On Colonies/Colonization Cost

I agree to abolish this cost. I NEVER play games with more than two continents, and pangea is probably used 80% of the time for me if not more so this doesn't really affect me, however I always thought it was stupid when I first heard of colonization costs and till now completely forgot about them.

KILL KILL KILL KILL KILL KILL KILL KILL
 
agreed that there should be generic leaders so that the colonies are the same civ that liberated them. it's really weird to be dwarves and spawn an elvish colony :D
 
That reminds me: A while ago, I was playing a match and when I met the Malakim, I met a second faction that was also the Malakim... Who is Minister Koun? :confused:
 
that is a random event: when it triggers, a city basically revolts and joins a new faction. Minister Koun is the leader of this new faction ;)
 
He will probably (hopefully:please:) be expained in the Scenarios for Ice, but it is know he is Grigori in the lore. Scenarios like, Blood of Angels:shifty:
 
[to_xp]Gekko;7334110 said:
agreed that there should be generic leaders so that the colonies are the same civ that liberated them. it's really weird to be dwarves and spawn an elvish colony :D

Yeah, I'm not to fond of that aspect of colonies. One that does work rather well is building the Mercurian gate on the other continent and giving him those cities. Works even better now, what with the team technology penalty reduced (or was it abolished?).
 
OK, a quick question than, which file to edit to get rid of the overseas maintenance costs?

EDIT: Thanks a lot snarko
 
CIV4WorldInfo.xml, iColonyMaintenancePercent is one way to do it. May be more.
 
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