CIV VI Colonization

is this the whole feed? In that case... Dope. As long as the colonies have potential to gain independence and bring a new civ. How cool would it be if a new civ could enter in the game at a different era with the chance to win because an older civ was unable to maintain happiness/amenities.
 
I loved Civ4: Colonization, but only the first part where you manage the people and specialists, make goods, trade, improve the colony. I absolutely hated that the game forced you to start revolution, fight for freedom and then it ended. If it could be just a "sand box" game where you don't have to end it so early, it would have been much better.
But anyway, modernization would be cool, especially going to hexes (hexes are so much better compared to squares).
 
The original Colonization was really great, and I'd love to see it upgraded again. It could use some new features and tweaks.

It is a new level of micromanagement and strategy the Civ series could use.

Take my money!
 
I would love a new Colonization game, for sure.
 
Civ IV colonization was great; Tom - I agree the first half of every game was more fun than the second.

I'd enjoy playing a VI version, however I think there's enough workload to keep the devs busy on VI vanilla+ for a while...
 
Everyone into Colonization should try the Religion and Revolution mod for Civ IV Col - it was developed over many years and is really outstanding.
 
Colonization is kinda cool, cute maybe (?), but the math is too easy, even on the hardest difficulty. Once you get your early scouts out exploring you can get a galleon to transport your own big treasures, now you have 2 ships to buy tools and muskets from Europe and sell to indians almost always for profit. Then get 2 or 3 cities clustered together, most importantly to build newspaper and fort, then in rapid succession from all the capital you've built, buy out a bunch of muskets and horses, stick elder statesmen (one school helps this since they're expensive to buy outright) in the newspapers, then just stick your entire population into dragoon status, declare independence. All you have to defeat is the ground units and you're continuously spamming attacks with dragoons who are constantly promoted. The only real difficulty is where and how to store muskets and horses as you're building up to the climactic end, but you can park them in wagon trains or in harbored ships, and it's not like warehouse expansions are expensive.

So it becomes going through motions, and the only replayability is whimsical use of privateers or the challenge of balancing expert growers to factories, but that's not even really necessary because you get all the money you need exploring for treasure and selling to indians to win the game. You're actually making the game last longer if you accumulate more than 20ish dragoons by the time the war happens, and each turn longer than necessary lowers your score.
 
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