Also, general rule of a thumb is to know which tile provides bonus to which resource and, more importantly, which type of forest turns into which type of tile when cut down. John's >Maximise number of tiles with river, that's a free productivity bonus that's always worth it (James Fort if settled on the river tile would be perfect >If you can only afford it, try to settle on otherwise shitty bonuses, best example would be Ore bonus on a swamp tile - normally a shit tile, but free ore constantly going into your storage is great >Stay the fuck away from navigable rivers in FreeCol, that's a great way to get swarmed by teleporting Royal Expedition >Never search for theoretical profitability, always work with what you have (eg don't insist on building Rum industry if you don't have tiles with Sugar Cane bonus and don't frantically search for them, either) Here, some tips: >Any two of the same resource within one settlement = good spot >If that's Fish, well-worth it to have otherwise unproductive sea tiles >If there is a Wood bonus, you don't need more than 2 forest tiles within the settlement >You almost never need 3 forest tiles, unless it's a shitty place >Any shore-like spot that would have one tile of sea once settled is great, like your St. Instead, it's so much wasted potential, it just hurts. You could have the exact same map, with settlements just slightly moved, and it would be perfect. Pretty much all mods for Civ4Col are just about adding stuff, rather than stripping it down.Īnon pls I literally started playing this weekīut this is basic shit, mate. So I'll see what he says now.You mean to simplify the game to its core, rather than add bazillion different options? Not really. Later in the thread you'll see me commenting on how I found mentioned plans of a 2D mode in the old FreeCol docs too so I can see they were toying with the idea long ago when Stian was previously running things. My thread was made a few years back before original project leader Stian returned so I might mention my thread to him as I'm curious to know his thoughts on the whole thing. Obviously an official FreeCol classic Col graphics mod is not possible due to copyright but a FreeCiv like 2D mode in FreeCol would allow 3rd party modders to make such a mod separately (keeping FreeCol safe from legal issues). This is required functionality in order to get any joy from playing a military mod like explained here: Ĭ - Official Public Servers: Improve the multiplayer mode with official public servers (this includes time limits, password protection of players, automatic restart when the game ends etc).ĭ - Better Graphics: Improve the graphics - both the User Interface (for example a skin for the colony panel) and the terrain (nicer transitions, better hills/mountains, animated fish jumping out of the water etc).ĪBCD - All of the above: Try to do a bit of everything.Īhh yes your thoughts reminds me of an old thread I made on the FreeCol sourceforge forum a few years back. If you're not on discord then I've setup some reddit vote fields below!Ī - AI Colony Management: Make the AI manage the colonies well (making specialized colonies, utilizing experts properly, making the correct tile improvements and the correct buildings).ī - AI Military: An AI using a tactical map for placing the soldiers where there's an actual threat (would also be used for making unarmed colonist avoid dangerous areas, and for planning assaults on enemy settlements). Stian has asked over on the Colonization fans discord in the FreeCol chat area what would fans like him to prioritize over the months to come in the lead up to the big FreeCol v1.0 release.
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