Torisen
Professor
I couldn't start playing til a week or so ago, so I'm enjoying it immensely.
I'm sure many people enjoy Dale's patch, but to me these fan mods are like making your own crossword puzzles. To me the fun is to learn how to play the game; not to teach the game how to be played.
IAlthough I agree somewhat with Bad Brett's comparisons to Civ1, you gotta admit that Col1 was also a tedious game of micromanagement that got more and more tedious the more cities you had to juggle. I liked it for that - micromanagement is a kind of fun in and of itself, and for a few hours you can lose yourself in the mindless clicking.
Yes, I am still playing Civ4Col. But not as much as I used to.
I've been much too busy adventuring with my new Death Knight in World of Warcraft. He is so uber!
IfNecessary: Have you even played Col I? I'm getting tired of all comparisons to Civilization. This game has NOTHING to do with Civ, except that it uses the same interface.
I do not play the game much anymore. Too boring for me. For me many of the orginial Col 1 things were better.
1. The graphics in Col 1 where better. Why do I say this. Because it was simple and easy to use. In Col 2, sometimes the settlement gets so big, I cannot see the ground around it. Spare me the high 3D graphics, the older 2D ones were find and did the job.
2. In Col 1 you could improve upon the inital square of the settlement. You could clear the forest on it if you wanted, and you could build a farm on it. In Col 2, you cannot do that. Big disappoint there.
3. Col 1 never seemed to be a game of rushing to get to independence. Heck you did not have to declare it. But Col 2 makes independence one of the biggest parts of the game. And all it seems as if at turn 1, I am getting ready for the War of Independence.
4. Col 1 had the custom house, and better system of being able to select your founding father of your choice from a list. Col 2 is in no way like that.
5. In Col 1 you could abandon your settlement. In Col 2 you cannot. So if you press the wrong button and build in the wrong spot by accident there is not much you can do about it. Big flaw there.
6. From my memory in Col 1 roads provided a benefit more than just increasing movement.
7. In Col 1, defenses actually provided you with a good defense. In Col 2, you have to attack the King before he can strike the settlement. But in Col 1, you could sit back and let the King try to get you by going through your fortress or other defense.
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.
As for the rest, well, let's just say that I think there are times when some inaccuracies, game flaws, and/or "exploits" make a game more fun.
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.
As for the rest, well, let's just say that I think there are times when some inaccuracies, game flaws, and/or "exploits" make a game more fun.
But that's the goal of the game. To create a nation capable of self-sustinance and break away from the Motherland.
In Col1 a FF could be present in numerous nations. NOT logical. A FF only exists once. The new method is logical.
That was one of the biggest exploits in history. Scout finds treasure, settles, ships treasure, disbands, continues searching.
In reality, the militia of the revolutionary forces were no match to the British in urban warfare. I think it reflects correctly the true nature of combat in the era. Reliance on guerilla tactics should be the path to victory.
The goal of the game is to fight the war of independence as quickly and exploitively as possible NOT to create an independent and successful nation that breaks away from the motherland.
An independent and successful nation is actually PUNISHED, not rewarded.