Home | Contact Us | FAQ | Search & Site Map | Link to Us
Sign In | Join | Other 45 Sites in Network
Home
Discussion Groups
Platforms
PCXboxPlayStationNintendo
Games
ActionStrategyRole Playing GamesSimulatorsSport Games

Game Forum / Strategy Games / Civilization / July 2008

Tip: Looking for answers? Try searching our database.

New Colonization coming! + Civ Revolutions

Thread view: 
Enable EMail Alerts  Start New Thread
Thread rating: 
Sean Black - 11 Jun 2008 11:46 GMT
Just noticed this in the strategic newsgroup, and I know there are a few
fans (like me) of Colonization.

<http://www.bluesnews.com/cgi-bin/board.pl?action=viewthread&threadid=883
94>

It'll be using the Civ IV engine, but it'll be a standalone game not a
Civ add-on.

Should be good, look forward to getting this.

Also, Civ makes it's console debut this week, with Civilization
Revolutions. Which seems to be pretty much Civ-lite.

Had 15 mins on the demo and it doesn't seem too bad, might bring a new
audience to the Civ series. Seemed to play quite well, but everything
did seem rushed (not quality-wise just gameplay-wise), everything seems
to happen so quickly, so not completely sure if I like it or not, one of
the appeals of the Civ series for me, is that the games feel so epic and
do take a while to play, but you never know, I'll have to give the demo
a bit of a longer go.

It's seems to have all the regular Civ stuff, but with quicker research
etc... and less micro-management, games are meant to last anything from
around 2-3 hours up to around 10-12, apparently. Might be good for
multi-player, but even 12 hours in single-player seems way too quick for
me.
Signature

Sean Black

Paul Hyett - 11 Jun 2008 18:12 GMT
>Just noticed this in the strategic newsgroup, and I know there are a
>few fans (like me) of Colonization.
[quoted text clipped - 6 lines]
>
>Should be good, look forward to getting this.

This is great news - I loved the original Colonization, and still play
it sometimes, despite the now primitive graphics and unit number
restrictions. :)
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 12 Jun 2008 04:13 GMT
[snip]

>>It'll be using the Civ IV engine, but it'll be a standalone game not a Civ
>>add-on.
[quoted text clipped - 4 lines]
> sometimes, despite the now primitive graphics and unit number
> restrictions. :)

I agree that this is wonderful news. I've been hoping for an updated and
improved version of "Colonization" for years. It is somewhat less wondrful
that Firaxis still haven't produced a good patch for "Beyond the Sword".
 By the way. I do hope they keep the original music from ur-"Colonization".
I loved it, not least the opening music.

Öjevind
Paul Hyett - 12 Jun 2008 10:08 GMT
>> This is great news - I loved the original Colonization, and still play it
>> sometimes, despite the now primitive graphics and unit number
>> restrictions. :)
>
>I agree that this is wonderful news. I've been hoping for an updated and
>improved version of "Colonization" for years.

Me2!

>It is somewhat less wondrful
>that Firaxis still haven't produced a good patch for "Beyond the Sword".

I don't have that.

>  By the way. I do hope they keep the original music from ur-"Colonization".
>I loved it, not least the opening music.

'ur-'?

I can't even remember what the music from Colonization sounds like - the
game will run on my old WinME computer, but without sound.
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 12 Jun 2008 14:34 GMT
[snip]

>>  By the way. I do hope they keep the original music from
>> ur-"Colonization".
>>I loved it, not least the opening music.
>
> 'ur-'?

A German word meaning "ancient", "aboriginal" and the like.

> I can't even remember what the music from Colonization sounds like - the
> game will run on my old WinME computer, but without sound.

I thought the music was wonderful. I do hope they'll keep it.

Öjevind
Paul Hyett - 12 Jun 2008 18:17 GMT
>[snip]
>
[quoted text clipped - 10 lines]
>
>I thought the music was wonderful. I do hope they'll keep it.

The AI was pretty dumb though - so easy to lure into traps : look at
this poor defenceless caravel sitting right beneath a massive
fortress... :)
Signature

Paul 'Charts Fan' Hyett

Hari Seldon - 12 Jun 2008 20:09 GMT
>>[snip]
>>
[quoted text clipped - 13 lines]
> The AI was pretty dumb though - so easy to lure into traps : look at this
> poor defenceless caravel sitting right beneath a massive fortress... :)

I thought the freecol tackled that one... However, freecol is still under
construction
David Littlewood - 12 Jun 2008 22:17 GMT
>> The AI was pretty dumb though - so easy to lure into traps : look at this
>> poor defenceless caravel sitting right beneath a massive fortress... :)
[quoted text clipped - 3 lines]
>I thought the freecol tackled that one... However, freecol is still under
>construction

I find it works very well though.

David
Signature

David Littlewood

Paul Hyett - 13 Jun 2008 09:46 GMT
>>>> I can't even remember what the music from Colonization sounds like - the
>>>> game will run on my old WinME computer, but without sound.
[quoted text clipped - 5 lines]
>
>I thought the freecol tackled that one...

What - they've given enemy ships ST-style deflector shields? :)

> However, freecol is still under
>construction

Given the new development, will it ever be completed now?
Signature

Paul 'Charts Fan' Hyett

Loren Pechtel - 13 Jun 2008 18:32 GMT
>>[snip]
>>
[quoted text clipped - 14 lines]
>this poor defenceless caravel sitting right beneath a massive
>fortress... :)

Or if you want to make the revolution easy:  Build exactly two coastal
cities.  Stuff them with cannon.  The AI would expend it's entire
effort on attacking those two fortresses, thus getting the worst
possible combat odds.

(You could have more than two but you would not know where they would
hit, thus diluting your forces.  Having only one meant they would land
somewhere else also.)
Paul Hyett - 14 Jun 2008 09:03 GMT
>>The AI was pretty dumb though - so easy to lure into traps : look at
>>this poor defenceless caravel sitting right beneath a massive
[quoted text clipped - 8 lines]
>hit, thus diluting your forces.  Having only one meant they would land
>somewhere else also.)

I didn't realise that - I invariably had more than two.
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 14 Jun 2008 10:37 GMT
[snip]

>>Or if you want to make the revolution easy:  Build exactly two coastal
>>cities.  Stuff them with cannon.  The AI would expend it's entire
[quoted text clipped - 6 lines]
>
> I didn't realise that - I invariably had more than two.

So did I, because I enjoyed founding cities and building them up. The fact
that this made your liberation process harder was one of the major drawbacks
in the game.

Öjevind
Paul Hyett - 14 Jun 2008 18:32 GMT
>[snip]
>
[quoted text clipped - 12 lines]
>that this made your liberation process harder was one of the major drawbacks
>in the game.

Which European nation did you prefer to play, BTW?

Mine was the Dutch as the trading was better, and with enough money you
could buy your way out of any situation.

On a side issue, I never used to build churches - early in the game I
tended to buy specialists, and later on I would be producing so much
food that my colonists would breed like rabbits. :)
Signature

Paul 'Charts Fan' Hyett

David Littlewood - 15 Jun 2008 00:14 GMT
>>So did I, because I enjoyed founding cities and building them up. The fact
>>that this made your liberation process harder was one of the major drawbacks
[quoted text clipped - 4 lines]
>Mine was the Dutch as the trading was better, and with enough money you
>could buy your way out of any situation.

I liked the English, because of the greater supply of colonists, with
the Dutch a close second for the reason you cite. I never found the
supposed advantages of the French or the Spanish to be much use; the
Indians were never too much of a threat if you had a decent army, and if
you needed to surpress them the extra Indian-fighting strength of the
Spanish was unnecessary.

>On a side issue, I never used to build churches - early in the game I
>tended to buy specialists, and later on I would be producing so much
>food that my colonists would breed like rabbits. :)

Then I think you were missing a big advantage: once you have William
Brewster (and thus got rid of the pesky criminals and indentured
servants) the supply, especially of experts, is invaluable. On one
Freecol game a couple of months ago (as the English) I was getting one
colonist per turn mid-game, and about a third of them were specialists.

David
Signature

David Littlewood

Paul Hyett - 15 Jun 2008 20:21 GMT
>On one Freecol game a couple of months ago (as the English) I was
>getting one colonist per turn mid-game, and about a third of them were
>specialists.

Does Freecol have the same unit limits as Colonization?
Signature

Paul 'Charts Fan' Hyett

David Littlewood - 15 Jun 2008 22:46 GMT
>>On one Freecol game a couple of months ago (as the English) I was
>>getting one colonist per turn mid-game, and about a third of them were
>>specialists.
>>
>Does Freecol have the same unit limits as Colonization?

Sorry, don't know. Had some huge colonies without any objections though.

David
Signature

David Littlewood

Öjevind Lång - 15 Jun 2008 07:59 GMT
[snip]

> Which European nation did you prefer to play, BTW?
>
> Mine was the Dutch as the trading was better, and with enough money you
> could buy your way out of any situation.

Mine was the Dutch too. By the way, I was inspired to start up a game of
Col, and now I am doing well but am now approaching that annoying point
where my competitors surround the cities completely in the hope of provoking
war. I really hate that feature and hope it will not be included in Col
II. ):O

> On a side issue, I never used to build churches - early in the game I
> tended to buy specialists, and later on I would be producing so much food
> that my colonists would breed like rabbits. :)

As a rule, I only build churches if I happen to get an early preacher. The
best thing is to have an early city with lots of sea squares to breed
colonists. I wonder, by the way, if the city area will still be smaller than
the one in civ games? I hope not.

Öjevind
Paul Hyett - 15 Jun 2008 20:21 GMT
>[snip]
>
[quoted text clipped - 7 lines]
>where my competitors surround the cities completely in the hope of provoking
>war.

It always worked with me - and I kicked their a.ses for doing so. :)

>I really hate that feature and hope it will not be included in Col
>II. ):O

Hear hear!

>> On a side issue, I never used to build churches - early in the game I
>> tended to buy specialists, and later on I would be producing so much food
[quoted text clipped - 4 lines]
>colonists. I wonder, by the way, if the city area will still be smaller than
>the one in civ games? I hope not.

Me too - apparently the reduced city area was a late adjustment, as
early testing showed people would build (and win with) just one big
city.

BTW, I still have the Official Strategy Guide for the game.
Signature

Paul 'Charts Fan' Hyett

Loren Pechtel - 14 Jun 2008 19:57 GMT
>[snip]
>
[quoted text clipped - 12 lines]
>that this made your liberation process harder was one of the major drawbacks
>in the game.

Note that I said *COASTAL* cities.  You could have as many inland
cities as you wanted, up to the game limits.

It's that the AI would attack two locations, cities if they existed.
By making exactly two such cities you could give the AI a target it
would be sure to go for and thus you could put all of your defenses
(other than anything for dealing with Indians) in those locations.
Öjevind Lång - 15 Jun 2008 08:01 GMT
[snip]

> Note that I said *COASTAL* cities.  You could have as many inland
> cities as you wanted, up to the game limits.

Yes, but the annoying thing with that is that the AI civs will completely
surround inland cities with their moronic troops, and then you either have
to go to war with them or bribe them to leave.

Öjevind
Paul Hyett - 15 Jun 2008 09:42 GMT
>>>>Or if you want to make the revolution easy:  Build exactly two coastal
>>>>cities.  Stuff them with cannon.  The AI would expend it's entire
[quoted text clipped - 12 lines]
>
>Note that I said *COASTAL* cities.

I *did* note that.

>It's that the AI would attack two locations, cities if they existed.
>By making exactly two such cities you could give the AI a target it
>would be sure to go for and thus you could put all of your defenses
>(other than anything for dealing with Indians) in those locations.

I wonder how the new version will deal with the Indians?

I used to wait until they attacked me, then I could justify retaliating
in self-defence.

Of course, having the Spanish nearby could be useful where stroppy
Indians were concerned... :)
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 15 Jun 2008 12:25 GMT
[snip]

> Of course, having the Spanish nearby could be useful where stroppy Indians
> were concerned... :)

I'm afraid I share your sentiment there. If the Spaniards turned out to be
my neighbours, I foten waited until they had wiped out the Indian
settlements near my colonies before I wiped out them.
 I believe there are indications that in the new Col, Indian villages may
simply assimilate into your civilization. That would be quite historical; it
happened all over Latin America for centuries.

Öjevind
Paul Hyett - 15 Jun 2008 20:21 GMT
>[snip]
>
[quoted text clipped - 4 lines]
>my neighbours, I foten waited until they had wiped out the Indian
>settlements near my colonies before I wiped out them.

They always used to have their villages right next to the resources I
wanted, so I couldn't help pissing them off if I wanted to exploit
them...

ISTM a good feature for the new version would be for the Indians to be
able to form new settlements, just as Civ barbarians can.
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 15 Jun 2008 21:41 GMT
[snip]

> ISTM a good feature for the new version would be for the Indians to be
> able to form new settlements, just as Civ barbarians can.

Agreed. It would make sense too.

Öjevind
Andre - 21 Jun 2008 01:21 GMT
> [snip]
>
[quoted text clipped - 4 lines]
>
> Öjevind

Will they add more Civs in Revolution? It's always interesting to see
some new faces.

         Andre
Paul Hyett - 21 Jun 2008 09:48 GMT
>Will they add more Civs in Revolution? It's always interesting to see
>some new faces.

But perhaps not familiar ones, given how many major historical leaders
they've already used...
Signature

Paul 'Charts Fan' Hyett

Paul Hyett - 09 Jul 2008 09:55 GMT
>> I can't even remember what the music from Colonization sounds like - the
>> game will run on my old WinME computer, but without sound.
>
>I thought the music was wonderful. I do hope they'll keep it.

Some of it is in Civ4, of course.

[Rather late reply - just been checking back through the thread]
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 09 Jul 2008 11:53 GMT
[snip]

>>> I can't even remember what the music from Colonization sounds like - the
>>> game will run on my old WinME computer, but without sound.
>>
>>I thought the music was wonderful. I do hope they'll keep it.
>
> Some of it is in Civ4, of course.

Truem, but in a rather muted form. As you have no doubt noted, they have
also introduced the old barbarian/Aztec mudic in the same way, and one or
two melodies from Civ III. Know which tune I'd like back in Civ? The one
from one of the Civ II XP's which was called "The World of Jules Verne" - a
swelling, triumphant, absolutely wonderful melody which would do very nicely
for the opitmistic late Victorian age. Also, that gung-ho, jazzy melody they
had in in Civ III and which always began when one reached the industrial
era.

Öjevind
Paul Hyett - 09 Jul 2008 18:20 GMT
>[snip]
>
[quoted text clipped - 13 lines]
>had in in Civ III and which always began when one reached the industrial
>era.

I'm sure 'Ode To Joy' was on one of the Civs somewhere?
Signature

Paul 'Charts Fan' Hyett

Öjevind Lång - 10 Jul 2008 00:48 GMT
[snip]

> I'm sure 'Ode To Joy' was on one of the Civs somewhere?

Oh yes, it was the theme for "We Love the King Day" in both Civ II and Civ
III. Maybe even in Civ I; I'm not sure.

Öjevomd
 
Sign In
Join
My Latest Posts
My Monitored Threads
My Blog
My Photo Gallery
My Profile
My Homepage

Start New Thread
Enable EMail Alerts
Rate this Thread



©2008 Advenet LLC   Privacy Policy - Terms of Use
This website includes both content owned or controlled by Advenet as well as content owned or controlled by third parties.