dalgo
Emperor
Ive had Colonization 2 for exactly one month now and while I have enjoyed the game immensely there are changes I would like to see to make the game even better. This is my top 10 wish list based on play at four different difficulty levels totalling 187 hours game time (waddya mean get a life? This is my life).
1. Fix the REF: OK, everyone says that. What I would like to see is a larger starting REF (especially at the higher difficulty levels) coupled with a slower increase through the game. This would help prevent some of the worst exploits. And the size of the REF should not be tied just to Liberty Bells; it should also increase over time even if you do not produce any bells. I would especially like to see the REF size more dependent on the difficulty level so a new player on the easiest level does not face an impossible end game.
2. Improve the Foreign Nations AI. At present they often have only a single soldier defending their largest colony late in the game. Make them as tough to conquer as the Indians.
3. Give the King more say in the game then just raising the tax rate. For instance, in the original game he would start a war against one of the other nations and supply you with a free soldier to help fight it. Veteran soldiers are more valuable now so that might make fighting an unexpected war worth the trouble. Tie this in with the improved AI (above) so that they attacked you more aggressively than they do now to make you take the war seriously. There would have to be a means of preventing you from immediately making peace however or it would be too easy to exploit.
4. Improve Indian trading; especially allow a ship to sell a single hold of goods rather than having to sell the whole shipload at once. Also lower the initial tribal gold reserves but increase them at a faster rate through the game. At present there is too much cash available from villages at the start of the game. Why set up your own colonies to trade 50 furs for $200 when you can make 10 times that by gun running.
5. Increase map sizes and allow the 4 starting positions to be more spread out. In a recent game the French established Quebec 3 tiles from my capital and the English settled Jamestown 4 tiles on the other side (on a Huge map!). OK they were soon my towns but still The Western Hemisphere scenario truly is a huge map and you are exploring for much of the game. Surely the custom game maps can do the same.
6. There are a couple of annoying message that I would like to be able to turn off. The Warehouse overflow message is valuable early in the game but just a nuisance during the WoI. Also there is no need to ask me if I want to declare war every time I move a unit onto the same tile as an Indian brave. If I want to go to war I can do it on the Foreign Advisor screen.
7. Automatic trade routes work OK now, although Im sure I could make them more efficient of I could design the actual route myself. But they totally fall apart during the WoI. What is needed is a war time switch so that when you turn it on all automated wagons must end their journey in a colony each turn, avoiding any enemy troops to do so. If they cant reach their destination colony that turn then they dont start. The object is to keep the trade routes running regardless of the battles raging around them.
8. Training. With native villages now able to train multiple times and all specialists available for sale in Europe, training in colonies is not critical to gameplay. But it is part of the game so make it more user-friendly by putting a cap on the maximum time needed to train a student.
9. An important feature of the War of Independence in the original game was intervention by a foreign power. If you churned out enough liberty bells they would turn up in a Man-o-War and deliver you some free troops and then let you keep the Man-o-War! I cant think why this feature was dropped and would like to see it reinstated. If you are struggling in the war then the additional troops would be a boon, or perhaps the Man-o-War might enable you to switch to a naval strategy.
10. And the score the original game had an excellent scoring system that should be used here. Col2 is basically a trading game; so include your final bank balance in the score. That would encourage you to try and beat the blockade after independence. It is also a colony management game so your total population should count as well as your culture boundaries. The Rebel Sentiment is an important part of the game so the value when you declare independence should be a factor. You could perhaps be rewarded for keeping good relations with the locals. The number of Founding Fathers you have in Congress should still count of course but no way should the tax rate be included. To counteract all that have a large victory year bonus that reduces during the game to reward you for early independence. Then multiply the result by a difficulty level factor and show all the values on a final screen as the game ends.
This is just my own personal list. It is based on the vanilla version; some issues may have already been addressed in Dale and Snoopys mod, which I havent played yet.
What changes do other players want to see made to the game in an official patch?
1. Fix the REF: OK, everyone says that. What I would like to see is a larger starting REF (especially at the higher difficulty levels) coupled with a slower increase through the game. This would help prevent some of the worst exploits. And the size of the REF should not be tied just to Liberty Bells; it should also increase over time even if you do not produce any bells. I would especially like to see the REF size more dependent on the difficulty level so a new player on the easiest level does not face an impossible end game.
2. Improve the Foreign Nations AI. At present they often have only a single soldier defending their largest colony late in the game. Make them as tough to conquer as the Indians.
3. Give the King more say in the game then just raising the tax rate. For instance, in the original game he would start a war against one of the other nations and supply you with a free soldier to help fight it. Veteran soldiers are more valuable now so that might make fighting an unexpected war worth the trouble. Tie this in with the improved AI (above) so that they attacked you more aggressively than they do now to make you take the war seriously. There would have to be a means of preventing you from immediately making peace however or it would be too easy to exploit.
4. Improve Indian trading; especially allow a ship to sell a single hold of goods rather than having to sell the whole shipload at once. Also lower the initial tribal gold reserves but increase them at a faster rate through the game. At present there is too much cash available from villages at the start of the game. Why set up your own colonies to trade 50 furs for $200 when you can make 10 times that by gun running.
5. Increase map sizes and allow the 4 starting positions to be more spread out. In a recent game the French established Quebec 3 tiles from my capital and the English settled Jamestown 4 tiles on the other side (on a Huge map!). OK they were soon my towns but still The Western Hemisphere scenario truly is a huge map and you are exploring for much of the game. Surely the custom game maps can do the same.
6. There are a couple of annoying message that I would like to be able to turn off. The Warehouse overflow message is valuable early in the game but just a nuisance during the WoI. Also there is no need to ask me if I want to declare war every time I move a unit onto the same tile as an Indian brave. If I want to go to war I can do it on the Foreign Advisor screen.
7. Automatic trade routes work OK now, although Im sure I could make them more efficient of I could design the actual route myself. But they totally fall apart during the WoI. What is needed is a war time switch so that when you turn it on all automated wagons must end their journey in a colony each turn, avoiding any enemy troops to do so. If they cant reach their destination colony that turn then they dont start. The object is to keep the trade routes running regardless of the battles raging around them.
8. Training. With native villages now able to train multiple times and all specialists available for sale in Europe, training in colonies is not critical to gameplay. But it is part of the game so make it more user-friendly by putting a cap on the maximum time needed to train a student.
9. An important feature of the War of Independence in the original game was intervention by a foreign power. If you churned out enough liberty bells they would turn up in a Man-o-War and deliver you some free troops and then let you keep the Man-o-War! I cant think why this feature was dropped and would like to see it reinstated. If you are struggling in the war then the additional troops would be a boon, or perhaps the Man-o-War might enable you to switch to a naval strategy.
10. And the score the original game had an excellent scoring system that should be used here. Col2 is basically a trading game; so include your final bank balance in the score. That would encourage you to try and beat the blockade after independence. It is also a colony management game so your total population should count as well as your culture boundaries. The Rebel Sentiment is an important part of the game so the value when you declare independence should be a factor. You could perhaps be rewarded for keeping good relations with the locals. The number of Founding Fathers you have in Congress should still count of course but no way should the tax rate be included. To counteract all that have a large victory year bonus that reduces during the game to reward you for early independence. Then multiply the result by a difficulty level factor and show all the values on a final screen as the game ends.
This is just my own personal list. It is based on the vanilla version; some issues may have already been addressed in Dale and Snoopys mod, which I havent played yet.
What changes do other players want to see made to the game in an official patch?