Civ4 Colonization Patch v1.01f Released!

How would you rate the patch?

  • Excellent

    Votes: 13 16.3%
  • Good

    Votes: 34 42.5%
  • Average

    Votes: 22 27.5%
  • Bad

    Votes: 11 13.8%

  • Total voters
    80
Great thing about this patch is that game no longer requires CD to be inserted in order to play.... maybe this is going to be last patch?
 
just wondering,

what does everyone's "advanced-->build" say?

i have:

colonization version 101
save version 2
build version 1.0.0.1 (121000)
build date 27 feb 09
build FINAL RELEASE

so did i install the patch right?
 
I have the same two big problems with this patch that I had with the unofficial patch.

A. There should be 0 increase in the cost of education as new colonists are educated. There is no real world reason for education taking longer, and it is just a cheap game gimmick to increase difficulty. The colonies are supposed to be becoming more self sufficient, not less, whereas this ridiculous mechanic will still cripple them over time.

B. An enforced 20 turn peace treaty at the start. Again, this has no real world basis; it is just another cheap gimmick to artificially increase the difficulty of the game and prevent people from "exploiting" the game by wiping out opponents early. Civ does not have any such ridiculous rule, why should Colonization? If you look at actual history you would know that the Netherlands lost their stake in the New World relatively early compared with the other powers, so why should the game forbid you from doing such?

Neither of these game mechanics were in the original Colonization, the classic that this game tries to emulate. There is no reason they should be in this game either, except perhaps as options for people who really want that kind of thing before their game starts. It seems to me that you guys just took a lot of what was in the unofficial patch and simply copied it.
 
Civ doesn't have the twenty turns rule because you don't have the capability to attack right from turn 1, you need to build up the stuff first.
 
I have the same two big problems with this patch that I had with the unofficial patch.

A ...
B ...

I couldn't agree more - especially to the second issue.

I'd like to have the foreign king to kick my a$$ with a small REF when I start to plunder his colonies. Or have him send some Fregates to fight those filthy pirates (as in Sid Meyer's Pirates!: the more ships of one nation become the victims of pirate attacks, the more and stronger escorts will accompany them subsequently). Since the King is the strongest ally of his colony at the beginning phase of the game, he should act approprietly (instead of just giving you a crappy caravel).
 
Another answer is to play on a really, really big map. I often don't even find the other European powers for 100 turns by which time they are very strong indeed, with a dozen defenders (mostly dragoons) at least in the capital as well as two or three frigates.
 
Hi everyone

I've just re-installed the game and added the patch, and wondered if it fixes the awful balance problem where the King's forces are stupidly high by the end of the game? I know on the changelog it says it does, I was just wondering how effective it's been?

Ta!
 
Hi everyone

I've just re-installed the game and added the patch, and wondered if it fixes the awful balance problem where the King's forces are stupidly high by the end of the game? I know on the changelog it says it does, I was just wondering how effective it's been?

Ta!

An average player will be able to defeat a REF 5 times your size. A good player 7 times. Worry less about the REF size grasshopper. :cool:
 
An average player will be able to defeat a REF 5 times your size. A good player 7 times. Worry less about the REF size grasshopper. :cool:

But what about distinctly crap players, such as myself?!! :D :D

I won't be able to find out for a while anyway, my PSU is on it's last legs so I can't play the game till I get my new one :cry::cry: (on Tuesday :D)!
 
Another answer is to play on a really, really big map. I often don't even find the other European powers for 100 turns by which time they are very strong indeed, with a dozen defenders (mostly dragoons) at least in the capital as well as two or three frigates.

Is it possible to create an extra (rather than replace an existing) map size - something like "Humongous" which would be ridiculously large - say 4 times again from the largest? This wouldn't be a problem with 2GB of memory would it?
 
You can, but you wouldn't be able to select it in the main menus.
 
Is it possible to create an extra (rather than replace an existing) map size - something like "Humongous" which would be ridiculously large - say 4 times again from the largest? This wouldn't be a problem with 2GB of memory would it?

As Dale says you can't add a new map size to the menu, but changing an existing one is no problem. I make the change to the size of the present 'Huge' map as follows:

Find the Civ4WorldInfo.xml file. On my system that is found at:

Program Files/2K Games/Firaxis Games/Sid Meier’s Col IV etc/Assets/XML/GameInfo

Before you change this file make a copy of it. Then use ‘open with’ and choose Notepad (although any text editor will do) and scroll down until you see ‘WORLDSIZE HUGE’. Below that change GridWidth from 38 to 60 and GridHeight from 60 to 96, and save the file. It’s that simple. Now every time you start on a huge custom map you really will have a huge map to explore.

This map is 2½ times as big as the standard huge map (although there is no reason why you couldn't make it bigger still) and it runs fine on my 1 GB Ram.

For more information see my strategy article for playing an XL map at Revolutionary -
http://forums.civfanatics.com/showthread.php?t=310533
 
You can actually add a new mapsize, but you'll have to create a blank map of that new size you're using, then regenerate the map off it (causes it's own problems in vanilla I realise). Otherwise, just change one of the existing mapsizes. :)
 
Although I admittedly don't play the French often and thus am not an expert on the topic, the latest patch seems to massively weaken Samuel de Champlain. Is it really overpowered to allow natives to learn how to fish or farm?

A. There should be 0 increase in the cost of education as new colonists are educated. There is no real world reason for education taking longer, and it is just a cheap game gimmick to increase difficulty. The colonies are supposed to be becoming more self sufficient, not less, whereas this ridiculous mechanic will still cripple them over time.

It's an example of game balance taking precedence over reality. There needs to be some sort of scaling mechanism. It just didn't need to be quite so extreme as it was prior to the patch.

B. An enforced 20 turn peace treaty at the start. Again, this has no real world basis; it is just another cheap gimmick to artificially increase the difficulty of the game and prevent people from "exploiting" the game by wiping out opponents early.

Same thing. It is too easy (and still is after a mere 20 turns) to wipe out another colony.
 
Did the patch fix the problem w/PBEM games. It was VERY broken before.
 
On the plus side, the West Europe route addition is desireable, on the minus side, the -50% travel time to Europe FF has no effect on the Western Route :(

I don't mind the warning blings about nearly being out of resources or storage space, especially after turn 100 and I have 11 cities to mocromanage.... However, I am still losing resources or tradeable goods for a round even after the Warehouse or Warehouse extension are completed.

Plus side, the REF growth rate is slower, minus side the REF growth cycle is overly simplistic. The King adds 4 units whether the change in separatist sentiment is 1% or 20%... over reacting on the low end of the scale, under reacting on the top end. It's fairly ludicrous, but commonplace in my games to see a REF with more than 60 parts when I have a single city with a population of 5...

Mostly, the patch did plenty of good, but in those areas where it is weak, it is very very weak.
 
Hey everyone,

I have a store bought version of CIV4 Col.

In the build version, it says "Colonization Version 101" And the Build is 1.0.01.

Do I have the up-to-date version? I don't remember if I downloaded the update already.

Thanks
 
On the plus side, the West Europe route addition is desireable, on the minus side, the -50% travel time to Europe FF has no effect on the Western Route :(

I don't mind the warning blings about nearly being out of resources or storage space, especially after turn 100 and I have 11 cities to mocromanage.... However, I am still losing resources or tradeable goods for a round even after the Warehouse or Warehouse extension are completed.

Plus side, the REF growth rate is slower, minus side the REF growth cycle is overly simplistic. The King adds 4 units whether the change in separatist sentiment is 1% or 20%... over reacting on the low end of the scale, under reacting on the top end. It's fairly ludicrous, but commonplace in my games to see a REF with more than 60 parts when I have a single city with a population of 5...

Percentage has nothing to do with it. It's all about liberty bell production. There are thresholds published elsewhere on Civ Fanatics that tell you what number of bells provokes an REF increase. After that the next threshold is increased.
 
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