Early Colonization Remake Articles and Screenshots

Colonization never had lots of nations anyway. Only that major European powers at the time went across.

My question is, is Hitler going to be in the game?

PS: Yes, this is a joke, don't even think of saying something on that topic here, please. If you do, the ghost of Robert Goulet will show up at your house and MESS WITH YOUR STUFF.
 
I truly hope it won't turn out to be just a Civ IV mod with modified rule set and graphics.

I'm a little worried by the fact that from the screenshots, it seems that there is only one upgrade to each economy building instead of two. Makes you suspect that they have simply renamed the marketplace and the bank from Civ IV, which would mean that the game is just is a mod after all...
 
I wonder whether it'll be a faithfull remake of the original (new graphics only), or whether they'll improve aspects of it that where rubbish (like Franklin). I'd definitely prefer the latter.

The announcements mention Founding Fathers not present in the original Colonization, such as Samuel Adams and Patrick Henry. So it's prretty clear from that (and from things in the screenshots) that they haven't just copied the old game and added new graphics. I'm more worried that it will turn out to be simply a mod of Civ IV.
 
Öjevind Lång;6915689 said:
I'm a little worried by the fact that from the screenshots, it seems that there is only one upgrade to each economy building instead of two. Makes you suspect that they have simply renamed the marketplace and the bank from Civ IV, which would mean that the game is just is a mod after all...

Yes you are right, in the picture near screenshots also shows like Cigar Factory is upgraded version of Tobacconist House. Maybe they skipped Tobacconist Shop and other shops. Maybe they are making game shorter.
 
Yes you are right, in the picture near screenshots also shows like Cigar Factory is upgraded version of Tobacconist House. Maybe they skipped Tobacconist Shop and other shops. Maybe they are making game shorter.

meh - I hope this is not the case.
 
At first I thought Colonization II was announced, and now I realize it's just a CivIV scenario/mod..... :/ Well, I look forward to more news about this. Hopefully they can excite me a little more then these first screenies does.
 
Hallelujah! News about something that isn't CivRev, an absolutely useless piece of crap that we can't even get on PC! And about Colonization, no less!

Just don't do to this what you did to Pirates or Railroads.
 
Hallelujah! News about something that isn't CivRev, an absolutely useless piece of crap that we can't even get on PC! And about Colonization, no less!

Just don't do to this what you did to Pirates or Railroads.

I couldn't agree more.
 
I really think with all the civ 4 engines and gameplay if they only managed to match the old Colonization most people would be dissappointed. It has been over 12 years now.

If they only plan to improve the graphics i am not sure why they would bother. i think its quite clear people loved the old Colonization game. I think most will expect more now. More in terms of units, more in terms of civ traits, unique units and other possibilities. Perhaps more naval units. It would be interesting if the four civs had certain Indian tribles that were more favourable to them and certain ones that disliked them. Perhaps the Spanish could have cheaper missionaries. Dutch certain trade advantages.

As for railroads i was never sure what they were gonna add to that game. it is just laying track and laying trains right? I played the original but didnt bother with the others. A few bad reviews was enough to put me off.
 
FreeCol 0.7.4 has been released. This is bug fix release and last version before 0.8.0. Some of the bugs that were fixed:

- Mistyping in transfer dialog prevents saving or ending turn
- Buttons stop working
- AI gets stuck in infinite loop
- Indian settlements can be visited multiple times

Bug fixes in 7.4
New features in 7.4

Freecol - SF


FreeCol 0.8.0 is scheduled for release on Friday, July 11th. Main goal of this release is to make game more moddable but also adds new nations, sounds and music. Planned features:

- Allow the game to be customized using XML-files.
- Support different sets of graphics.
- A file format for packaging changes to graphics and rules.
- Units now slide between tiles while moving.
- Sound effects for dragoons, artillery capturing a colony, building
complete, church and blacksmith.
- New sound effects for artillery and buying/selling goods.
- Short music clips for Aztecs, English and fountain of Youth
- Named regions and nicer placement of native settlements.
- New nations added: Portuguese, Swedish, Danish and Russian
- Games with up to eight European players are now supported.

Feature requests implemented for this version
Bugs fixed for this version
 
Thanks for the info! I enjoyed previous versions and I will definitely take a look at this one.
Are you in the FreeCol team? I really appreciate what you guys are doing. :goodjob:

I unfortunately don't have any skills that I could use to help the developers but I try to help by promoting the project as the developers don't seem to be particularly active in that area. :blush:

If you or others are interested you can also check new art and animations being made for future releases in graphics mailing list. There is also been some work on nationally distinctive colony architecture and distinctive indian tribe settlements and other artwork. New contributions are always welcomed (wether its code, graphics, sound or music) *hint* *hint* ;).
 
I hope they don't *forget* slavery again.

The problem is that slavery is a pretty emotive subject, and that as such the developers may not want the game to in part become a 'slavery sim'.

The original did hint at slavery with Indentured Servants and petty criminals - but for the former was often a case of people buying their passage with their freedom for x years, whilst the latter implies the people did something wrong to be sent against their will anyhow - both of which for PR purposes is more palatable.

Where the orginal probably did dip it's toes more into the slavery aspect was with Native Indians - particularly where a native village is destroyed (as opposed to converts who freely joined after the influence of a missionary)

In game terms, including slavery would also imply the inclusion of Africa and the slave triangle which potentially increases the micromanagement needed as players would need to ship goods from Europe to Africa, and from Africa to the New World.


Regarding the Portugal issue, I'm sure I recall the original documentation stating Portugal was excluded because a niche that differentiated them from the other nations couldn't be found. It's pretty obvious Portugal was important in the conquest of the New World, but for game purposes I presume they would have ended up being a Spanish alternative.
 
Regarding the Portugal issue, I'm sure I recall the original documentation stating Portugal was excluded because a niche that differentiated them from the other nations couldn't be found. It's pretty obvious Portugal was important in the conquest of the New World, but for game purposes I presume they would have ended up being a Spanish alternative.

They could have given Portugal an advantage in trading slaves, but that would be opening the can of worms which you so correctly identify.
 
I dont see an issue with slaves. They had indian workers in the cities. (native workers) They had petty theives from the homelands too.

Your right when it comes to fixraxis. They would never do anything which suggested a religion was more powerful than another or a nation was more cruel than another in some way.

Even within that remit they can add features as long as all nations are subject to that feature. As this was in the original game. I see no issue here. If a term is offensive you reword it to make it acceptable. slave unacceptable- native worker? Fine?
 
In game terms, including slavery would also imply the inclusion of Africa and the slave triangle which potentially increases the micromanagement needed as players would need to ship goods from Europe to Africa, and from Africa to the New World.

An anachronism to the period the game deals with. Colonization ends with the American Revolution - the triangle trade was not really yet established on any large scale, indentured servitude (basically, still practiced today in the form of internships and community service + prison workforce rehabilitation) was the only widespread form of slavery in North America. Except the Spanish hacienda system which may or may not be deemed slavery, depending on how you define it (closer to serfdom, really).
 
An anachronism to the period the game deals with. Colonization ends with the American Revolution - the triangle trade was not really yet established on any large scale, indentured servitude (basically, still practiced today in the form of internships and community service + prison workforce rehabilitation) was the only widespread form of slavery in North America. Except the Spanish hacienda system which may or may not be deemed slavery, depending on how you define it (closer to serfdom, really).

I'm afraid you are wrong there. The triangle trade was extremely important during the 18th century on the North American mainland, and from a much earlier date in the Caribbean and South America.
 
I have question. I read somewhere that the original Colonization, be given away to download free. It true?
 
I have question. I read somewhere that the original Colonization, be given away to download free. It true?

From what I've read, yes...

I think I posted a news story about that a few months ago. We'll see.
 
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