I'm currently playing a game on Steya's (?) World map. It's realy is a great location and the areas of the world are well defined.
Africa is fairly resource rich. I started in Europe, broke down through Germany, France and Spain and started landing settlers into Northern and Western Africa.
America started somewhere around SW Russia. I managed to bottle up three other nations pretty good, so they were forced to colonize eastwards and eventually spread south, southwest and into north eastern Africa.
Thing is, by the time I spread south and started looking inland, America had captured a lot of the resources with ... you guessed it ... Colonies.
The middle of Africa is mostly barren plains and desert, not good for cities at all - without a lot of hard work - so he had these huge snaking lines of roads leading from the NE of the country, winding their way through the middle and into the heart of ivory and rubber territory.
Now, had these colonies had any weight atached to them, this would have been a setback. As it was, i just marched a settler up next to him, planted my flag and stole every resource off him. His long snaking roads and colonies meant diddly squat under the onslaught of my peasants 6000 miles from home.
Now, if the game was slightly more realistic I may accept this ... accept it only because planting cities in inhospitable regions is generally not a great idea. Therefore colonies fill that void.
*HOWEVER* I saw the computer plant a city in 3 tiles of barren land, 2 tiles of barren land, and then launch his ships through the med. sea to check out an island that was ONE square in size. One barren island, one square, surrounded by water and no resources. What did he do? Plonk a settler on it and found a city.
This is okay, especially if I convince myself that the computer was doign this from a strategic angle and to get dominance in a vital sea corridor (but we all know that he wasn't) ... but my point here is that the computer is clearly playing by the rules of "See one square of unoccupied land? OCCUPY IT!"
With these rules, the colony seems somewhat redundant and vulnerable. Wrose, I argue that it's a waste of a worker. You can also garrison the hell out of it, and we all know that a newly planted city will still assimilate it.
Blaupanzer can argue what he likes. The breakdown is simple:
1. ONE citizen creates a colony that has no defense against assimilation.
2. TWO citizens make a settler that will absorb any colony instantly with no culture being involved.
3. The one citizen that made up your colony obviously feels ready to desert at a moments notice as soon as anyone else plonks a city right next door.
Sorry, but something here isn't adding up right. In a game that encourages blistering growth and the colonization of every single map square, colonies have no place.
In a realistic environment of not being able to support a city in remote locations, they do.
But, at the end of the day, you can put a city anywhere in the game ... so the issue is mute and the colonies are useless.
Africa is fairly resource rich. I started in Europe, broke down through Germany, France and Spain and started landing settlers into Northern and Western Africa.
America started somewhere around SW Russia. I managed to bottle up three other nations pretty good, so they were forced to colonize eastwards and eventually spread south, southwest and into north eastern Africa.
Thing is, by the time I spread south and started looking inland, America had captured a lot of the resources with ... you guessed it ... Colonies.
The middle of Africa is mostly barren plains and desert, not good for cities at all - without a lot of hard work - so he had these huge snaking lines of roads leading from the NE of the country, winding their way through the middle and into the heart of ivory and rubber territory.
Now, had these colonies had any weight atached to them, this would have been a setback. As it was, i just marched a settler up next to him, planted my flag and stole every resource off him. His long snaking roads and colonies meant diddly squat under the onslaught of my peasants 6000 miles from home.
Now, if the game was slightly more realistic I may accept this ... accept it only because planting cities in inhospitable regions is generally not a great idea. Therefore colonies fill that void.
*HOWEVER* I saw the computer plant a city in 3 tiles of barren land, 2 tiles of barren land, and then launch his ships through the med. sea to check out an island that was ONE square in size. One barren island, one square, surrounded by water and no resources. What did he do? Plonk a settler on it and found a city.
This is okay, especially if I convince myself that the computer was doign this from a strategic angle and to get dominance in a vital sea corridor (but we all know that he wasn't) ... but my point here is that the computer is clearly playing by the rules of "See one square of unoccupied land? OCCUPY IT!"
With these rules, the colony seems somewhat redundant and vulnerable. Wrose, I argue that it's a waste of a worker. You can also garrison the hell out of it, and we all know that a newly planted city will still assimilate it.
Blaupanzer can argue what he likes. The breakdown is simple:
1. ONE citizen creates a colony that has no defense against assimilation.
2. TWO citizens make a settler that will absorb any colony instantly with no culture being involved.
3. The one citizen that made up your colony obviously feels ready to desert at a moments notice as soon as anyone else plonks a city right next door.
Sorry, but something here isn't adding up right. In a game that encourages blistering growth and the colonization of every single map square, colonies have no place.
In a realistic environment of not being able to support a city in remote locations, they do.
But, at the end of the day, you can put a city anywhere in the game ... so the issue is mute and the colonies are useless.
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