Hi
So, me and my friend have been playing multiplayer coop, assigning both of us in the same team and making all the AI nations into coop teams as well on Conquistador difficulty, Marathon Speed, Standard size map (because anything larger crashes in like 3 turns, any ideas on this?) and here are my pros and cons on the game so far.
Pros
-It's Colonization. It was long-awaited and is finally here and it does represent the old game really well.
-Education system was changed so that now the students are the ones in school instead of the masters and you can also train Criminals and Natives to become useful parts of society.
-Automated Wagon trains. I can't remember if the original col had this, but they just make my life so much easier.
-Multiplayer coop is fun. Automated Wagon Trains cross borders on their own and while both players have their own cash, it's easy to work around it and you can even have your friend trade the good that is banned for you. Also, doing this when your taxes are higher than your mate's is handy.
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Cons
-The other colonies never put up a fight. The AI just takes it and I can pretty much just take a few Cannons and Dragoons and conquer the entire new world with them. I do this to get colonists including free specialists, rob their storages and get treasure. Feels unfair.
-When you have large cities and a standing army/unemployed colonists it's nigh-impossible to get your rebel sentiment to 50%, let alone any higher because the army/unemployed colonists will apparently always be loyal to your king, no matter what and this to me doesn't fit at all. Say you recruit soldiers from a city that is over 50% for independence and all of a sudden as soon as the guy gets a musket he becomes loyal to your king again? This probably hurts my gameplay most of all.
-Even on Marathon, the King will come back to raise my taxes if I refuse for like 5 turns straight. Say I hold a Cotton party... ok, the next turn a Fur party... the next turn an Ore Party... then a Lumber party... Food party... until he finally finds an item that I don't wanna lose and he goes away. Anyways, the thing is that he keeps coming until he gets what he wants and that is stupid, is it not? Losing half of your goods in Marathon in just 10 turns doesn't seem that realistic.
-Indians just roll over and die. They abandon their villages as I encroach with culture, they won't attack me even with -10 relations and to date we've had only one sign of indian aggression that wasn't a result of a direct attack from us.
-The REF is too large. Anyone who sets his cities up correctly will be able to deal with a large number of REF units since they come in waves but towards the end it gets incredibly tedious when you've already dealt with 150 REF units and have another 150 to go. You already know the result because your army consists of supermen at this point but you still have to do it. Some changes need to be made because the way it's set up now is just plain stupid.
-We lost one game because we declared independence rather late (100 turns remaining) and then when the king had just 4 units left, there was 8 turns remaining in the game. Guess what he did? He did not bring those units over and we lost because of that. No big deal, next time we'll declare independence earlier but the point is that it's ridiculous how he just held back and we lost because of that.
-No possibility of foreign intervention, lack of proper diplomacy.
-On some maps it's literally impossible to get certain specialists. We've had games where there have been no Cotton Planter/Tobacco Planter/Fur Trapper/Sugar Planter training villages and the fact that a colonist can no longer learn his specialty just by working in the field kind of hurts the game play.
-The AI always gets the bulk of the founding fathers due to the fact that it starts building liberty bells really early into the game - which is also followed by an early declaration of indepence and an early decimation. So, not only does the AI suck in terms of long term planning, it also fails to realize that starting LB production early will result in a larger REF and declaring independence with basically no army will always result in a loss. Every single game so far 1 or more AI's have declared independence before me and my friend and none of them have lasted more than 20 turns after that declaration.
-It's too easy to destroy the AI's start just 5 turns into the game because they always found their colony with their soldier and then send the pioneer into the field. I've started taking out the French in every game I play just so I can get a Hardy Pioneer from the get-go and ruin their game. I don't like the French. I don't know a possible fix to this because I'd be susceptible for the exact same attack.
-Only one way to win. Cuts replay value.
-Navies are not worth a dime. Privateers are fun though - but this again brings up the point that the AI does not know how to counter them at all and you can just destroy their only ship and wait in the spot their new ship will arrive and just continue to take it out every 6 turns. I can only imagine the taxes they suffer after 10 sank caravels.
So, as I see it there are more cons than pros and I could probably think of more but this is the list off the top of my head. I still enjoy the game but some of these issues really need to be fixed.
So, me and my friend have been playing multiplayer coop, assigning both of us in the same team and making all the AI nations into coop teams as well on Conquistador difficulty, Marathon Speed, Standard size map (because anything larger crashes in like 3 turns, any ideas on this?) and here are my pros and cons on the game so far.
Pros
-It's Colonization. It was long-awaited and is finally here and it does represent the old game really well.
-Education system was changed so that now the students are the ones in school instead of the masters and you can also train Criminals and Natives to become useful parts of society.
-Automated Wagon trains. I can't remember if the original col had this, but they just make my life so much easier.
-Multiplayer coop is fun. Automated Wagon Trains cross borders on their own and while both players have their own cash, it's easy to work around it and you can even have your friend trade the good that is banned for you. Also, doing this when your taxes are higher than your mate's is handy.
-
Cons
-The other colonies never put up a fight. The AI just takes it and I can pretty much just take a few Cannons and Dragoons and conquer the entire new world with them. I do this to get colonists including free specialists, rob their storages and get treasure. Feels unfair.
-When you have large cities and a standing army/unemployed colonists it's nigh-impossible to get your rebel sentiment to 50%, let alone any higher because the army/unemployed colonists will apparently always be loyal to your king, no matter what and this to me doesn't fit at all. Say you recruit soldiers from a city that is over 50% for independence and all of a sudden as soon as the guy gets a musket he becomes loyal to your king again? This probably hurts my gameplay most of all.
-Even on Marathon, the King will come back to raise my taxes if I refuse for like 5 turns straight. Say I hold a Cotton party... ok, the next turn a Fur party... the next turn an Ore Party... then a Lumber party... Food party... until he finally finds an item that I don't wanna lose and he goes away. Anyways, the thing is that he keeps coming until he gets what he wants and that is stupid, is it not? Losing half of your goods in Marathon in just 10 turns doesn't seem that realistic.
-Indians just roll over and die. They abandon their villages as I encroach with culture, they won't attack me even with -10 relations and to date we've had only one sign of indian aggression that wasn't a result of a direct attack from us.
-The REF is too large. Anyone who sets his cities up correctly will be able to deal with a large number of REF units since they come in waves but towards the end it gets incredibly tedious when you've already dealt with 150 REF units and have another 150 to go. You already know the result because your army consists of supermen at this point but you still have to do it. Some changes need to be made because the way it's set up now is just plain stupid.
-We lost one game because we declared independence rather late (100 turns remaining) and then when the king had just 4 units left, there was 8 turns remaining in the game. Guess what he did? He did not bring those units over and we lost because of that. No big deal, next time we'll declare independence earlier but the point is that it's ridiculous how he just held back and we lost because of that.
-No possibility of foreign intervention, lack of proper diplomacy.
-On some maps it's literally impossible to get certain specialists. We've had games where there have been no Cotton Planter/Tobacco Planter/Fur Trapper/Sugar Planter training villages and the fact that a colonist can no longer learn his specialty just by working in the field kind of hurts the game play.
-The AI always gets the bulk of the founding fathers due to the fact that it starts building liberty bells really early into the game - which is also followed by an early declaration of indepence and an early decimation. So, not only does the AI suck in terms of long term planning, it also fails to realize that starting LB production early will result in a larger REF and declaring independence with basically no army will always result in a loss. Every single game so far 1 or more AI's have declared independence before me and my friend and none of them have lasted more than 20 turns after that declaration.
-It's too easy to destroy the AI's start just 5 turns into the game because they always found their colony with their soldier and then send the pioneer into the field. I've started taking out the French in every game I play just so I can get a Hardy Pioneer from the get-go and ruin their game. I don't like the French. I don't know a possible fix to this because I'd be susceptible for the exact same attack.
-Only one way to win. Cuts replay value.
-Navies are not worth a dime. Privateers are fun though - but this again brings up the point that the AI does not know how to counter them at all and you can just destroy their only ship and wait in the spot their new ship will arrive and just continue to take it out every 6 turns. I can only imagine the taxes they suffer after 10 sank caravels.
So, as I see it there are more cons than pros and I could probably think of more but this is the list off the top of my head. I still enjoy the game but some of these issues really need to be fixed.
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