Anyone still playing Civ4Col?

That might be your goal but it is certainly not mine. I play this game (and any game) for enjoyment. Creating an 'independent and successful nation' is exactly what I like most about Col2. Exploring, trading, colony management and combat make for varied and engrossing gameplay. If you prefer to use exploits to win, well you are entitled to - it is your game so you can play it any way you like. But don't assume that yours is the only way to play.

I agree. I remember sometimes when I used to play the orginial one, that I would just play to take out the other European powers and the native americans in the new world. Those few times I never declared independence. Maybe that is what made the orginial so great. There was not as much of a push to getting ready for independence. So during the game, you could attack others, and really not have to worry about that hurting your chances to win the game by independence in the end or not.
 
I deleted it from my hard disk. May be I reinstall it when an official patch comes out but I don't hold my breath.
 
I was disappointed in Colonization II and quit playing it after a couple weeks. After playing it for a while I found it tedious and repetitive. Also when I automated trade, access to the advisor screens became way slowwww on my 3GHz Core II system! I owned the original game and enjoyed it. I'm just here to see if things have improved.

I discovered the "Fall from Heaven II" mod for Civ IV over a month ago and now play it exclusively.

George
 
A lot of the slowness in the game for the advisor screens is fixed by setting the game's affinity to one core (not both). The Civ4 engine is not efficient on multi-core procs.
 
A lot of the slowness in the game for the advisor screens is fixed by setting the game's affinity to one core (not both). The Civ4 engine is not efficient on multi-core procs.

I gave this a try and it didn't seem to help. I loaded an old saved game and brought up the Domestic Advisor. The game was slow to respond. Then, using the Windows Task Manager, I set the affinity to use only CPU 0. I then went back to the game and brought up the Domestic Advisor again. It was still slow with no improvement.

I never had a problem with the speed of the advisors in vanilla Civ IV or any mod. I never have set the processor affinity for them.

George
 
The domestic advisor is still going to be slow the more colonies and trade routes you have because it has to process through all that information. That might also be the cause of the slowness.
 
I do not play any more.

I was really looking forward to this game, only to find myself hugely disappointed when playing it. the game held no challenge for me whatsoever.

Right now I have downloaded Dale's mod AoDII, but I have the game not installed any more. I was going to give the mod a try, but then CiV IV really drew me in. I can now beat it on emperor, and I like to spend more time with that rather than with CivCol. Maybe I will give Dale's mod a go, not sure yet.
 
Sad to see the devs don't bother about releasing patches.
 
That's a lot of ground to cover and it's too late for me to comment on everything mentioned. I will say that in the original Colonization roads increased the production of timber and furs IIRC in addition to movement.

Roads also increased the production of ore and silver. Only the production of resources that could be farmed where not increased by roads.

As for the "scout builds colony+sell treasure+disband colony" exploit, that was cheesy. On the other hand the indians where greedy and would attack unescorted treasure in Col1. (On the conquistador difficulty and below) treasures can now safely stroll across continents without an escort...
 
Well, after playing the game for a week or two (3 or 4 games) I have to admit, I'm getting a little bored with it. Lots of trading, not many surprises. Battle with the REF is merely finding a suitable defensive position, then counter-charging or ambushing. I'm starting to drift back to BTS already. I'm not saying it's a bad game. I'll have to try Dales Mod, hopefully it will make it more interesting for me. Ojevind Lang was right when he said the game didn't have enough victory conditions and wasn't long enough.
 
I'm going back to CIV IV Terra maps and fight for the new world that way. Couldn't care less about making cigars ....
 
I'm going back to CIV IV Terra maps and fight for the new world that way. Couldn't care less about making cigars ....

At the risk of seeming obsessive, let me say that in the original Col game, making cigars was not boring. (It still isn't - I play the game at times on an old computer.) The original game doesn't punish you for building up a flourishing economy. And I will always maintain, whatever some posters say, that the custom house was great!
 
Öjevind Lång;7652168 said:
At the risk of seeming obsessive, let me say that in the original Col game, making cigars was not boring. (It still isn't - I play the game at times on an old computer.) The original game doesn't punish you for building up a flourishing economy. And I will always maintain, whatever some posters say, that the custom house was great!

Great definitely! But a cheat. :D
 
I agree that Custom Houses were great and personally didn't see them as a cheat at all. They made for a natural progression through the game. In the early stages trading is crucial to colony development but small volume and easy to manage. As colonies got bigger the micromanaging got more complex and meanwhile the game was moving on to other priorities, namely combat. By the time the REF arrived it was a relief to hand over the accountancy side of colony operation to the custom houses and concentrate on fighting the WoI. In pure gameplay terms they made a lot of sense.
 
There were other countries in Europe with which to trade besides one's own mother country. I looked upon the custom houses in the original game as providing an opportunity to trade with those other European nations when it was no longer feasible to trade with my mother country.

I never considered custom houses a "cheat" in the original Colonization because having them just made the game more fun since they did away with a lot of the micromanagement that existed by the time it was possible to build them.
 
I haven't played for a couple months now and actually had to uninstall the game ... I did enjoy playing, but the game would begin this periodic "digital skipping" sound now and then, and when it happened, the game would begin to instantly drag, then it would make the "skipping sound" again and pick up to normal speed, and thus it would continue; back and forth ... the skipping sound caused the game to either crawl or return to normal speed ... after a while it became annoying. The final straw for me was that this "thing" started happenning in some of my other games as well. Now that I've uninstalled the game I no longer have this problem anywhere on my computer. Am just waiting for a patch (and not sure whether Dale's patch addresses this - maybe someone knows?)
 
Great definitely! But a cheat. :D

Cheat or not, they were one of these things that made the original game (the ONE and ONLY Colonization!) a very fun game. And this is why this sorry excuse for a sequel (I know it is not really one) will never be fun.

If you have more than 2-3 cities, moving goods around in wagon trains and ships soon becomes tedious. Trade routes don't help much either. Boycotts add a lot of unfun. Colonization had ways to fight them. This game lacks them. It may have been made more difficult and some people may like this, but the difficulty has not been raised by making the game smarter but by removing fun, and this can't be good.

Custom houses do have a historical justification (trade with other nations). Were they overpowered in Col? Absolutely. But they were a necessary element to keep micromanagement at bay.

They can be added back pretty easily I guess. Just let warehouse extensions sell boycotted stuff too. To fight the overpowered-ness, perhaps for an even lower rate. The only question is, do modders really want to do this? (since the programmers/publishers obviously don't care)
 
Cheat or not, they were one of these things that made the original game (the ONE and ONLY Colonization!) a very fun game. And this is why this sorry excuse for a sequel (I know it is not really one) will never be fun.

If you have more than 2-3 cities, moving goods around in wagon trains and ships soon becomes tedious. Trade routes don't help much either. Boycotts add a lot of unfun. Colonization had ways to fight them. This game lacks them. It may have been made more difficult and some people may like this, but the difficulty has not been raised by making the game smarter but by removing fun, and this can't be good.

Custom houses do have a historical justification (trade with other nations). Were they overpowered in Col? Absolutely. But they were a necessary element to keep micromanagement at bay.

They can be added back pretty easily I guess. Just let warehouse extensions sell boycotted stuff too. To fight the overpowered-ness, perhaps for an even lower rate. The only question is, do modders really want to do this? (since the programmers/publishers obviously don't care)

What the man said.
 
I notice extreme sluggishness also at times when I run the game a lot. Might be memory usage issues. During the initial splash screens during boot, the video sync's well, but the audio cut's out about every second. No other games or app's are effected, so it appears to be C4C specific.
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Thought I updated this, but just incase I didn't. Turned out that I was working under XP SP2 when I installed C4C. After I update to SP3 all cleared up. Also, it was occuring in other games. It was a blink/smacker (radtools) issue.
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