lumpthing
generic lump
The thing I loved most about Colonization over Civilization was the economic model. For me it was much more satisfying to grow sugar, which then got made into sugar at a distillery and then ship that off for sale in Europe, then to magically accumulate trade points because my city was situated by sea tiles.
Apparently Colonization will be totally moddable which makes me wonder whether it would be possible to have Colonization style economics but for the entire world. That would be fantastic.
At least two things would have to change
1) Useful luxuries: If you're going to have the whole world, and have the whole world be playable, as in Civilization, then you can't rely on Natives and Europe to want to buy goods which are useless to player civs: cotton, rum and tobacco. This could easily be solved by making them confer some benefit like luxury resources do in standard civilization.
2) Micro-management. Unfortunately, the resource-based economic system meant that once you got a lot of colonies you got sucked into micro-managing hell and it stopped being fun. This would be even worse on a world-scale civ game. I don't know whether it would be technically possible but I think something more closely based on games like the original Settlers would work better, with your people automatically moving things to where it's needed once you've established the trade routes. I'd love to see my people independently sailing about along sea routes which I then have to protect with my navy. You could design a whole new game on that premise. In fact, I think I'm slipping into imagining my ideal computer game
Apparently Colonization will be totally moddable which makes me wonder whether it would be possible to have Colonization style economics but for the entire world. That would be fantastic.
At least two things would have to change
1) Useful luxuries: If you're going to have the whole world, and have the whole world be playable, as in Civilization, then you can't rely on Natives and Europe to want to buy goods which are useless to player civs: cotton, rum and tobacco. This could easily be solved by making them confer some benefit like luxury resources do in standard civilization.
2) Micro-management. Unfortunately, the resource-based economic system meant that once you got a lot of colonies you got sucked into micro-managing hell and it stopped being fun. This would be even worse on a world-scale civ game. I don't know whether it would be technically possible but I think something more closely based on games like the original Settlers would work better, with your people automatically moving things to where it's needed once you've established the trade routes. I'd love to see my people independently sailing about along sea routes which I then have to protect with my navy. You could design a whole new game on that premise. In fact, I think I'm slipping into imagining my ideal computer game
