I dug my Colonization cd out a few months ago and got it up and running (blessed be DOSBox). The main thing I noticed is the utter lack of interaction between the pointer and the game, no info pops up when you float the pointer over things. Not a big deal, but I can't count the number of times I stared at the screen waiting for the name of a resourse to pop up

Still one of the best games ever made despite the lack of user friendlyness we are used to in this day and age.
But back to point..
The idea of useing specialists sounds great. Set it up so that you have to have certain buildings to use certain specialists, ex. must have Trading Post to have a Fur Trader specialist.
There needs to be a Colonist unit. THis unit is the basis of the game as anyone who has played Colonization knows. A way to add this unit to a city, similar to adding a worker to a city in Civ3, will need to be add as way as a simple sameturn way to remove them from the city.
Next is some way to bring the fun of training Colonists to be Farmers, Distillers, Gunsmiths, ect. You could do this with Promotions, ie Farmer 1 gives bonums to food production, but this could run into problems as I don't know how hard it would be to give individual citizens inside a city bonuses for the tiles they work.
Sorry if that is a little babblely, but it is late.. how about this..
The main parts of Colonization that I think should be in a Colonization Mod are the relationships between the buildings built and the products the city produces. Also must bring throught he importance of specializeing Colonists and what buildings they can work in.
As for the native tribes, I think they would ideally be done as full Civilizations. This would give the best opertunity for trading, alliances, and such.
Well is getting late, I'll play some Colonization when I get up and post something more coherant
Hey Sid, any chance we could get a Colonization 2?
