The REF is designed the way it is to combat this problem, but it creates all new ones in the process.
ICS could be easily combated by any number of mechanics already in the game.
For one, you could levy a tax each time the player creates a new city beyond some limit. "You're doing so well...
Under the current system, training cheap (European purchase price) professions is highly discouraged. You're much better off training things that cost a lot (1500+) than the simple types.
The fundamental REF growth mechanic is broken. The punishment for actually playing the game is too high, and the rewards for ignoring the mechanic too great.
It's kind of sad that I can't ever trade with European powers because they never keep more than a pittance of gold on-hand.
I guess they operate on a spend everything on what you can policy.
Silver is one of those commodities that have traditionally had boom and bust periods. The booms would happen when new sources would be discovered, and though profitable early on, the price would dramatically flatten as more supply reached market. As those sources dried up, the prices would...
The logic problem is probably why they weren't allowed to be trained at a native village in Colonization I.
The problem arises in that in this game, you can clear professions. In the original you could not. So conceivably you could just bring him back to your colony, train him, and then...
Given the level of exposure to mods that Civ IV has, I wouldn't be surprised if we could re-add the flavorings at the end.
I always did like having a High School named after me.
If you have the unit selected when you're outside the colony screen, there is also an assign-colonist button.
It would be useful to have a right-click functionality to assign professions to garrisoned colonists from within the colony screen.
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