[GotM] !!! SPOILER !!! GotM February 2013

Stoepsel

Chieftain
Joined
Oct 26, 2010
Messages
65
Location
Bremen
This is the spoiler thread for the Colonization GotM February 2013.


Please notice the following rules:
  • You are allowed to read and write in this thread, if you had finished your game and sent your files or if you don’t take part in this GotM.
  • Please don’t post any screenshots or hints during the current GotM until the ending date is reached.
  • If you are a participant of the current GotM and you have entered this spoiler-thread mistakenly, please contact me. We are expecting Fair Play.
  • Who violates the rules will be disqualified

















Again: If you are a participant of this GotM (or you want to become one) and you did not send your files already

--> Please leave this thread! :nono:


















Are you sure to have got the permission, please come in and discuss your game. :cooool:
 
Spoiler :
Am I the first one? :lol:
I wonder if anyone would be able to get 4 gold for Rum in Europe. I have sold ridiculous amount of C2H5OH and yet it was staying at 10 gold for most of the game. Perhaps Explorer dificulty makes prices more stable than on higher difficulties? Anyways, 7 gold was my final achievement, with every other challenge completed. I wonder if there are tricks in sharply dropping the price -- like selling at once vs. selling RUm gradually, like I did...

Good job with this idea, it was fun, especially after Arawaks burned half of my Rum producing villages. :goodjob:

P.S. Oh yeah, it would be nice to see somewhere in statistics how many unit of each comodity was sold during the game. This would shed some light on price reduction mechanics -- i.e. if I sold more Rum but someone got price even lower, it means there are some selling tricks, right? :xmascheers:
 
Am I the first one? :lol:

Congratulations! :D

Spoiler :

it would be nice to see somewhere in statistics how many unit of each comodity was sold during the game.

I think this was a feature in Colonization 1 (1994), but it doesn't exist in Civ4:Col anymore.

This would shed some light on price reduction mechanics -- i.e. if I sold more Rum but someone got price even lower, it means there are some selling tricks, right? :xmascheers:

The are two points that influence the price trend: the more you sell of a certain commodity, the more its price will drop.
But there is a second function so that the price mechanic should not be too linear: Every trade of any commodity can cause a price change of any random commodity by chance.
 
Hi folks,

I assumed the game would just end on turn 200. I have no save-game from around then, and it's currently turn 321...so I am disqualified. :)

Spoiler :
In any case, played as the Spanish and was able to grab all the achievements listed on the game page. That's what happens with an extra 121 turns I guess. The French are gone, William Brewster is in my pocket, rum is at 4g, and I own all the sugar tiles except a couple of stragglers at the edges. It was a lot of fun, and I look forward to more Col GotM. This is a great mod...really what Col needed to become a great game.
 
Spoiler :
What was your sugar price circa 1680? :crazyeye:
 
Spoiler :
What was your sugar price circa 1680? :crazyeye:

My 1680 savegame has me selling sugar at 6, rum at 8. My last turn was 1707 after conquering the French colonies. I was selling suggar at 2, rum for 4 then.

I didn't realize the price of sugar was tied to the priceof Rum. It makes sense. I will keep that in mind if I ever had a reason to drive the price of a refined good into the ground again.

I really enjoyed this game. I will keep playing them.
 
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