How to disband a settlement?

Alright so you can't disband settlements, good to know.
 
This is sorely sorely missed by me.

I used to pop up temporary colonies fairly often. Put up a few huts to hunt the rich furs for a few turns until the prices drop, or you refuse a tax hike with it.

Actually, having trade with a resource blocked is a huge reason for wanting to pick up and move to another site.
 
i have to say so much. If its in the manual (having played col 1 i didn't take more than a few peaks inside and had no reason to dissolve a settlement up until now) and not in the game it whould be sad.

Feels like: Oh its been soo powerful in Col 1! It had to be stripped out...

One can fear exploits so much as to remove any fun from the game just at the guess of spotting anything remotely exploity...
But innocent until proven guilty: So i belive in a bug should be true that its in the manual. (even if it sort of looks like by design since artificially blocking such a thing usually doesn't happen on accident. :()

But it makes no sense to view it as an exploit if unlike in col 1 settlers outside of colonies count fully for overall sentiment. There is nothing overly positive constituting to anything remotely! exploity i can spot in removing a settlement. (the stockade-mechanics from col 1 made so much more sense. And difficult just to be different is not much to my liking at least.) Usually its just a small negative...

Can anyone of the playtesters (should that really be intended) explain what the big! problem is in this 'issue'? Shouldn't it be a bug.

On the other hand at worst hopefully its possible to mod in. If it is we will very soon see a respective Mod... So its just until a modder takes care of it i reckon.
 
Well even if you boycott stuff every colony can still be of some use. Ore, lumber and food is always useful and fur trapping can be swapped for lumberjacking, resource harvesting can be swapped for farming.
 
Well thats still not a reason why this fun and! thematic function was taken out... Just one why its still not utterly worthless (not that i denied a single tax-increase yet or saw any need to disband any settlement...)

I don't say you absoloutely can't live without. Im just missing any serious reason to take it out in the first place. So im asking: Why? Especially should it really be in the manual...

Balancing is all fine and well. But takeing out all finer points just because they might! be a minor! impedement to overall mechanics and might! be slightly! exploitable in the remotest way. Makes the game less diverse / much more streamlined and thus potentially less fun (depending on preference. I give you that...).

If the reasons are purely mechanical in nature thats a different thing of course.
But still a sad thing it didn't work out then. :( (That in fact after thinking a bit about it, whould be even worse since it whould indicate its hard / impossible to mod such a thing.)
 
But then again can anyone think of any settlements disbanded completly in history. There was always some scavengers/outcasts of society left behind. So its not entirely innacurate. Also its good to see the game fighting back and stopping anyone from using it to their advantage:)
 
While I agree that popping up a colony for a turn to get a treasure shipped out is cheap, I still think removing the ability to disband colonies a huge disappointment. If it's that unbalancing, put a limit on how quickly you can disband a colony after you've built it (10 turns or something).

Being able to pick up and move around a will was a big part of what made it Colonization and not Civilization. Civ the focus is on cities, Col the focus is on colonists.
 
I found that i could enter the world editor, remove the colony i don't want and place a copy of the colonist that was inside on the same square and then exit the editor. Although this is probably considered cheating as you get to see the entire map uncovered.
 
I found that i could enter the world editor, remove the colony i don't want and place a copy of the colonist that was inside on the same square and then exit the editor.

Hm, that works I guess. Kinda ruins the feel of playing the game if you have to exit to use another program though.

Although this is probably considered cheating as you get to see the entire map uncovered.

Meh. The maps are so small I have most of it explored early on anyway.
 
This is plain stupid. How many mining towns haven't been abandoned?

What would be really cool, was if the colony stayed on the map (if it isn't inside your culutural borders) so that any other european power could capture it.
 
This may be the problem: Sabana's screenshot shows a Free Colonist. I think Maddog said he or she was using a scout or some other specialty. The problem may be the specialty. If it's possible to clear the specialty it might work, but I think you have to be outside the colony to do that. Not sure.
 
I attacked the spanish on another continent and wanted to abandon the settlements after stripping them of anything good.
I didn't want them as they would be aliability when the king arrived.

I stripped everything I wanted and then declared war on some local natives. They finished them off for me.

I can see why they don't want settlements abandoned, because in the end game it would be silly if you could just evacuate your settlement and destroy it in front of the king. you would never have to recapture anything.
 
You could just gift the settlements to a european nation with 1 citizen left.. they will be very happy, no negative diplo..then again if the AI is improved you might not want to do that.
 
What happens if the city only has 1 colonist who produces no food, and the center tile produces less than 2 food? Does the colony die away? If so, you could abandon such a colony, even though it would be rather impractical...
 
What happens if the city only has 1 colonist who produces no food, and the center tile produces less than 2 food? Does the colony die away? If so, you could abandon such a colony, even though it would be rather impractical...

That's a good question. I settled a colonist in a desert to see what would happen. Food was -2. Next turn the colony was in revolt but it was still there.
 
People abandon colonies for all kinds of wierd and exploiting reasons mostly, like sending off a treasure. Besides abandoning a colony without any penalty goes against the logic - people living in a town build houses and get used to the land, plus it just isnt realistic that people can just pick up all the buildings and hop into some other place.

Though i agree that there should be an option to abandon the colony, but one should have to do something to pay for it. Like building all the buildings, having some sentiment, paying gold, loosing people because they wished to stay (maybe in relation with sentiment) or something like that maybe realting to maximum population/buldings structure it had ever. Moving some dude who was sitting in tundra making furs should be much easiar than moving a big city that had 12 people at some point e.g. Abandoning a colony should be a serious decision anyway, not like "Ow prices for fur dropped, lets move and grow cotton".

Basicly, this feature should be as close to impractical as possible, so player will have to evaluate.
 
That's a good question. I settled a colonist in a desert to see what would happen. Food was -2. Next turn the colony was in revolt but it was still there.
Thank you for trying. :)
 
I also created temporary colony to let king transport my treasure but in col1 it was very risky to let your treasure wander alone into your core colonies. Now Indians seem to not care about treasures at all.
 
I also created temporary colony to let king transport my treasure but in col1 it was very risky to let your treasure wander alone into your core colonies. Now Indians seem to not care about treasures at all.

Indeed. Until I have enough gold to buy a galleon, I even use treasures as explorers to help my scouts find additional treasures. :crazyeye:
 
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