![]() They will inevitably be torn apart by war. In other words, whether Sid Meier intended to do this or not, Colonization is a commentary on the futility of creating complex systems. This says volumes about my philosophies and fantasies about how the world should work, but really it was just about interrupting this system that I spent most of the game building up just to have a war and then the game was over. The real problem is that I have always hated combat in these games. But sometimes colonies are OK remaining colonies (see Puerto Rico!). Sure, this has happened a lot during history. First of all, this assumes that all colonies want to be their own countries. Really, the only thing I never liked about the original Colonization (and I haven’t had to deal with in new one) was revolution time. Seriously, what kind of people is advanced enough for intergalactic space travel, but not smart enough to create some kind of stock exchange to automate that crap? Civilization IV: Colonizaton: Wagon Trains EverywhereĪnyway, back to Colonization. It really makes me think that perhaps the Spore team realized that there wasn’t much fun stuff to do in space and so they needed to occupy the player’s time grabbing spices and trading them all over the universe. Spore needed some kind of intergalactic wagon trains to do all the annoying spice trading. But you can simply automate the wagon trains (and could in the first version, as well) to carry goods around all the different cities. And, if this had to be done manually, this would be a game I would hate above no other. And then, maybe that city is inland so I need another wagon train to carry finished goods to the port city where it can be shipped back to Europe for money. So a wagon train is built and shuttles the raw materials to that city to create the goods. Perhaps one city has enough food to support lots of people working to make finished products, but is poor in those products. Of course, things rapidly get more complicated than this. If X < Y, I have too many people working on cotton to cloth conversion and that colonist can better suit things working somewhere else. If X = Y then things are perfect and it’s pretty rare to figure out this setup. If X > Y, I’m fine up until the point that cotton starts to spoil because I have exceeded my warehouse storage. And my weavers are turning Y amount of cotton into cloth. After all, why slow city growth when a larger city has more production capacity?īut with Colonization, it’s perfectly intuitive. After all, it was always a little tough to see just what effect I was getting from having people entertained instead of working the fields. Nowadays, I mostly leave the specialist units as the ones that come with Wonders of the World. Back in Civ 2, whenever people would revolt and it would ask me – I would make some people into entertainers. Just grow them and worry about city improvements, climbing the tech tree, and having enough military units. ![]() From the first Civ that offered the ability to have inhabitants be entertainers rather than working the fields (Civ 1 or 2? Not sure) until now, I’ve mostly played the same way – just leave the cities alone. While both games involve a certain degree of micromanagement, it always seemed a lot more intuitive in Col than in Civ. In a lot of ways, this is what I loved about the original Colonization over the original Civilization. (Which, as Danielle remarked, still sounds wrong…) And they have to go to the cities they are best for, so we don’t waste limited resources. I’m sending colonists to native tribes to learn things like tobacco planting and cotton picking. My wagon trains traverse the landscape, whisking raw resources and finished products from city to city. Now I am the viceroy of a pretty successful Dutch colony. I got about halfway through the game before it got too unwieldy and I decided to try again from scratch. My first attempt at Colonization was a disaster. ![]() And, while in Civ you simply use the production to build units and city structures, in Col you take all these raw products and produce finished products: cloth, cigars, tools, guns, rum, and coats.Ĭivilization IV: Colonizaton: The City Screen for my lung cancer city In Colonization you work the tiles around your city and get cotton, tobacco, ore, sugar cane, and probably some other stuff I’m forgetting. In Civ you work the tiles around your city and either get “money”, production, or food. Colonization is primarily a game of economics while Civilization is primarily a game of domination. You do so at your own peril well, your colony’s peril. ![]() Civilization IV: Colonizaton: My First Colonyĭo not be fooled by the Civ IV part of the title to the updated to the classic Colonization.
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