@mastrude
Unfortunately you're wrong. You only need silver - this is enough to win the game. If there's no silver go for fur.
Son of a . .. .. .. .. .! You might be right! I'll have to check this.
Can you buy buildings? Where?
@mastrude
Unfortunately you're wrong. You only need silver - this is enough to win the game. If there's no silver go for fur.
@mastrude
Unfortunately you're wrong. You only need silver - this is enough to win the game. If there's no silver go for fur - there's plenty on all maps. Make clothes and sell them to Europe. You only need some random workers for that, one or two expert fur trader(s) and an expert fishermen. Sell your tools/weapons/horses (if you happen to get any) to the natives, visit their villages and the ruins. That will be absolutely enough, no need to produce anything else. That's not what I call an economy.
Last game I won without producing a single hammer. I simply bought everything, the few buildings I wanted as well as cannons and additional settlers. I got all that gold almost entirely by selling clothes. Also got Peter Minuit (the only important Founding Father).
On a German forum someone took this approach to the extreme. He easily won on revolutionary and
- built exactly 0 buildings
- bought 0 settlers/specialists (except for statesmen) and trained none in native villages
- got 0 new ships
- didnt use the pioneer once
- only bought cannons and goods to trade with natives
- built only 3 cities and gifted 2 of them to his neighbours before declaring independence
- deleted most of his men before the WoI
Won in 58 minutes in 1607.
Now of course you dont have to play it like that. But the point I'm trying to get at is that every variation to this basic plan is bad for you, is a disadvantage. The "game" doesnt reward sandboxing, doesnt reward expansion, doesnt reward building an economy, doesnt reward diplomacy, hell, it doesnt even reward colonization!
Falk: So your argument is this is a bad game because it's possible for somebody to completely miss the point and turn it into a meaningless exercise of how you can win the game by exploiting every little loophole?
And how he "easily" won the game.. Geez. How much time did that guy spent researching forums, trying out a dozen failed other Colonization experiments, tweaking his strategy before he reached this "easy" victory? I guess that wasn't so "easy" was it?
And if the game was so bad, why did this guy waste several hours of his life doing all this? Just to prove a point?
Maybe, just maybe in a twisted way it's because this guys was actually having fun doing it?
Of course that guy was the first to go blastout on a forum how boring this game was after he willingly spent twelve hours going out of his way to prove how boring what he was doing was...
People are weird.
Falk: So your argument is this is a bad game because it's possible for somebody to completely miss the point and turn it into a meaningless exercise of how you can win the game by exploiting every little loophole?
But that's not completely missing the point and it's not a loophole: it's a bad design decision. In C4C the entire point is declaring independence ASAP; the game rewards nothing else. Picking the shortest possible route to get there actually is the point! And therein lies the entire problem. The game should be configured to reward gameplay styles other than beelining the WoI.
@mastrude
Unfortunately you're wrong. You only need silver - ...
On a German forum someone took this approach to the extreme. He easily won on revolutionary and
- built exactly 0 buildings
- bought 0 settlers/specialists (except for statesmen) and trained none in native villages
- got 0 new ships
- didnt use the pioneer once
- only bought cannons and goods to trade with natives
- built only 3 cities and gifted 2 of them to his neighbours before declaring independence
- deleted most of his men before the WoI
Won in 58 minutes in 1607.
Now of course you dont have to play it like that. But the point I'm trying to get at is that every variation to this basic plan is bad for you, is a disadvantage. The "game" doesnt reward sandboxing, doesnt reward expansion, doesnt reward building an economy, doesnt reward diplomacy, hell, it doesnt even reward colonization!
Well, your use of quotes in "improve" is more telling than you may think. My whole point is that creating a little empire doesnt improve anything, but does the very opposite. I do agree with you and Axxon in the sense that if you ignore the whole objective of Col2 it does turn out to be a game and it does provide some fun.I for one like to create a little empire and "improve" it.
Civ 4 produces a huge number of different different economies, tech paths, unit choices, leader choices and so on even if your goal is to try and find an optimal path to victory and even if you are trying to exploit everything you can, and the game is still challenging at hard difficulties.
I absolutely love this game. Sure, it could be a lot better. But it will be, once the patches and mods start rolling.
I've always played Colonization as more of a sandbox I guess. I like playing around exploring new lands and setting up supply routes of resources.
I'm not a fan of this rush-to-independence thing either.
patrick, I don't think we should cut them any slack for releasing an obviously unfinished product. This is the only industry where a company can give you a half finished product and then go back and fix it later on (if they want). It's like buying a car without wheels and having to wait a month for the next upgrade.
Finish your damn product before selling it to me.
This game can and will be awesome. It just needs to be finished.