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#1 |
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Chieftain
Join Date: Jan 2006
Posts: 29
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Disbanding Colonies
Can you disband colonies? If so how. I remember in the old game that was a very useful feature.
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#2 |
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Chieftain
Join Date: Oct 2005
Location: Bucharest, Romania
Posts: 31
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In the original you could disband a colony if you moved out the last remaining unit inside it (the town couldn't exist with population zero). BUT it wasn't possible to do that if you had a stockade.
It doesn't seem to work in Civ4Col, as I try to move the last unit to Garrison, it doesn't let me (see attachement).
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At the beginning, the Earth was without form and void... until the monkeys came around and started using sticks to better aim their poo |
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#3 |
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Chieftain
Join Date: Jan 2006
Posts: 29
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Yep, I tried to move out the last colonist and the game would not let me. That is a real pain, I have founded some out of the way colony to score silver and now I am stuck with it. Going to be impossible to defend some coastal colony halfway around the world from the REF.
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#4 | |
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Mmm...tasty!
Join Date: Oct 2001
Location: Piedmont Triad, North Carolina
Posts: 6,255
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Quote:
Also, that silver is going to be very hard to move for cash once the REF lands, so it's not like you're losing a very valuable resource. Heck, it might distract the REF enough that it buys you some extra turns. EDIT: Civ4 eliminated the abandoning of cities from the prior, so I'm not surprised that Col did the same. |
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#5 |
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Great Reverend
Join Date: Nov 2005
Location: Peoria, IL
Posts: 1,621
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I'm not concerned about after I declare independence, but before I would be nice to have the 3 Colonists that are each stuck, alone, in their own city that I am no longer in need of.
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"For evil to conquer, good men need only do nothing." "War is God's way of teaching Americans geography." "When Scientists ask questions, Engineers build answers." Vinland Solutions: Programming Progress - INI Buddy: Config Editing Done Easy My Beyond the Sword Mod Library - [Col2] JTradeRoutes: An Improved Interface |
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#6 | |
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Mmm...tasty!
Join Date: Oct 2001
Location: Piedmont Triad, North Carolina
Posts: 6,255
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Quote:
![]() (hey look! a reason for late-game petty criminals! )
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#7 | |
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Great Reverend
Join Date: Nov 2005
Location: Peoria, IL
Posts: 1,621
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Quote:
Not a big deal, but will make a nice, simple mod.
__________________
"For evil to conquer, good men need only do nothing." "War is God's way of teaching Americans geography." "When Scientists ask questions, Engineers build answers." Vinland Solutions: Programming Progress - INI Buddy: Config Editing Done Easy My Beyond the Sword Mod Library - [Col2] JTradeRoutes: An Improved Interface |
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#8 |
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The Errant General
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Criminals are just as good as colonists for soldier duty.
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"Don't forget your great guns, which are the most respectable arguments of the rights of kings." - Frederick the Great |
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#9 | |
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King
Join Date: Jan 2002
Location: Project Tic-Toc
Posts: 742
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Quote:
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#10 |
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The Errant General
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Do foreign powers intervene in this version?
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"Don't forget your great guns, which are the most respectable arguments of the rights of kings." - Frederick the Great |
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#11 | |
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Mmm...tasty!
Join Date: Oct 2001
Location: Piedmont Triad, North Carolina
Posts: 6,255
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Quote:
![]() ... what I meant by 'late-game' was when you're about to declare independence and you're past the point of training and arming folks. Those last few dudes just sitting on your dock saying 'Why won't they settle Georgia and bring me over?' can be grabbed, dropped into cities you're planning on abandoning, and then left to DIE. Like Georgia should've been. |
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#12 |
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Warlord
Join Date: Jan 2006
Posts: 134
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#13 |
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Chieftain
Join Date: Aug 2008
Location: Michigan
Posts: 86
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