A potential work around to the terrible problem of predictability of war, which would arise out of a linear timed historical progression, is to create the high probability of war with the historically engaged country during the approximate time period.
Instead of war happening with the...
Interesting points. You're right. I don't understand the mechanics behind Leader Heads. But from your comments it sounds like the Leader Head's attributes can be changed throughout the game. If traits can be changed for a specific leader mid game, I'd have a hard time understanding that the...
I'm fairly content to just throw some radical ideas into the community to spur on progress for now. Maybe later I'll get into modding, but I just don't have the time to do it anytime soon. I've got time to publish my ideas (or the ideas of others), but that's about it for now.
I like your...
4. Changing Leader Heads (Radicalness: :science::science::science:)
Without the Change
A player chooses a leader out of a few choices, to represent their colony at the begining of the game, based upon: personal preference, what type of game they want to play, what bonuses they receive...
Multiple units working the same tile. That only makes sense. If you can stuff 2 or 3 units into a building to increase building output, it only makes sense that you could stuff 2 or 3 units onto a tile to increase tile output. Additional units assigned to buildings requires building upgrades...
This proposed change, has it been implemented? If so, can you give us a screenshot to give us a better idea of what you mean? I'm having difficulty understanding how this would work.
Depending on what perspective you approach the game from, the game can already be considered broken. I prefer the term "game changing" rather than "game breaking." Because what makes the game broken for one player, makes the game fun for another, and vice versa.
How different is the split culture idea and the idea I put forward? I'm glad to see someone already implementing something similar. This area of the game definitely needs a radical change.
The names can be changed to whatever makes the most sense. It's the concept that's important. I like the...
Marla_Singer, I agree. The economical side of history is definitely an integral part in understanding why things in history have happened they way they did.
I understand the thought that you have that the game might become unbearably tedious. But perhaps I'll remind you that that seems like...
Good comments and thoughts Fullerene. Yeah, to be honest, realism is a huge factor in what makes a game fun... to me. Colonization inspired me to study the time period, and I thoroughly enjoyed playing a simulation of history. But as I studied the time period, and the economy, I quickly lost...
Hello Forum!
There have been some serious and significant modifications to the first two posts in this thread. I recommend reading through these radical concepts to change the game, and be inspired!
Let me know what you think!
Sanotra
Why have the village vanish at all if you choose the assimilation/converted natives option? Wouldn't it be cool to see the city itself merely turned over to your control? Except it would obviously keep the native buildings which could then slowly be replaced with European counterparts. Whatever...
Thanks, I found some stuff there. There's not too many things. Only two pages worth of downloads. Ultimately I'm hoping to find a graphic for an IMPROVEMENT_CITY which would be a step up from _TOWN, and I'm also hoping to find a way to make the buildings on farms smaller in size so they're not...
Does it matter how civilizations or anything else for that matter are listed in the xml? In civilizations, the civilizations are sorted alphabetically organized, if I reorder them into cultural groups, will that make a difference of any kind?
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