![]() ![]() Using pioneer for cutting trees, plowing and building roads will be a good idea as soon as you have some 5 colonists in the new world. He wouldn't be able to produce much more than he has to eat anyway, as he's a non-expert working on a non-plowed and probably forest terrain. Because the central square usually produces only 2 food units, you'd have to use one of the colonists as a farmer instead of doing something useful. You start with 2 colonists - a pioneer and a soldier. ( This doesn't apply to the picture above, which wasn't created by me, and is CC-NC-SA) If you publish modified versions somewhere, I'd like to be informed, so we don't end with a lot of versions out of sync. You may do whatever you want with this document (copy, modify, profit), as long as the attribution is preserved. I'll fix it when I'll have some extra free time or when the hell will freeze, whatever comes first (probably the latter). ), usually very late at night, so don't expect coherence or good language from it. It has been edited chaotically (oh, it doesn't work like that, edit, edit. This document may contain errors and strategies different from those suggested may be successful too. ![]() By the way the Colonizopedia contains a few really awful mistakes (Expert Farmer/Fishermen mod is +2 not +3, minimum population required for some building is wrong etc.). If you're interested in game mechanics, you'll need to crosscheck it with the the Colonizopedia. This document also includes a description of major portions of the game mechanics, especially those that aren't described well in Colonizopedia. While I'm not aiming at that level of excellence with this document, I want to provide a good set of tips to enhance your gameplay. ![]() Master of Magic has a great one, and FreeCiv wiki is one of the best such documents for any game (FreeCiv is technically not one of the classics, but it's extremely close to Civilization I and II in gameplay). I'm writing this document, because Colonization seems to be the only of the classic strategy games without a good FAQ. If you have anything to add, just comment the post. Other than reformatting I didn't change anything in it since 2005. I'm reposting it to my blog, now with format changed from plain text to HTML. It was published on a few different servers, but it seems it disappeared from them all. But that seems like a very different game anyway.This is something I wrote a few years ago. The focus flips to somewhere completely different, so that you have to click back to where this happed to do unloading (perhaps to solve an urgent shortage), or loading (so that I can remember what I was intending that Wagon to do when the next turn comes around).Īlso means that for long-distance travel, you have to build "bypass" roads around colonies if your colonies are close together, so that the Wagons can use their full movement points.Īn optional order "end turn in this colony, so that you can load/unload here" (SPACE, like for other units) would have been much better.ĭon't know if the Civ IV: Colonization is better on these points. The default "end turn when entering colony" for Wagon Trains is something that always annoys me. Later during the war of independence, artillery units and newly-born colonists spawned just fine, even though I hadn't further reduced my population.ģ. I disbanded a Merchantman and could buy a Frigate. This limit seems quite confused - I don't know whether there are sublimits for naval, colonist and wagon units. Might be really annoying if it's a vital Artillery that fails to spawn, perhaps when you've rush-bought it. Luckily I came across this while buying a Frigate over in Europe - the game quite gracefully told me the max units had been reached, so I just refused the deal and didn't lose anything. Maximum number of units (for you as the player) is 255. A certain number (10?) are reserved for rival European colonists.Ģ. But you can't make plans to settle it all.ġ. You discover all this lovely LAND with your Scouts in the early-mid part of the game. ![]()
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