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  • #16
    The version above removes 1pt.

    Locutus, could the slavery just be prevented if a colony was the nearest suitable city?
    Concrete, Abstract, or Squoingy?
    "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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    • #17
      I don't think I understand your question, IW... (Probably because it's past 2 AM over here )
      Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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      • #18
        Code:
        HandleEvent(SlaveRaidCity) 'igfaggfdsgdybh' pre{
            city[1] = NearestCity(unit[0].owner, city[0].location);
            if(HasBuilding(city[1], "IMPROVE_COLONY)){
                return STOP;
                message(unit[0].owner, 'haha_colonyM');
           }
        }
        would that be too annoying, as colonies are likely to be outposts, and therefore closer to enemies; or would it be a reasonable workaround to stop slavery if a colony was the nearest suitable city
        Concrete, Abstract, or Squoingy?
        "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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        • #19
          Ah, ok... yeah, that would probably work, but it would indeed be extremely annoying...
          Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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          • #20
            Hmm, maybe one could store the data of all units inside the colony in a few arrays, kill all the units, allow the slaveraid to continue and rebuild the units afterwards? Not ideal, but it might work...
            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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            • #21
              or scan every slave event to see if the colony pop has grown, and if it has, use a barbarian abolitionist on it?
              Last edited by Immortal Wombat; July 18, 2002, 20:42.
              Concrete, Abstract, or Squoingy?
              "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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              • #22
                That could work too... only a pity if you lost dozens of potential slaves to colonies...
                Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                • #23
                  Wait wait, and why on earth would anyone need such a colony?
                  Solver, WePlayCiv Co-Administrator
                  Contact: solver-at-weplayciv-dot-com
                  I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                  • #24
                    Weren't you one of the guys who posted a 'can we have a Civ3 mod?' thread...
                    Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                    • #25
                      Originally posted by Immortal Wombat
                      I couldn't be bothered to reply 10 months ago.
                      i don't know, is that a bit of generation X or what (got to love the wombat )

                      So i guess if a Civ3 mod was to be attempted(God knows why??- it'll probably be easier to just buy Civ3!) this might be one thing to look at, especially if coupled with Martins in-progress Good dependant Mod.
                      'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                      Bush's Republican=Neo-con for all intent and purpose. be afraid.

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                      • #26
                        Exactly, we don't want to make a copy of Civ3, but taking the best things from Civ3 and putting them in CtP2 is not a bad idea. Strategic resources (including colonies) is the one feature of Civ3 that CtP2 *really* needs to have an equivilant of.

                        BTW, another problem with this solution: these colonies will increase the number of cities in a civ, which leads to serious problems with the max city limit. Of course, SLIC can counter the extra unhappiness generated due to all those extra cities, but the UI will still be royally screwed (it will say 26 cities when you really have 12 cities and 14 colonies)
                        Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                        • #27
                          *sigh*
                          D A W F D A D F
                          more problems. Realistically though, this is the only way to get a good as a good - by building a city over or near it. No tileimps or units can solve that one.
                          By the time you have reached the max city limit, most colonies would have been absorbed I would think. I'd try to settle over colonies ASAP.

                          i don't know, is that a bit of generation X or what
                          It is? Which generation is that again? I think I'm the tag-end of Generation Y...
                          Concrete, Abstract, or Squoingy?
                          "I don't believe in giving scripting languages because the only additional power they give users is the power to create bugs." - Mike Breitkreutz, Firaxis

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                          • #28
                            Well, *I* for one would found colonies where I can't found cities, on faraway continents and such, ala the Dutch in real history (their colonies were always trade posts and only few of them actually grew into cities (not counting the ones that were taken over by the English or others of course). My #1 obstacle in CtP2 is always the city limit (and to a lesser degree the distance unhappiness)...
                            Administrator of WePlayCiv -- Civ5 Info Centre | Forum | Gallery

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                            • #29
                              yeah the colonys good if it doesn't suffer the will of the people...

                              you know citizens and peasants

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                              • #30
                                Originally posted by Immortal Wombat

                                It is? Which generation is that again? I think I'm the tag-end of Generation Y...
                                Yeah your right - i'm getting old fashioned! I'm the GenX i guess(early settler version!), i love to moan about corporate greed in the games industry messing it all up!

                                If the colony is cheap to run and low maintenance(in comparison to a city), and really just acted as a way to get to valued resources then i would use them too - i hate having to many cities, especially if they are not in a good location. I suppose happiness will be a problem with the colonies, still if it can have a pop of 0 then that might help?(as there will be no unhappy citizens).
                                Still if there are no resources/goods then there will be no point for this.
                                'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

                                Bush's Republican=Neo-con for all intent and purpose. be afraid.

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