![]() In the current match I was unable to do that. The horses and muskets I used to keep a steady series of "european" wars which kept adding colonies, colonists and sack to fuel the system. Bred maybe 10 or 15% of my horses.įinished with over hundred thousand "gold". I probably "made" less than 5% of my muskets. It was partly with revenues from those I kept bringing herds of horses and piles of muskets from Europe until practically very near the end. The tools I used mainly for creating infrastructure aimed at producing the various "for sale goods". In that aforementioned African map match my booming period stemmed initially, I think, from employing much of the sack obtained from "indian wars" acquiring tools, muskets and horses, quite so. Hell, the only goods you really need in the game are tools (iron ore), muskets (iron ore) and horses, which reproduce themselfs when there is enough food But in Colonization new world and old world and thus the whole economics system of colonies and old world is very very simple. So, yeah, i love the game, but i don't play it because of the economics partįor example, in Imperialism II you will need a strog presence in the new world to be good in the old world. You just need enough horses, which reproduce themselfs out of nothing (food). If there are 10 or 100, it doesn't matter. If you build just one colony with ocean access and the rest of your colonies inland, you will need only a very small number of soldiers.Īnd, more generally, the number of soldiers is not very important. The strength of your whole colonial nation is not bound to the number of colonies. ![]() The declaration of independence is not bound to a number of colonies. It also doesn't matter if you own 10 colonies, 20 or 200. Hell, the only goods you really need in the game are tools (iron ore), muskets (iron ore) and horses, which reproduce themselfs when there is enough food. So the result is pretty much the same with or without the whole industrial process. Depending on the terrain and resources you can get a new settler every 2 to 4 turns. Now, what if you just put farmers into your colony? Every 200 units of food you will get a new settler. But what for? With all the money you will most likely end up buying new settlers. You sell the tobacco to get money (minus tax!). Once you have a hundred (tons or units of) cigars, you load your ship and sail to the open sea. The raw tobacco will be used by 2 specialist cigar makers to produce cigars. Then, for example, you have 3 specialist tobacco planters who produce raw tobacco. Then there are 2 farmers and a fisherman. Let's assume that you want to have one lumberjack and one ore miner in your colony. The economics system of Colonization is very simple and if you take a closer look, pretty useless:Ī colony has 8 tiles (yes, the center tile also produces a little food and raw material) where raw materials can be produced by specialist or untrained settlers (or converts or even slaves if they would be implemented). And once that one guy joins the continental congress all native converts become untrained settlers. They plant food and raw materials better than untrained settlers, but less good than specialists. FreeCol 2 will go beyond the original Colonization and will have many new features, it will be an implementation of our (and our users') image of what Colonization 2 would have been.There are already native converts, but they are pretty much useless. Once FreeCol 1.0.0 is finished we'll start working towards FreeCol 2.0.0. This allows us to have a running program at all times and also to release an unfinished but working game once in a while. Incremental development basically means that we'll add features one at a time. This clone will be developed incrementally and result in FreeCol 1.0.0 which will be an almost exact Colonization clone. ![]() Examples of modern features are: an isometric map and multiplayer support. Certain new 'features' will be implemented but the gameplay and the rules will be exactly the same as the original game. The visuals will be brought up to date with more recent standards but will remain clean, simple and functional. At first we'll try to make an exact clone of Colonization. The FreeCol team aims to create an Open Source version of Colonization (released under the GPL).
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