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File: col.png (729 KB, 637x401)
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play the original? or the Civ IV spinoff? or Imperialism I (or Imperialism II)? I did play the original Colonization a bit as a kid but concerned how the DOSBox version (GOG version) runs
>>
I play the bloatmod for Civ4Col (WTP).
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>>2274633
You forgot to add FreeCol. All three games you mentioned are good. Play them all.
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thanks I got the original Colonization on GoG just tonight along with Imperialism II (people seem split on liking Imperialism I vs II more but I like the idea of going to the New World). trying to tweak my DosBOX settings though, the text is a bit hard to read but maybe that's just the font? anyway I'm tired of these newer 4X and turn based games and looking forward to getting into some older ones (big fan of MoO 1 and 2)
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>>2274633
I would say try original first then IV mod. Both are good, but you'll appreciate the IV mod more if you try original. Original is also simply sovlful.
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>>2274633
Oh and Imperialism I and II are the same concept. Both good and I find it hard to go back to I, but I wish some of I's stuff had made it into II.
>>
>>2274633
Definitely don't play the civ4 spinoff since it's utter dogshit. Imperialism games are significantly different in a sense of colo being a classic 4x while imps are proper gsg games with diplomacy and such.

Also it's a pretty good idea to build cities on those ore patches or pre-plowed land. Worker independant free resources and early ore into early tools is really nice to have before specialists come online.
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>>2274633
Definitely go for the original col. The gog version runs like a dream.
>>
The scoring screen for the original Colonization is such pure soul
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>>2277062
>getting an infectious disease named after you
th-thanks
>>
I tried to play Civ 2 when I was like 10 and got filtered hard
I played Civ 4 in my twenties and it made me a devotee of the franchise
Civ V is my favorite, I don't think the sequels made anything more enjoyable so that's my Civ.
>>
>>2278013
A colonist is traveling through New England when it starts to rain. He decides to wait out the storm in a nearby pub. The only other person at the bar is an older man staring at his drink. After a few moments of silence the man turns to the backpacker and says in a thick Irish accent:

"You see this school? I built this school with my own bare hands. I cut down every tree and made the lumber myself. I toiled away through the wind and cold, but do they call me McAnon the school builder? No."

He continued "Do you see that stone wall out there? I built that wall with my own bare hands. I found every stone and placed them just right through the rain and the mud, but do they call me McAnon the wall builder? No."

"Do ya see that pier out there on the lake? I built that pier with my own bare hands, driving each piling deep into ground so that it would last a lifetime. Do they call me McAnon the pier builder? No."

"But ya fuck one goat.."
>>
>>2274643
You made me install freecol from my repos. Let's see.
>>
How does combat between freecol and original compare? I hated freecol's combat, seemed way too random. Stacks of veteran dragoons would lose their horses to a brave, while an armed colonist would win the fight.
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>>2280769
1:1 same in my experience. It's not really random either but if the game pulls a shitty PNG seed you will get fucked.
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>>2280769
>>2280786
This is what I'm talking about. The game can decide to give that brave +600 or so now and then.
>>
>>2274633
Original to learn the ropes and casual fun.
OpenCol for multiplayer and fun.
ColCiv4 to realise they went pants on heads retarded
CC4 mods to get some "edgy" takes on American colonialism in some of the ultimate bloat mods ever made

tl;dr OG for SP, OC for MP
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>>2278129
>Played 2
>Got into 4 really hard
>Insists 5 is the best
Ask me how I know you actually started with 5 in your mid-to-late teens and then got filtered when trying prior games. And by filtered I mean "it's not like 5, so I stopped paying attention after 30 minutes and uninstalled" rather than "I'm too dumb for this"
>>
>>2280769
The combat is literally 1:1 port.
Original Col is using Civ 1 combat, so it's basically a dice roll, except there is no actual strength disparity to compare for land units (making terrain modifiers the king) of it all.
Civ 1 had very simple combat model:
(Attacker's attack value + modifiers) + (defender Defense value + modifiers) = total pool for dice size
There are no HP pools, so a loser is removed, and winner remains intact.
Example:
Armor has attack of 10, Knight has defense of 2. Total dice size is d12. On 1 and 2, Knight defend and Armor perish, any other value of the roll means the Armor wins and destroys knights.
And this mechanism works well when there are large pools for the die to be created. But it gets really swingy when you have very low values

In Col, you have following unit values as human:
everyone not listed below gets just captured/killed
1 for scouts
2 for anyone carrying muskets
3 if they are veteran soldiers
3 if they are dragoons, but they first lose their horses (note the combat value is unchanged, you just gain extra HP box)
3 for damaged artillery
5 for artillery and damaged artillery attacking
7 for attacking artillery

So in practical terms, you have situations like
Attacking colonist with muskets + Defending Brave = 2 + 1 = 3
So you have a d3 roll, and you have 2/3 chance of winning it
So 66% you will win, 33% the brave will. It's VERY swingy. And if the Brave is standing in helpful terrain, you turn that into 2+2, and only 50% chance of winning, making it a coin toss.

tl;dr combat is super-swingy, because the values used for it are so low and there is close to no disparity between units; terrain modifiers are super important (so you want to get as many super-soldiers during declaration of independence as you can, as they gain access to injun terrain bonuses)
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>>2280874
Sorry, I messed up the values for units. But to simplify:
0 for civilians
1 for scouts
2 for armed civilians
+1 for making them dragoons
+1 from veteran soldier
+ 1 from continental status (but must be veteran soldier first)
5 for artillery, -2 if it's damaged, +2 if it's attacking

Thus:
Armed civilian vs Brave on hills is 2 + 2 = 4
And there is 50% for the civilians to win
But
Veteran soldier vs Brave on hills is 3 + 2 = 5 and 60% of win
Veteran dragoon/Continental Army vs Brave on hills is 4 + 2 = 6 and 66% chance of win
Continental Cavalry vs Brave on hills is 5 + 2 = 7 and 71% chance of winning
Artillery vs Brave on hills is 7 + 2 = 9 and 77% chance of winning

Notice the miniscule changes of winning chance, and how poorly it scales, because the game lacks proper scaling while having the original Civ's combat mechanics.
If it had Civ 2 combat, shit would be far less random, but Civ 2 wasn't even developed yet when Col hit stores.
And no matter how you gauge it, original Col was half-baked game that tries way too many things without first truly playtesting them or even having capacity to make them happen. Combat could be easily solved by using higher values in it, but nobody thought about it, so you have random swing dominating the day, and your best chances of winning are 87.5%, when it's artillery in the open attacking Brave in the open. That means in the most favourable conditions, you have 12.5% chance of failing.
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>>2280933
No you were closer the first time around
https://civilization.fandom.com/wiki/List_of_units_in_Colonization_(1994)
>>
>>2280954
That list lies to you, by claiming that civilians have 1 in combat.
Either they actually don't, or they effectively don't, because the combat resolution with unarmed civilians always will lead to their defeat - not a chance, but a guaranteed, pre-defined outcome
>>
>>2280954
The end result is still the same, but with more clear layout.

>>2280972
Civilians most definitely can defend, however, they have a few different debuffs under the hood, so it LOOKS like they are always losing. In reality, if they are in settlement, they have effectively 1, and thus can easily pwn you when the best you have is a veteran soldier with 3.
>>
>>2280972
>but a guaranteed, pre-defined outcome
Give that a test in game and you'll feel awful silly.

>>2280988
Sure, if the end result is someone yapping without knowing what they're talking about then sure, it's the same lol.
>>
>>2281013
I mean it's still clearer to list the +1s that come after being armed, rather than than making it unit specific. Not my fault >>2280972 apparently never played the game.
>>
>>2281051
Fair. It's still the classic civ experience where a spearman will fuck up your tank if the game decided to do so on the current PNG seed. I remember testing my luck with wagons negotiating with natives before assaulting but nowadays I just humanwave a shitload of artillery and hope for the best.
>>
>>2281068
The funniest part about the spearman meme is that it actually originates from... Civ 3.
Which has a FAR more complex and less random combat system with veterancy tiers, HP, separate attack/defense, modifiers and what not... and yet for whatever reason, spearmen routinely beat both versions of tanks.
At least it made perfect sense in Civ 1, while in Civ 2 it could still apply via simplified resolution (just not as much as in 1). But it's 3 that put the meme on the spot.

t. lost tank to spearman literally yesterday
>>
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>>2281133
Always figured it came from call to power.
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>>2278129
i dont get how you can go from civ4 to 5 and not get bored to death, nothing happens in that game and AI is really stupid, nice visuals though
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>>2281214
nta but I can see vanilla 5 more enjoyable to vanilla 4. Definitely not modded 4 tho.
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>>2281248
>but I can see vanilla 5 more enjoyable to vanilla 4
Ask me how I know you never played 4
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>>2281248
You haven't played Civ4 have you?
>>
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>>2281794
>current year
>>playing games
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>>2281775
I'm married since 2010, but whatever floats your boat, mate
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>>2281838
Ask me how I know it's a gay marriage
>>
>>2281775
>>2281830
>>2281863
... is this how you spend your Friday afternoons?
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>>2281876
Clearly. Also concession accepted.
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>>2277062
How is a university higher then a river?
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>>2277062
core memory unlocked
>>2278234
jej
>>
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>>2281248
>vanilla 5
Grab a (You)
5 is fucking unplayable without expansions and heavy modding (VP at the very least).
Whereas you can play bare Civ 4 and enjoy it (and good luck getting it nowadays without the expansions anyway)
>>
>>2282141
The same way how UNL is more known (at least people know more or less where Nebraska is) than where the fuck Platte River is.
And if they do know that river at all, chances are it's because they've played Oregon Trail as kids
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>>2282899
Correct me but wouldn't that be base game? Vanilla is almost always related to lack of mods.
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>>2281248
The only way somebody would write something so retarded and incorrect is if he never played civ4
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>>2282910
... and in both cases Civ4 > Civ5, so what's your point?
>>
Is it me or was the civ4 col a bit lacking?
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>>2283535
No, Civ4Col was regarded a complete disappointment. The bloatmods don't exactly help with the reception, they just exist to placate autismos without fixing the fundamental issues of the game.
Considering original Col was a lacklustre game in the first place, the whole "brand" (quotation marks badly needed) is fucked. The closest this whole idea was to a functional game was FreeCol, but that's a freeware, so go fucking figure.
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>>2283649
>FreeCol
I never like the maps are generated.
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>>2274633
Both sucks
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>>2283663
That's probably because you are generating way too big maps.
If you need to check if your map is too large, do following:
>Gen Norf America
>Check how thick is Florida
>If it's thicker than 2 squares, your map is too big
>If it's thinner than 2 squares, yuur map is too small
That's about it. There is a rather wide range of what passes as "big enough", but Florida is agreed to be a great measurement on map size. Either way, you need a Florida thin enough to be small, but thick enough so there is no port shortcut for ships from OG Col
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>>2283674
Original Col at least gets a pass due to the sheer fucking limits of the tech involved and primitivness of the engine.
Civ4Col is shite, no excuses.
>>
Sid Meier's Colon
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>>2281133
That's because tanks are cavalry and spearmen beat cavalry :)
>>
Why in original col and free col you can't have petty convicts and indenture servants get educated by the natives?
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>>2284469
>indentured servants
You absolutely can
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>>2281133
>The funniest part about the spearman meme is that it actually originates from... Civ 3.
It's older than this, from civ 2 at least. Perhaps civ 1, but I didn't play that one.
>>
I always thought the colonisation version of civ is way better. The resource management, colonial competition, more realism, massive endgame fight (no napoleonic troops vsing tanks). Would kill for a sequel.
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>>2278129
Have you gone back to Civ 2?
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>>2284469
Literally THE best way of making use of indenture servants is to send them to the injuns.
Have you tried playing the game you are talking about?
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>>2284469
>Turn criminal into missionary
>Send to nearest Indian camp
>Send servant there for training
>If it's capital, it will be always viable for training
... so the fuck you are talking about?
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>>2284872
>>Turn criminal into missionary
You can also turn him into scout and sent him to any village again and again. There's a chance they make him expert irregardless of how many times you've been there already.
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>>2284905
... or you could make him a missionary and reap 10 times greater profits than from wasting time and energy for no real, actual gain.
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>>2284913
I mean if you're into profit you'll do better burning the whole lot with cortez unless it's one of those aztec villages that gives a full load of silver for 50* while buying tobacco and rum for several k each. That buys a lot of ore miners for inflation and tax free 600* a pop. What I'm talking about is turning that criminal into useful colonist early game.
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>>2284935
>Being really this fucking clueless
Native converts + less shit from natives due to missionary > whatever shitty noob moves you are describing
Seriously nigga, this game is 32 yo. How the fuck you suck so bad at it?
>>
>>2285082
Listen pilgrim, I don't know who shat on your prime sugar but don't take it out on me with your bitchfit. What I'm saying is how certain Aztec and Inca villages can sell your wagon a full load of 100 silver or ore for 50 cash while buying 100 loads of tobacco or rum for 2-7k cash. Each. That cash infusion means importing expert ore miners that have a fixed price of 600*, and it's not like anything is stopping you from retraining them as whatever while you flood the new world with presumably welsh bums. Also you want to play nice with the injuns, that's fine. But I like those 20-160k* treasures "civilized" villages give.

>convertmaxxing
Yeah, that's cool but it's not exactly exclusive with torching most natives. Who was it, Sepulveda I think who nearly guarantees "converts" when you attack a village. You can get 5-10 per each village that way if you're lucky. Problem is getting de las Casas early-ish and then being stuck with a whole bunch of dirtfarmers that can't be armed or educated as experts.

>this game is 32 yo
2025-1994=31 :)
>>
I'm about to play original col and free col what am I in for?
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>>2285389
https://youtu.be/0bkJzpo-mNI
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>>2285392
What's the joke?
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>>2285450
Precisely.
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What are your guys strategy and tactics when playing this game?
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>>2287623
>strategy
Either Fur or Cigars. Rum is only good if you play real world map
>Tactics
Getting as many veterans before independence as I can (30+) and hoping for the best with combat rolls, simply sitting inside the 3 coastal colonies I have. Any cannon you can get is great, but soldiers are just so much cheaper
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>>2287623
Bully AI and stack artillery and when in doubt
https://youtu.be/Jkef5XjX5Oc?list=RDJkef5XjX5Oc
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>>2285389
>original Col
Either a massive English colonist spam or a big buck as Dutch. Any other start is going to chew you out as a newfag
>FreeCol
Sweden YES!
Nobody comes even close to those guys thanks to a really strong start.
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>>2287623
Bully the living hell out of AI and spam pioneers.
Someone post the road maxx south america gif
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>>2287623
Make a shitload of tiny coastal cities at the start. Even if it's one fag generating bells and you're going to abandon it later. Works for silver mining outposts too. Best value if you plop them on resources that run out for example coastal rainforests and swamps with ore or those you can't fully exploit yet like tobacco or cotton. The immigrants in europe are capped by your city number and labor free resources ain't no joke especially if you set them up in series of four and daisychain that ore or whatever to a central processing hub. Early tools and guns to sell, or use, are great value.
Make your cities in series of four with 3 growers feeding resources with convoys to a shower with eventually a custom house and factories that ideally has a double fishery, deers or any other double food tile. Again, you're looking for high food output for free colonists earlier on and to sustain shit like tons of experts cranking out refined goods and hammers later. Even plowed rivers are acceptable. Start education early. Basic colonists have a chance to become expert thru working modified by total pop in that city, gov efficiency and if that tile is improved. So basic colonist working on plowed prime tobacco can become an expert in ~8 turns when alone in a teal city, ~16 in green and up to ~32 turns in regular white. Convenient if you can't import that kind of expert and all natives offer expert miners and sugar planters.

Don't put horses everywhere since that cuts into your food production. 200 food = free basic colonist. And don't completely exterminate the AI. Leave a colony nearby, contain it with forts with dragoons and enjoy the steady trickle of new colonists from their beaten troops. Bonus points if you have a privateer or two nearby because the AI will import lots of tools and muskets and getting those for free quickly pays off the privateer cost with how expensive they can get lategame.
>>
>>2287623
>>2288400
Oh yeah and two more things you should keep in mind. It's almost always preferable to sell via custom house or either to natives or other colonies because you'll crash the market. When you do, and that's fine, just be prepared to pivot to a refined good. Furs suck? Coats. Coats suck? Don't keep at it, better send that fucker to farm or collect ore or timber which you'll never have enough later than sell them for 10 a unit or wait 80 turns for the price to recover.

And DO NOT cut coastal forests if you can avoid it. Redcoats are much stronger in a standup fight but if you catch them in forests you get to have payback for what injins did to your graycoats for the entire game since your bluecoats have the same ambush terrain bonuses as natives.
>>
>>2287623
Pretty much what >>2288400 said. The key is to have small, coastal settlements that produce whatever they are making, but the guy inside is just bell-producing.
If you set things up right, you can even keep some those settlements (they will be green sooner), but most of them are for short-term bell spike and fishing out good Founding Fathers ASAP.
The only thing I disagree is the focus on food production. See, if you set up all those coastal settlements, they also shit out free cross each, and suddenly you are making 10 crosses/turn, so the European ramp-up colonist pretty fast. If you get Brewster early on, you will get maximum benefit out of it, and Brewster combined with FoY events is bank.
But both approaches are valid, so it's more of a preference than one being superior to other (and eventually, home-grown population will be more important anyway)
>>
>>2290456
Oh, and remember - Jefferson increases bell production of Elder Statesmen, NOT bell production in general. People often get this confused, rush for Jefferson and get fuck all of benefits, since they had a single statesman across all the settlements.
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>>2290456
FoY in original Col is pretty fucking annoying, especially if you trigger it too early
>Can't ship all those people to the colonies
>Crosses production decreases by 2 per person in the dock, you have at least 8 of them there, so you get -16 crosses/turn
>But because 8 colonists were produced, your need way more crosses to get another colonists
>If you build even a single church, you just fucked yourself in the ass

And for the same reason you are wrong on reliance on crosses made from bumper colonies: sure, you are getting 10 crosses from just having those colonies, but unless you ship off the resulting colonist fast enough, you then get 8 crosses, because there is a guy waiting in the dock. It's handy, but getting food from bumper colonies and just collecting it in a single settlement is FAR more effective, especially with shitty choices back in Europe. This also allows to pick only specialists back in Europe, but ignore free colonists (and this is where Brewster comes in handy - by removing criminals and servants, you have wider margin for specialists)

Never, ever, under any circumstances, train in your colonies: Lumberjacks, Ore Miners and Lumberjacks. Same with Silver Miners if you have any use of them. Always hire them in Europe, they are so fucking cheap, it's waste of slot in school and also waste of time and production. Just buy them. Hardy pioneers are the breaking point - because they get their tools for free, they are the last expert that's worth more to be bought than trained.
Conversely, never, ever hire Veteran Soldiers. They are too expensive to make this shit work. You can reliably get them by simply fighting Injuns and other Euros. For a price of 3 colonists (or rather 3 Ore Miners) you are getting 1 Veteran, and he has only 16% better combat chances, so just buy miners, arm them and send them to fight
If you are hiring or even simply picking Jesuit Missionaries or Preachers, you are retarded. Only if you get free Preacher early, pick him
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>>2278234
>ya fuck one goat.."
at least talibans didn't migrate to USA.
>>
>>2290456
My reasoning is I don't like the starting english caravel and crosses required scale for each new immigrant while food cost doesn't. And hear me out, it's not like you give up one for the other or will suffer something from starting your eugenics program nice and early.

>brewster
Sure. But those criminals can also get educamated while raiding AI colonies for volunteers to work my cotton fields. I feel getting some without him is the game's way of telling me, son, it's time you got out there and kicked some french in the teeth.
>>
>>2285392
>>2285458
>accurate
that's the joke. white saviours all look handsome compared to fake indians. just look at the old photo. the native amurikans all look like sun dried raisins.
>>
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>>2290563
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>>2290514
>Lumberjacks, Ore Miners and Lumberjacks
I'm pretty certain one of those Lumberjacks was supposed to be a Gunsmith, since they are criminally underpriced due to technically needing a lot of extra infrastructure to work at all (which is a lie)
>>
Question:
Couple of years ago, some guy remade all the music pieces from original Col. Most were okay-ish, but the one that plays during intro, was made into an epic tune.
Anyone still has it? Searching for it is a bitch for obvious reasons.
>>
>>2291067
I just play the OST from tropico 1 and 2
https://www.youtube.com/watch?v=IQcolipT0ZY&list=PLDPDaU77rVJtucypb8ua2ChlhgLUlzSR0
>>
Is there's any point of playing the officials maps?
>>
>>2287623
camp an island / peninsula with some ore and lumber
play tall with 3 or 4 cities there, piratefagging, 100% republican asap
immigrants get sent off as scouts, soldiers and pioneers until they die
>>
I'm playing the Americas map and got the Caribbean starting posting should I restart?
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>>2291447
Or just sail four-five turns to florida...
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>>2274633
I would like to congratulate the Tupi. From a punching bag native tribe in Colonization to a full blown civ in AOE2! clapclapclap
>>
>>2291447
>>2277029
>>
Is there any reason to do liberty bells at the start of game or focusing on resources better?
>>
>>2292309
Bells are both resource multiplier and tech
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>>2274640
And thats the way to do it!
Does your heart break too when you reach the point where it becomes unplayable bc turns take forever? I was just playing a game on the whatever its called the fuck supersized earth map as portu and had a few dozent cities in south america. The automatic trades just drag it down so much
>>
>>2292668
Yup around 8 transports riding about lags it up every turn. Might have to try more restricted routes instead of full on automation where all wagons do all routes.
>>
>>2291447
Florida is right next to you, go there. Once you are there, you can also take over Cuba and Hispaniola if they have good resources (and you just scouted Hispaniola anyway)
In fact, if you still don't have a colony by 1510, no biggy
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>>2292309
Consult >>2288400 and >>2290456
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>>2291447
Apply yourself.
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>>2292690
I limit it to each wagon doing everything between 2 cities or each wagon only carrying only one good between all. But at like 40 wagons its still game over
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>>2274640
>>2292668
>>2292690
>>2293089
... or you could play a functional game for a change.
>>
>>2291447
Unless you roll really, really bad resources for either Florida or Guyana (depending if you go north or south), you should do just fine.
>>
>>2293957
like minesweeper?
>>
>>2294028
Sure, why not. Still better than either of the bloat mods for Civ4Col
>>
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And here's to a finished run. Wish there was a version of this with better combat. I refuse to believe the rng isn't rigged. Navy seems utterly useless in indep war, even if you manage to beat a man-o-war it retreats for repairs seemingly 9/10 times. Also would be nice if the king would send them in squadrons of 3 or something instead of one at a time.
>>
>>2299641
>that filter
Eww. Now do a viceroy.

>fleet
I mean you had Drake and privateers are pretty cheap to outright buy or hammer out later on. That + a couple of chokepoint forts and even caribbean colony is possible. Absolute cancer to move 20+ colonists manually each turn with ships tho. And yes, combat PNG is absolutely rigged but not all of the time. You can draw a shitty seed and get, well, shat on or you can draw a good one and get 4-5 fountains in a row.
>>
What's the difference between col and civ4 col in terms of rules and mechanics?
>>
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>>2300150
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>>2299641
>All those fishermen
... the fuck?
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>>2300231
Which of these pixels are fishermen? It's more ridiculous than sprites in MoM. No way you can tell them apart.
>>
>>2300260
the ones holding fishing poles, get glasses
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>>2299788
Filter? I'll do viceroy next, probably after a bit. Too easy to blow hours by accident, just one more turn gameplay is addictive.
How often does the game reget a seed? I guess the play is to start a lopsided in the enemy's favor fight and assume you have a good seed if you win.

>>2300231
Part of that is coastal/great lakes cities, part is because the Dutch were close to being granted independence, so I tried to conquer them. They had the stockade in every city founder so it didn't work out, but I nabbed a couple of carribean cities that had absolutely nothing in it but fishermen. Not even an elder statesmen so it didn't help much in reducing their rebel count. Gave up when I came across a city with 5 arty and just started indep war instead. Lost way too many horses on the dutch, the war was a net negative. Most of the free colonists you see weren't even being used. No guns for em and nowhere to settle.

If anyone's got suggestions for more dos games I'm all ears. I already played Alien Legacy.
>>
>>2300271
>the ones holding fishing poles
Circle those fishing poles, 20/20.
>>
>>2300161
I'm not going to lie the new one is more r34
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>>2300320
>Zoomer is blind AND stupid

Also:
>All those fucking soldiers
>All those fucking ore miners
>6 Blacksmiths
>2 Master Gunsmiths
I mean I get it that ore miners eventually are cheaper to get than any other settlers, but still
>>
>>2300300
>No guns for em and nowhere to settle
Unless I missed some in the crowd, you had two gunsmiths and just 6 blacksmiths between all that shit, so no wonder you had no guns

>If anyone's got suggestions for more dos games
Die roll for Die Fugger, High Sea Trader, Patrician (the first one), Caesar 2, 1869, and Tomb Raider
>>
>>2300415
I was under the misconception that I had to WIN the independence war before the dutch got to 50 rebels, not just declare. So my leadup was a rush to buy artillery and recall my expeditionary army from guyana. Had I known there was still time I would've finished up my industry. I was further under the misapprehension that I'd fight much larger armies at once, not one ship's worth at a time, so I spent all my gold/cargo space on arty. The artillery didn't even get used, the king in his infinite wisdom decided to send almost the entire invasion force to bumfuck florida, pop 2. Fought them in the marshes.
The last 3 blacksmiths weren't actually all working at the start of the war, 2 of em were enroute and the destination didn't have an iron works yet. Still needed tools so the first 3's production couldn't be entirely used on guns. Didn't educate more master gunsmiths because I didn't want the training downtime, in hindsight I could've afforded it.

>>2300418
Thanks for the recs. Can't read german so die fugger is out. I did play patrician 3 ages ago, might as well try the older titles.
>>
>>2300415
Uh I said CIRCLE not SQUARE? I win chud!
>>
I love the UI and game changes that Freecol introduced, but I HATE the unit and city graphics, so I modded the game to include original Sid Meier's Colonization graphics on everything except terrain. Gives it a neat look.

Also, has anyone tried any interesting strategies?

I was thinking of doing a playthrough where I mass missionary a bunch of tribes and then use Bartolomew de las Casas to get a huge about of free citizens.
>>
>>2300415
>Calling someone zoomer
Faggot disable that shit filter and then talk.
>>
>>2300506
>not one ship's worth at a time
Then you had a shit-tonne of luck. It's pure RNG how many and in what way the Royal Navy arrives.
>Didn't educate more master gunsmiths
Don't. As in - don't bother. Master Gunsmith are one of the few experts you should never train, ALWAYS buy those in Europe. They do fuck-all, so you are wasting schools for training someone that's only good in the advanced chain of production. The price below 900 means you should always buy. There is an entire math analysis of this, but the gist of it is that anything below 900 is always better to be bought than train (pioneers are a special case, since their tools are part of the pricetag, and training them is further wasteful since that means the pioneer isn't doing his job in the field).

Word of advice regarding recs:
Patrician 2 is basically Patrician 3 without a few options (3 was released in Germany as simply expansion), so the actual difference is playing Patrician 1

>>2301509
>Zoom zoom zoom!
Stay mad
>>
Can you have a peace deal with natives? I moved my units wrong and by accident attacked Iroquois and now I'm at war. Which is a bummer, because my save before that event is from where I found Fountain of Youth and got really fucking good rolls on colonists in Europe. Worst yet, I kinda need those specific Injuns, since I begin trading with them already
How to make them chillout without wiping their capital (those expert trappers are also kinda crux of my strategy)?
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>>2301882
>How to make them chillout without wiping their capital (those expert trappers are also kinda crux of my strategy)?

Your only options are either to take out their capital (which you don't want to do) or get Pocahontas into your Congress.

Also ask yourself if you really need those expert trappers. The way I think of it is that cash crops and manufactured goods only exist to get you the starting capital you need to get carpenters, blacksmiths, gunsmiths, artillery, etc.

Long term, cash crop specialists don't matter as much and you should be equipping them as dragoons and getting military experience fighting Natives. Food, lumber, tools and muskets are really what matter near the end game.

Shame you accidentally provoked war though, it does suck.
>>
>>2301509
fucking deal with it zoomer, chadlennials had to put up with 2 decades of being called lazy avocado toast eaters ruining everything so now you will too. You'll do it to alphas in turn.
>>
Would do a remake or remaster, why and how would you do it?
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>>2302142
I would blatantly copy the original while sucking out every drop of soul for my own consumption.

https://store.steampowered.com/app/3861100/1492__Colonization_of_the_New_World/
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>>2300231
what do you put on your water tiles anon, silver miners?
>>
i tried freecol and it was typical open source garbage
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>>2302427
Here, grab a (You)
>>
>>2302094
>Also ask yourself if you really need those expert trappers
It's literally THE ONLY source of trappers on the map. If there are any other, there are dozens of tiles away from my colonies.
I already reloaded and then save-scummed until I get the FoY. I didn't get as good colonists except the first three, but it was still worth overall.
Really fucking shame you can't peace deal with natives. I get why, but still.

>>2302142
Remake. The original has bunch of quirks (see above issue of inability to peace out with natives) and handful of annoying bugs (like the various rounding errors that can fuck you up with bells production). There is also how combat works (other anon already covered it). FreeCol is a step in the right direction, but it does the whole "muh tradition" and thus a lot of stuff that could be fixed isn't, because the original had some bullshit feature.

>>2302208
Ask me how I know you never played that game.
>>
>mfw there is a perfect colony spot, except you have to place it on prime timber
>every other spot turns fantastic colony into meh/10 material
Every single other fucking special resources override whatever the secondary bonus of your tile is... except for timber
>>
>>2301882
Yes, you can. Pocahontas is fastest and obvious. You can send missionaries, they'll react with hostility but it'll still reduce their anger by a tiny bit each turn. And you can sacrifice wagons until they're chill enough to accept gifts. Each action they take against you win or lose reduces their anger by a tiny, tiny bit so unless you really pissed them off or have a 15+ city in the neighboring tile they should relax after a wagon or few. Value of wagon gifts is irrelevant, so a single unit of corn, if they want to accept it, is equally appreciated as 100 muskets.

>fur trapper
First that's probably the worst cash good to focus on. Even without Hudson furs price crash HARD and FAST. You don't get to sell coats to injins either. If it's a cold biome just go for ore and ore products instead.
>>
Help a newfag. This is random map, and I'm planning where to settle. I left the map on top and spots marked for settlements below.
The ??? are for two spots that I can't decide upon, the rest is more or less something that I see optimal
The one on the game resource is there to be a "canal" between the continent (this is the only narrow point of that half of the continent)
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>>2304016
.. and of course I forgot to add a file
Also, the spot with the scout is another to settle, to have yet another canal to ease up travel, but it's sub-optimal for settlement
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>>2304018
I'd definitely put some on reds. Yellows, I'd consider how much I value those mudhuts and fish for hidden resources under those tiles. For example imagine a double oasis and a tobacco on river + free ore under that silver mountain on the bottom. The one tiles with ocean on both sides are a hella convenient chanel and custom house city locations
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>>2304018
>>2304046
Just to give you an idea how I setup my colonies. You do you but this works. Half of those colonies are on hills or ore tiles for passive and early income, very nice to have if someone decides to block a mining tile or for local trickle of guns/arti tool source.

>chanel
Fucking browser ai autocorrect that refuses to stay off...
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>>2303804
Why would I play a slop rip-off of a classic I already played?
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>>2304089
>I will double down on being retarded and clueless
Suit yourself
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>>2304046
Ok, questions.
First of all: is ir wise to make overlapping colonies?

The rest on the image
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>>2304190
And I would put 4 one tile to the right, so the ore is workable tile (so where I put ??? originally)
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>>2304190
>1
Dunno what's on the left but it's got a fishery, several nice coastal tiles and a pine. That could be a nice cathedral city, a breeding city, could have both tobacco on that river and or a sugar in the area. Either one or both = lots of cash with nearby natives. If it's on river tile wouldn't reach fish. Could be a nice part of the daisy chain to the city up and right as well.

>2
Why not? Farmer on deer, two decent fisherman, source(s) of metal in a southern biome without lots of hilsl and a nearby high sees. Seems like a nice and central custom house city. I can also already see redcoats landing on that mountain and spitroasting them between three tiles.

>3
2 would be a factory city 3 would ideally feed it with sugar and ore. Could send extra lumber early or crank out arti later.

>4
Free ore best ore, fish, potentially sugar.

>5
Silver runs out and price crashes so temp mining cities are best for it, pine, fish + coastal tiles. Nearby high sees and potential canal to yellow river city raw good producer on the right.

Lots of those yellow tiles depends on if there's a resource when you clear them. But if there's ore, that's between 6 and 18 labore and food free ore per turn per city. + crosses and bells from each. It's also a good idea to spread your cities by max transport tiles so your automated traders end their turn in cities instead of outside or wasting them by entering with movement left.
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>>2304205
Ok, questions:
1) You didn't answer about overlap, In your marking, 2, 3 and 4 overlap, which kinda sucks in my book, as you can't properly use those. Or the point is having tinyh colonies? How do you SoL them, then?
2) Are resources fixed, or they are RNG during clearing?
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>>2304102
I accept your concession.
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>>2304286
>tiny colonies
Not necessarily. Think of a couple of things first. Each distinct colony has labor free resources, the tile it's placed on. And the free crosses and bells. And then there's the efficiency/rebel support that's a direct multiplier to resources produced, including those free yields. That's much easier to get, maintain, and even improve in smaller cities. And also why it's a good idea to make lots of initial bells for cities you plan to grow later in addition to "tech" gained.
Also unlike regular civ, at least those at the time before SMAC which didn't have inside jobs, SMCOL does. And you will get bottlenecked first by government efficiency and then by food if you try to make super colonies from the get-go that have both gatherer/outside jobs and inside/refiner jobs. Now, sure, you could delay that by steadily increasing increasing support, get Adams and boom, now you've got for example 50 cigars with locally sourced tobacco each turn. But that takes time to setup. Meanwhile a ~7 pop producer city or two feeding a ~7 refiner/exporter is something you can have well before 1600 and it's giving you tools and cash as soon as it's online.
So realistically speaking the two outside towns are occupying the lion share of the tiles while the inside town has most of its pop working inside and the main outside jobs for that colony are a single good lumber tile and food producers. The important tiles, the food upkeep ones, are not shared, hence the fishery, deers etc "priority".

Get what I'm saying?
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>>2304286
Oh yeah, and resources are fixed on each new map generation, including the preset america maps regardless if they're covered by a feature like a forest or not.
>>
i've played this game on and off since i was 4 and i still suck
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>>2304318
>Get what I'm saying?
No.
And I mean it
Maybe I'm just dumb and new to this game (I tried it few times in the past, decided to stuck to it this month due to loads of free time prior to Christmas), but half of the stuff you listed means nothing to me.
I just build all my coastal colonies to 12 or more people and make sure I've got at least the basic SoL bonus of +1 each.
I don't even consider the colony tile production to be worth it, because it's 3-5 of given resource, which is nothing in my experience (and it can't be wood, ever, because reasons, so prime timber is always wasted this way, which is annoying af)
I also never, not even once, gained bonus resource by cutting down forest, hence the questio if it's pre-defined on map generation, or randomly assigned during clear-cutting
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>>2304328
Then I've got the most rotten luck ever.
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>>2304637
>3-5 of given resource
Yeah, at minimum, labor free and per city. That shit adds up.
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>>2304793
But each of those colonies is going to gather different resources, so it's a trickle of nothing in particular.
Hence the confusion
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>>2305654
Take a real close look what's under those colonies.
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>>2305686
I was talking about MY potential colonies and their placement, from >>2304018
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>>2305688
You also need a processing/exporting hub, don't you?
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>>2305787
... and that ties to the fact each of those colonies is going to produce on its own tile different resources, rather than 3x number of colonies... how?
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>>2305973
NTA but you can and usually should move your free resources from one colony to another for processing, making individual colonies entirely self-sufficient takes far too long
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>>2306172
Let me re-itterate
>Colony A is making 3 furs
>Colony B is making 3 sugar
>Colony C is making 3 cotton
>Colony D is making 3 ore
>Colony E is making 3 tobacco
So none of them overlaps, and at best the fur can be replaced with something else. Moving 3 res/turn is wasted time and wagon (and tools and pioneers for road)
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>>2306172
He just might be too retarded to help
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>>2306180
I will repeat my question for the 3rd time;
How is shipping trinkle of DIFFERENT resources help me to centralise production?
The only set up where this works is where I don't clear-cut colony's tile and thus farm 3 fur per colony, giving me 15 fur/turn, thus allowing to reliably produce coat.
Each and every proposed site, when settled, will be producing different resources, so there is nothing to synergise for the processing colony, because they are making tiny-ass amount of everything. Even if each and every of those colonies gained bonus resource, thats's a simple +2 to their output
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Hey guys, just started a new game.
Playing as French, have the Portuguese directly to the South and not sure what to do here.

I sort of want to mass artillery and kill off the Portuguese, they're pissing me off desu desu.
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>>2306590
>Has a perfect spot with 2 fisheries and three tobacco fields
>Settles outside of it
One job
One fucking job
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>>2307213
To the uninitiated, "settling outside" looks like an oversight; to the true connoisseur of macro-level geospatial strategy, it is a calculated masterstroke of long-term scalability.
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>>2307235
>I fucked myself out of a prime source of food
>I fucked myself out of both cotton and tobacco that feeds itself
>But I gained a shortcut for my ships that I'm never going to use
>And which saves me a single turn of travel
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>>2307249
One does not build a cathedral inside a quarry simply because the stones are there. You are viewing the map as a ledger of immediate yields; I am viewing it as a spatial master plan. If you find yourself pathologically obsessed with tile radius, perhaps you are better suited for a spreadsheet than a throne.
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>>2307253
i'm visualizing myself shoving your head in the toilet
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>>2307270
It is a charmingly pedestrian impulse to prioritize immediate hostile response when confronted with objectively superior strategic and aesthetic sense; equivalent of a petulant child lunging for the nearest shiny trinket.
Furthermore, you fail to account for the spiritual geometry of the terrain. By settling on the periphery, I am adhering to the principles of Feng Shui, ensuring a harmonious flow of energy between the mountain and the sea, rather than creating a congested architectural bottleneck that would offend both the eye and the spirit.
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>>2274633
never played the original, but freecol is pretty good. supposed to be faithful to the original, but with better graphics
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>>2307362
>Better graphics
I guess it's a matter of taste, I played freecol first; I found original had better graphics and balance(to be fair, freecol has the original ruleset too). Also more stable, freecol ate two of my savegames. The only things freecol did better was ui(which barely matters because hotkeys) and remembering tradegoods demand for natives.
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>>2306180
i appreciated your heroic effort from the sidelines anon, you'll have a river named after you
>>2306474
>how does shipping raw resources to a central hub help me centralise?
mate i know it's school holidays but really?
>>2306177
a wagon and roads costs a hell of a lot less than the bells required to +1 every last bumfuckville colony
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>>2307362
i don't think freecol has the infectious disease winscreen but it's good enough and free and all that to outweigh the nostalgia desu
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>>2307362
It's better than original, because it has a small handful of QoL stuff. It also generates WAY better maps when set to a random world. Graphics are meaningless, gameplay is where its at.
The only downside of FreeCol is that it's Java and it has very weird performance issues as a result.
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>>2307478
>Is consistently asked how is having a tiny-ass number of different resources that don't synergise add uo (since it doesn't)
>Just ship it around, it's totally gonna add up!
>It's gonna be more cost-effective!
A colonist is 200 bells each.
You are arguing that it is worth building 5 wagons (40 timber and 40 work ticks each) along with bunch of roads (20 tools each, which is 20 ore AND pioneers), so you can every 4th turn ship 12 of given good.
Except there is no synergy effect except for what the destination is already making, meaning you have 12 of at least 3 different goods you aren't using, don't have specialists for and no actual use until you have custom houses (because shipping less than 100 of something to Europe is wasted cargo space)
And you insist this is worth to process them, which takes either a specialist (which means money) or it takes two colonists. Both of which take food, bells and money, to process a fucking trinkle of resources.

And somehow, in your head, this all "adds up", despite enormous set-up costs that never actually pay themselves off. You are unironically better treating each of those colonies as a 1-guy operation just pumping bells with the use of a printer, since at least that nets you 6 bells/turn, rather than the "gain" of additional 25-32 coins (after a set-up worth thousands) every turn.

Let me now repeat the question which you constantly are dodging and instead insist I'm asking anything else:
How is shipping trinkle of DIFFERENT resources help me to centralise production?

You are moving 12 of given resource each 4 turns. Justify it. Present actual fucking numbers when wasting a colonist to process such small amount in your central hub is actually worth it, where you need a colonist that's gonna eat 2 food and also require additional 200 bells. Remember, you have 12 fur, 12 tobacco and 12 cotton, while the map anon posted predominately produces sugar, so the industry is going to be geared for rum production.
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>>2307478
>>2307499
Hell, if you think about it, it's a two-guy colony: the bell maker and whatever the colony tile is making processor. And that assuming it' not ore. This way, you actually have FREE finished goods (since the local food production is able to support 2 people) and in 30 turns (assuming printer was build) have 100% SoL
Whereas in your set up, you gain fuck all, ship bunch of resources around and have to juggle food and bells. Brilliant!
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>>2307478
I'd settle for a venereal disease but a river does sound nice. That said, wasted effort.

>a wagon and roads costs
I mean depends on the map a lot. If you got coasts for days or if you're playing on americas.mp and can utilize those rivers in amazon or midwest it hardly requires any significant setup. And even then it's not like you'll struggle for tools or hammers if you got a healthy income.
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>>2307689
ah, i was going to nominate rookie-kun for the terrible disease, but if you already had your eye on it...
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>>2307478
>a wagon and roads costs a hell of a lot less
Assuming a non-specialist colonist (especially since each step takes different specialist)
>20 ore (4-6 turns)
>Tools need to be made (7 turns)
>40 timber (5-20 turns)
>Wagon construction (14 turns)
>Colonist has to be equipped (1 turn)
>Pioneer is moved (1 turn)
>Pioneer makes road (2-4 turns)
Together, that gives us at the ver least 34 turns
And this is ONE road tile, You usually need two, so that's extra 11

That's respectively 136 and further 44 bells if you just put a non-statesman to bell production. That's enough to get a +1 bonus and be ALMOST at +2 with a single colonist that just works in a colony with nothing build in it and simply cranks up 3 bells per turn and the town hall gives another 1.
If you put two colonists to short it all out with construction and resource gathering, you might as well put them to bell production, because this scheme will generate 238 (and additional 44) bells, giving the colony +1 bonus in 36 turns

There is no way in fucking hell your scheme is in any way cheaper or more efficient, if you consider all the actual costs of doing this.
There is also no better strategy in this game than an endless spam of 2 pop colonies along the shores and just pumping bells (you can even push your luck with 1 pop colonies). Nothing compares with that.
And if you plan to get economic might, you are STILL better off with starting with bunch of tiny colonies with 2 guys making bells
You really shouldn't be doing anything else than bell production up until 1550 or so, which will give you bunch of founding fathers fucking fast, and your biggest concern will be not pissing off injuns so they won't come knocking (but you don't have to interact with them, either)
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>>2309175
Decent math, but you forgot that after 100 bells, the colonist is going to produce one more, so you would be in the end exactly at 200 bells, netting you +2 bonus So it's even more efficient this way. And at two colonists, you are going to completely outpace any other strat
Bell maxxing is the most broken strat, but idiots always try ti make money early on, forgetting it doesn't matter one bit who and how they settle up early on
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>>2304390
picked it up again and im not doing so bad, got a bit lucky with the colonization spots as well, however im still not ready to declare war on the crown as i have to destroy the french
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>>2313673
the most annoying and retarded part about this game is attacking anything thats higher level than a stockade, took me well over 20 years to capture Quebec, capturing the last major french holdout will probably take 50 years
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>>2313675
Should've brought arti
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>>2313684
do i need to stack it? it still melts even against non-dragoons
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>>2313688
If you can. I usually have a couple of cities dedicated to just building those.
>>
MONTREAL has been captured
however i still have to launch a punitive expedition against the Iroquois for supporting the french, man all of my forts with soldiers and guns, and get circa 30 dragoons and 10 artillery as a land army, before i can even think of fighting the King's Army
>>
whats the difference between normal civ and civ col? is this more economy focused?
>>
>>2314146
in civ you're a worker janny
in col you're a resource janny
>>
https://www.youtube.com/watch?v=WKLeNQeibYk&list=OLAK5uy_nesMdllpNihTqISzVUlkTdXuTJl4TITuI&index=7
>>
>>2291067
You probably mean this piece.
I only have the opening theme. I regret not saving the whole OST

https://vocaroo.com/179VLiG1LWmt
>>
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>>2274633
Is this the only fanart for the game in existence?
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>>2320548
I never understood why they didn't choose Portugal.
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>>2320605
Because portugal came much later after the game is set if I had to guess
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>>2320605
They couldn't figure out the gimmick for them.
FreeCol gave then Merchantman and all their ships get +1 move, which is weak, especially as they don't get any specialist.
Denmark in FreeCol is OP as fuck, despite "only" getting +2 food from their Expert Farmers. You then still can get additional +2 from 100% SoL bonus

>>2320606
Are you fucking retarded, or just American-schooled?
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>>2321006
Probably retarded since I'm wasting time spoonfeeding your zoomy ass. Portugal was under personal union with Spain from 1580 to 1640 and even then wasn't relevant outside of Brazil. And that was well into 1600s after they lost most of their eastern holdings one way or another. Also the Treaty of Tordesillas.
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>>2321031
Ladies an gents, Duning-Kruger in action!
Portugal was the FIRST to extensively colonise, rather than set up a single port (like Spaniards). For fuck's sake, Netherlands started to build their colonial empire by trying to steal Portuguese one.
And here you are, talking how they came late for the show, while also off-handedly listing a treaty that showed just how fuck-huge and important Portugal was in this matter. Do you even know what that treaty states, you moron and thus explaining why they were "only" in Brazil (which was more productive that entire Spanish colonial empire taken together at its peak)
You actual, dumb fucking zoomershit.
>>
Which nation is overpower in original and remake.
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>>2321066
>double down while shitting his pants
Called it. Keep running your mouth zoomie.
>>
>>2321066
BR or libshit. Call it.
>>
>Call it.
Butthurt samefag.
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>>2321094
obvious libshit
>>
This game was one of my first real gaming memories. One of the true GOATs. So much soul. I mean imagine how much better the world would have been if it was Col instead of Civ that would have gotten all the attention. I replayed it a few years ago and actually got a non seeded 1 colony pre 1600 win on the hardest difficulty (Don't have the screenshot on this PC).
Did any of you ever get the strategy guide for it? I remember seeing it as a kid and it was like a 300 page monstrosity going into massive autistic detail about every game mechanic. Honestly I should blame Sid for giving me the 'tism.
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>>2306590
>>2307213
>>2307235
I never played Nu-Col but in OG-Col this would be optimal imo.
Red#1 has wood and plenty of farm access while still being a sea port.
Orange#2 has sick potential. Good food access, Silver for dem early game exports and prime wood.
Yellow #3 settle early to prevent the AI from being dumb but then its the Pittsburgh of your independence. Get caravans to exchange food for ore if needed but that place is an engine.

Ez 3 colony win unless you get screwed over early game imo.
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>>2320548
never seen any others, or even that one, so it probably is
>>2321031
>posts screenshot of product of american education to defend himself
grim
>>2321066
technically correct but you are an enormous faggot
>>2321162
it was the first game i ever modded, 5 minutes in notepad to make the indians and stadtholder make fart jokes, good times
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>>2321067
Dutch are OP in both. Stable prices > anything else
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>>2321074
>>2321094
>>2321094
>>2321138
>So much seething and samefaggotry over being rightfully called an idiot
Remind us all: how is not being a clueless moron making people not only still Ameritards, but also Ameritard liberals at that?
Are you implying that the non-libs are more retarded than libs?
>>
>>2321031
>Portugal had smaller impact than Holland, says clueless American
>Sans for handful of outposts, the Dutch meant absolutely nothing in the Americas
>Their biggest claim of ownership was when they've seized Portuguese colonies and then got pushed out of them
>Dutch get completely pushed from the continental claims sans for Surinam, and stayed there entirely due how shitty it was and thus nobody could be arse to push them out
>They are in the game as "important"
>Portugal is powerful enough to defend colonies using entirely colonial forces through their entire existence
>Total control of European sugar, coffee and spice prices, while staying the fuck away from the wars in Europe
>This is too weak for representation
>The Dutch get one despite being complete failures
They might as well just simply state in the documentation that they didn't include Portugal, because it didn't have colonies in the continental North America and be done with it, rather than making a laughstock of themselves. The Dutch are there only because their charters for their short-lived NAM colonies paved way for religious freedom and the concept that as long as you pay taxes, you can do whatever the fuck you want and should get representation based on that fact. All of which contributed to shaping the whole New England ideas of religious freedom, legal charters and negotiable constitutions.
But I guess it's all because Portugal was in personal union with Spain and thus totally didn't punch way above its weight or capabilities despite even that.

t. Czech
>>
>>2321459
https://archive.org/details/Sid_Meiers_Colonization_manual/page/n101/mode/2up
>>
>>2321542
All it needs is colourful pictures and could fit into kindergarten-tier education. Or American university.
>>
>>2321543
Also worst chinese takeout menu ever
>>
>>2274633
Surprised this thread taking off here, before I left for jail I tried to make some 10 threads about colonization and nobody seem to have played it, anyway, anybody knows if there's a good mod or something for it about african colonization of the late 19th century, sound pretty interesting to me if a tidy more violent even
>>
>>2322672
someone send this guy to the indians
>>
>>2322672
Spare us the stories of your colon colonized by africans
>>
>>2322688
>Hearty_chuckle.bat



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