Abandoning colonies

Midgetskydiver

Chieftain
Joined
Dec 8, 2008
Messages
10
Has anyone found a way to enable this? I hate being stuck with captured colonies but don't want to completely raze them to the ground either.

Thanks!
 
You can reduce them to one population, and then gift them to some other player.
<shrug>
 
I don't ever have the option to do that with the indians and I don't want to give the other Euros a foothold near my cities...
 
No, AFAIK you can't give cities to indians. If the cities are near yours, you should either develop them for your own use, or never capture them in the first place.

Cheers, --- Wheldrake
 
raze them - you'll feel better!

nah ive not come accross a way to allow it.

Im guessing its been removed to stop people plopping cities with a scout and sending treasure to the king (old exploit from col 1)
 
:lol: I forgot about that ol' exploit. Good one! :D
 
raze them - you'll feel better!
nah I've not come across a way to allow it.

I'm guessing its been removed to stop people plopping cities with a scout and sending treasure to the king (old exploit from col 1)
that was an exploit, but the concept of razing a city in general was not

in Civ 4 Col winning against the REF is tied to current colony wide LB rate, so it should be allowed to get rid of unnecessary cities to boost this stat

the alternative is that there is no good reason to ever build more than one or two coastal cites for Eur trade and one inland city with a fortress for the final showdown with the REF. in terms of raising the overall colonial LB rate all other cities at that point in the game are mere baggage

so the city raze option allows the mid game to have an colonial empire even if the end game does not favor one
 
I made a python modcomp, that adds an option to abandon your own colonies. Once City Screen is up, press CTRL+X to abandon the active settlement. :)

Download it here

Looks like that
Spoiler :
abandon_colony_tA8.jpg
 
Can you stop it from working with scouts?
 
I made a python modcomp, that adds an option to abandon your own colonies. Once City Screen is up, press CTRL+X to abandon the active settlement. :)

Download it here

Looks like that
Spoiler :
abandon_colony_tA8.jpg

Hi
I downloaded this mod, and as far as I am aware installed it to the Custom Assets file. I say "as far as I am aware" because I am not used to Win.rar and could see no confirmation of where, if anywhere, it put the file.
Anyway CTRL+X has no effect.
What have I done wrong? How can I tell if it has been installed or not?
 
Yes I have WinRAR. Still in its trial period. I am not at home just now and can't buy it to my own PC till next week. But it managed to install the patch and Origins OK.

But with them you can see they are OK ... they are in the Mods file. But "abandon colony" goes into Custom Assets and seems to be an amendment (?) to the Python file. I am no expert but this appears to be correct according to NeverMind's instructions.
 
Can you stop it from working with scouts?
As far as I understand, city ruins do not act as Goody Huts in Col2. So, no goody - no exploit for scouts. Correct me, if Im wrong. :old:

Do you mind i fi use it in my mod Colonies of the New World?
Sure! Feel free to add it anywhere. :)

Hi
I downloaded this mod, and as far as I am aware installed it to the Custom Assets file. I say "as far as I am aware" because I am not used to Win.rar and could see no confirmation of where, if anywhere, it put the file.
Anyway CTRL+X has no effect.
What have I done wrong? How can I tell if it has been installed or not?
Check "My docs/My Games/Col2"/CustomAssets/Python folder. If installation is ok, you find CvEventManger.py there.
 
What I meant was, can disbanding a colony by stopped if the colony was formed by a scout, never rose in population, and still has the scout in it? Basically, to avoid the exploit of Col1. :)
 
What I meant was, can disbanding a colony by stopped if the colony was formed by a scout, never rose in population, and still has the scout in it? Basically, to avoid the exploit of Col1. :)

For me the 3 reasons it was a good exploit for Col1:
a) You could send scouts to lands afar and still get treasure back quickly
b) It stopped Europeans/Natives being able to attack or steal your treasure trains
c) Cortez gave you free treasure transport from the kings galleons

I don't actually think that it will be as much of an exploit in the new game, so can't see much negative from it:
a) Maps are tiny compared to Col1, I'd say roughly around 1/4 of the size, there is less treasure to be had
b) Ridiculous as it is, but nobody seems to attack your treasure trains unless at war
c) Cortez no longer gives this, and there are no FF traits which allow discounted king transport - Galleons are a must if you want all your profit
 
This can't be exploited as it could in Col1, since when you disband the colony, you don't get back your last colonist.
 
This can't be exploited as it could in Col1, since when you disband the colony, you don't get back your last colonist.

Yeah, i found this. I tested it out together with the JTrade Screens and Viable Natives and abandoned a colony with 2 colonists in it and lost both. Hopefully NM can make it so you don't lose your colonist when you abandon the colony, but perhaps the unit you use to found it could be locked into the colony for a certain number of turns? Afterall, you don't really want to have a Scout stuck in one place for 5-10 turns at the beginning of the game when you're competing with the other Europeans to uncover new territory and its prizes.

Also would like to see treasure trains being picked off if left unprotected. I stole about 4/5 of the other Euros in my last game but waltzed right past their and native units/cities without losing any, even when i was at war with one on the natives!! :o

Perhaps I should put a post about this in the AOD2 thread.
 
Check "My docs/My Games/Col2"/CustomAssets/Python folder. If installation is ok, you find CvEventManger.py there.

Thanks. Works OK now, but I don't think it works for any of the Mods, even the patch 1.07. Do I need to instal your files into any other places for these other mods.

Thanks in any case for an excellent shortcut. It is not difficult to replace any lost colonist. :)
 
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