How about a colony is a city founded by a colonist unit, and it initially acts as a normal city except it does not increase culture cost. It has a bar similar to the city-state influence bar that measures 'Nationalism', or how much the colony thinks of itself as its own nation rather than merely...
Right. In the Napoleonic wars roughly half the battlefield casualties were from artillery. In WW1, more than half, from artillery. In WW2, a whopping 70% of battlefield casualties from artillery.
Artillery is king of the battlefield and has been ever since the enlightenment.
Wait till steam christmas sale when they'll all be at 75% off, then pick them all up sans the cradle packs, unless you enjoy the sound of burning money.
You cannot build any units or buildings. You collect no taxes, therefore you have no income of any kind. You have no authority, and therefore cannot order anything around. Your main purpose is to serve as free cities to the first enterprising conqueror that comes to your door.
The new naval units in G&K are great, and helped to flesh out the naval game some, but there are still some odd inconsistencies (e.g. Triemes - Caravel - Ironclad, wut) and holes (pretty much no changes in unit composition from Ancient to Renasciannce)
Also, there ought to be sea-based on map...
If we had on-map international trade routes early navies would gain great new jobs of raiding and protecting those routes. Given how much more difficult it is in G & K to make money in the early game keeping and protecting those early trade routes, or failing to do so, might become a snowballing...
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