be nice if they could just refine the existing systems, tweak, complexify, etc., as opposed to the gratuitous Revolutions In Gameplay(TM) they've been foisting on us. But I do agree that crossing it with Colonization would be a mistake in any case. Even the equal-population thing-when one unit of population in a city supposedly equals several thousand people, it just doesn't make sense to drain a unit of population just to make a few soldiers or a spy. The whole system doesn't fit with the grand scope of Civilization.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:26
  Old Post 06-04-2003 20:57
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The only thing that I'd relly like to see brought over from Col to Civ is the stockpiling, and modification (I.E turn oil into plastics and other sush things) or even creation of resources. (Even thou there wouldn't have to be a stockpile/city, but one for each unconnected tradenetwork)

With that I'd also like to have replaceable resources. (ethanol could replace fule at a certain rate, and wouldn't require oil to be produced)

Felch is offline Felch
Prince
Germantown, Maryland
Sep 2001
time: 00:26
  Old Post 27-04-2003 12:04
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Elok, that's basically what GalCiv is all about. No really huge innovations, just a very well made game that avoids micromanagement in favor of a smooth playing game.

I feel like I just wrote a cheap ad, but it's all true.

Lawrence of Arabia is offline Lawrence of Arabia
King
of the Gulag Archipelago
Apr 2001
time: 06:26
  Old Post 28-04-2003 23:19
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The unit art looks good. The artillery piece (none damaged) needs some help tho.

timbrom is offline timbrom
Settler
Virginia Beach, USA
Apr 2002
time: 05:26
  Old Post 30-04-2003 02:07 Visit timbrom's homepage!
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I agree that Civ and Col don't really go together, but like some of the contibutors, I would love to see a Colonization 2. I wrote to Firaxis asking if they had any plans, but they don't. Perhaps we should get a gang together to push them. If there's enough interest, they'd have to at least think about it.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:26
  Old Post 15-05-2003 18:29
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I always claimed that Civ focuses much too little on the trade, at list civ2. I think the thing is properly done in Col; the transportation by the ships, for example.
Caravan thing is pretty dumb. A caravan, when reaches destination, dosn't dissolve, but goes back again after all.

catullus is offline catullus
Warlord
Norway
Jan 1970
time: 06:26
  Old Post 15-05-2003 18:46 Visit catullus's homepage!
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Life in old threads...
Caravans in Civ don't dissolve, they establish a trade route, which is, in fact, lots of smal camels going back and forth between the cities, trickling income each turn. It's handled transparently, of course.
Col's trade was way cooler, but so riddled with bugs and prone to death by micro-management, that it alone made the game extremely tedious in late game play.

C.

timbrom is offline timbrom
Settler
Virginia Beach, USA
Apr 2002
time: 05:26
  Old Post 15-05-2003 19:04 Visit timbrom's homepage!
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I don't know about tedious. The trade routes could be automated and once you had a Custom House, you could just sit back and let the money roll in.

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:26
  Old Post 16-05-2003 13:18
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quote:
Originally posted by catullus
Life in old threads...
Caravans in Civ don't dissolve, they establish a trade route, which is, in fact, lots of smal camels going back and forth between the cities, trickling income each turn. It's handled transparently, of course.
Col's trade was way cooler, but so riddled with bugs and prone to death by micro-management, that it alone made the game extremely tedious in late game play.

C.


Oh, I know about trade in civ... But I think the concept of Colonisation trade is much better.
First of all, it is much more important - yes, there was no tax, which is wrong, but I would combine two ways.
Secondly, it forced You to having good ports and navy.
At the end of the game is was quite tedious, right,
but in fact every game at the end gets tedious. No matter if it is civ, col, Heroes or EU...

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:26
  Old Post 16-05-2003 19:35
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How you mean there was no tax?

Selling in the harbour, you had tax.
Selling via custom house, you only got 50% of the price.

Only difference a direct sell to Inidans or other's, there isn't tax.

Or did I get you wrong

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:26
  Old Post 18-05-2003 18:19
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I ment population taxation

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:26
  Old Post 19-05-2003 14:53
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Now I get you.

But in early America, IIRC , there wasn't any population tax, they paid the taxes via the products they imported and exported.

So why should Col. have it then?

For Civ, they symplified this, as you don't deal with products anymore. Plus every nation/civilisation used different taxation systems. Remember the early Egyptians, they only taxed the food-producers, IIRC 10% of your production.
For Aztects(?), all gold was belonging to the 'King' and had to be given to him. SO how do you want to do something like this?

Anyway..... just two different systems in the two games

Heresson is offline Heresson
King
of frogs
Jun 2000
time: 06:26
  Old Post 19-05-2003 19:01
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quote:
Originally posted by Gilgamensch
Now I get you.

But in early America, IIRC , there wasn't any population tax, they paid the taxes via the products they imported and exported.



Oh, I didn't know

quote:


So why should Col. have it then?



Owning a big city, even not a trade center, would result in some cash...
On the other hand, I noticed one mistake in my conception; normally, production costs...
And here not, unless You rush-buy something

quote:

Anyway..... just two different systems in the two games


I liked Colonisation system better. I just liked to trade, to produce... Getting money was harder, more... real I guess.

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:26
  Old Post 20-05-2003 13:16
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In Col, you have to manage each lumber-jack, farmer and so on yourself, so for this game it makes sense, and you need this system as it is.

For CIV, as you don't control anymore the lowest level, it would be hard to take over this concept.

I agree though, that the Col-model looks more real, but I think, it would be too hard to take it over. Also imagine, that you would have to handle this kind of aspect as well in CIV, THAT would be micromanagment to its best

I already found it sometimes hard to manage my 100-300 settlers..........not talking about the normal units.........

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:26
  Old Post 20-05-2003 13:24
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In Col, you have to manage each lumber-jack, farmer and so on yourself, so for this game it makes sense, and you need this system as it is.

For CIV, as you don't control anymore the lowest level, it would be hard to take over this concept.

I agree though, that the Col-model looks more real, but I think, it would be too hard to take it over. Also imagine, that you would have to handle this kind of aspect as well in CIV, THAT would be micromanagment to its best

I already found it sometimes hard to manage my 100-300 settlers..........not talking about

War4ever is offline War4ever
Emperor
I live amongst the Red Sox Nation
Jan 1970
time: 21:26
  Old Post 26-05-2003 02:03
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i don't like the idea of merging either, they are both good games for what they are...dn't mess with a good thing

NuclearDruid is offline NuclearDruid
Settler
Belleville, IL
Sep 2001
time: 05:26
  Old Post 29-05-2003 08:55
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Next Generation Colonization Got spare money?

For those who may be interested in a Next Gen Col game, drop by our Forum.

http://www.civgaming.net/forums/for...p?s=&forumid=13

Inputs are always welcome and who know, you may get addicted to the project.

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