Anyone successfully modded Colonies?

woodelf

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Has anyone been able to remake the old Civ3 type colony? I don't think it's needed for the regular game, but for scenarios like the Age of Discovery, for example, it would be nice to be able to have an alternate type of settler build a small city of culture size 1 that doesn't grow and also doesn't count against your city maintenance. You could always incorporate it into a city later on, but settling the new world with full fledged cities isn't accurate or cost effective....
 
woodelf said:
it would be nice to be able to have an alternate type of settler build a small city of culture size 1 that doesn't grow and also doesn't count against your city maintenance.

A city of size 0 won't grow and cannot produce anything. However it problably does count towards maintenance.
 
I tried having all cities built be size 0. It worked to build them but there is noone to work on any plot, including the city plot itself.
 
definitely need a colony unit..

only problem with it being a city....if its not touching the coast--how does that resource give any of your other cities the benefit to build the items taht require that resource(ie horses, coal, oil, uranium, etc..) ?
 
I suppose you'd need a road to a coastal colony or a coastal town eventually. Maybe some sort of caravan system?
 
How about this:

Allow workers an upgrade, and call it colony. Make it immobile. Then write a python script to give the plot the colony is built on to the player who built it, and build the correct improvement type for the bonus.

You'd have to make sure the plot was lost again if the colony was killed, as well as if the enemy get culture enough to take it. The system could work almost exactly the same as the Civ 3 system for colonies.

BTW - snarko gave me the idea for the upgrade to immobile on another thread
 
The Great Apple said:
How about this:

Allow workers an upgrade, and call it colony. Make it immobile. Then write a python script to give the plot the colony is built on to the player who built it, and build the correct improvement type for the bonus.

You'd have to make sure the plot was lost again if the colony was killed, as well as if the enemy get culture enough to take it. The system could work almost exactly the same as the Civ 3 system for colonies.

BTW - snarko gave me the idea for the upgrade to immobile on another thread

and I'll be the first to point out problems with your idea :p

There's a couple problems with your suggestion that I can think of. You can't upgrade a unit unless it's inside your territory. But owning the plot the unit is on isn't enough, something else is require aswell. I'm guessing there needs to be a city in the territory too. It might be possible to upgrade a unit in a plot that you own which is connected to somewhere else where you have a city, I haven't tested that.

If you can work out the first there's still the problem with the AI not having a clue how to use it. At best they'd do nothing, at worst they'd upgrade the unit at the wrong time in the wrong place. This could possibly be solved by making the upgrade only available on plots with resources and not already connected but I'm not sure if it's possible to do that. Even if it is possible the AI won't end up on those places unless by a fluke or the resource is already inside their territory.
 
Bugger. After thinking about it I started wondering how the AI would do. The sad part is that in CivIII the AI was better about colonies than I was! I'm hoping there's a workaround eventually that balances fairplay and competent AI.

Thanks for the brainstorming guys. :goodjob:
 
snarko said:
and I'll be the first to point out problems with your idea :p
Bah! Spoilsport. I'm sure you could some slightly less acceptable bodges to get it to work - maybe mod the interface to inlcude a new button which gives you the terriatory, and then upgrades the unit.... or you could build a city then kill it when the upgrade is done.

The AI would never know how to use it however you implemented it though.
 
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