Anybody have an idea why a caravel can't carry a settler? Or better yet, know where to tweak the xml to change that restriction? It seems senseless to me, unless it breaks gameplay in some way that I can't conceive.
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Caravel: no room for settlers
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Yeah, galleys can carry settlers. If the Polynesians could found a new settlement using a boat made out of grass, I should be able to do it using any wooden hulled ship.
I agree about tweaking the code, seems like cheating, but I wanted to see if I could do it (so far haven't found the right place to change it,) to see how it affected gameplay.
What time is it where you are?That horse is fake!
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I understand the "Why" civilization's caravels can't carry settlers, I just don't like the implimentation. The game is set to prevent expansion too fast. If they don't do it this way, then the entire world will be colonized very quickly. I prefer Civ III's method of having Coast, Sea and Ocean tiles with ships having percentages of being lost.The Rook
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Yeah, I don't like that either. There are all sorts of troubles putting a lone settler on a distant land somewhere over there. Not having a garrison is a big problem, esp. with raging barbarians.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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America wasn't really colonised using caravels, it was discovered, but until much larger ships were used the colonies were only a few hundred strong and generally one bad summer or winter away from being wiped out (see: Thanksgiving).www.neo-geo.com
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I think that the inability to send a garrison along with the settlers is enough to balance the benefit of being able to send them in a Caraval--you basically are expanding at your own risk and have to bite your nails for the several turns it takes to found a city and build a Longbowman in it.Those who live by the sword...get shot by those who live by the gun.
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Well - you could always send out a couple Caravels with some extra units - even a scout will work as basic city defense to start - and you could ferry a worker as well to speed that process greatly.
Still - I agree that it would be a good thing for the Caravels to be able to carry settlers. I can't think of any reason for it - other than game mechanics.
Of course - one could always say that the 'settler' unit is actually a number of people needed to found a city and that the Caravel isn't a large enough ship to transport them all.
I'd suspect - if Caravels could carry settlers, you would see the AI expand a bit quicker, however.
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Well, it's good that it's possible to have missionaries/scouts/explorers/great merchants explore most of the world long before it's possible to really plant large colonies a great distance from your homeland do so in large numbers (Think Marco Polo, for example.) The ships are pretty much just abstractions for how that works.
The only thing I regret is that there's no way to beeline for a real navy earlier, though some kind of extreme research effort.
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Originally posted by Yosho
Well, it's good that it's possible to have missionaries/scouts/explorers/great merchants explore most of the world long before it's possible to really plant large colonies a great distance from your homeland do so in large numbers (Think Marco Polo, for example.) The ships are pretty much just abstractions for how that works.
The only thing I regret is that there's no way to beeline for a real navy earlier, though some kind of extreme research effort.
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