But even without knowing this openly, I ended up with a plains capital that produced rum, cigars, and cloth, with a university and custom house, and had to import food and lumber, while a second city produced coats and ships and lumber, a third ore and tools, another more ore and tobacco, another food and lumber for the capital, and a final one silver and cotton. collecting raw material and bringing it to a processing center where 3 experts can use one building to efficiently make it valuable. Col size handicaps and resource diversity rewards actual specialization, e.g. Civ cities tend to grow up to resemble each other, like nethack characters, with maybe some production or trade bias. Plus, city radius is one square not two, so locales will be less averaged and more varied due to smaller sample size.Īfter playing one freecol game for a while I read some strategy guides was interesting to realize how the logic of the game had affected me even with no conscious realization. Col turns shields into ore and lumber, with tools and guns, while trade is 5 raw materials and 4 processed ones. Freeciv maps look varied but really the food/shield/trade abstraction makes a lot of it meaningless no real difference between swamp or jungle, or spice and gems, for example. Was interesting how Col is more finely grained in many ways. In Freeciv I apply mindist=3 partly just to keep the AIs from creating a checkerboard of little cities. Conquering the world gets old even with that, due to size. But if I have to fight "Stealth fighters vs. Maybe in Spacewar Ho!, where you could at least stack up big piles of ships rather than having to move units manually. I've never really enjoyed attrition warfare. Islands also means most of my cities are coastal, so can make use of harbors for 2/0/3 ocean food and trade to fuel growth. On hard mode I tend to fall behind on initial tech - probably due to their cheating and having 100% science rate - but islands means enough isolation to catch up, and then republican rapture + harbor + Michaeloangelo's Cathedral = sudden growth spurt. Not helped by freecol being in Java and kind of slow, plus the management means multi-minute turns, while Freeciv can go to "hit enter" mode for a while.įreeciv I've gotten really good at the islands/republic combo. I hit the micromanagement fatigue limit first. I won Colonization back in the day I haven't declared independence yet in Freecol. Given some high prices, and being tax-free, it's often more lucrative than trading with Europe, I think. (Dutch second.) I really suspect trade is worth more than looting them could be worth, though. The former probably comes from easy mode - lots of unclaimed land, and low alarm levels, plus playing French my first game. I'd feel guiliter now, but mostly I was finding little need to fight them and massively lucrative trade with them. I remember looting Indian settlements back then. I'd played Civ and maybe Civ II and Colonization years ago in college. (Getting harder and harder to educate people, unlimited trade wagons, being able to refuse Founding Father development.) Freecol apes the classic, though with some putative improvements of its own. The 2009 Civ IV: Colonization thread struck me with sounding like a fairly different game in various ways. I see a few old games for Civilization and Colonization, but not a lot, and I've been playing too much of these free clones.
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