I think that I explain this correctly, but of course my English is poor.Freecol site about a clone of Colonization currently at Version 0.10.5įreecol - Colonization Software Game Windows XP Vista 7. So in this case Knight and Legion will never be produced. The idea must be refined - maybe by setting max exhaust level added to production cost as (city production minus one) multiply by turn of city is producing something. For Legion (second city) we add 10 production cost. In second turn we add to 15 production cost to Knight, because 10 exhaust meter of nearest iron and 5 exhaust meter of nearest Horses, so production cost is now 35. Iron exhaust level is now 10 and Horses exhaust level is now 5. On first turn city 1 product 10 shield, so knights still need 10 shields. Legion need 10 shield.įirst city have 10 production and second 5 production. The same iron is nearest for city building Legion and city building knights. On nearest horses we have 0 exhaust level and on nearest iron we have 0 exhaust level too, but I also producing Legion, which needs iron. This unit need 20 shields, horses and iron. When horses tile is worked, then exhaust meter is decreased by 1 per turn. Additionally, production cost is increased by exhaust meter of both resources. In both cases the value of increase is 5. When we built knight, exhaust meter was increased for nearest iron and nearest horses. If you want a more refined game, check out the TAC mod for Civ4Colonization.Ĭolonization is of course not the only game in existence to make use of stockpiled resources, but it's the closest one to Civilization.īut building Knights would use-up horses faster than they can be created, If you like FreeCiv, check out FreeCol for a mostly complete isometric adaption of Colonization If you love pixels, look for a copy of the original game. If you liked Civ3 and thought its notion of "modular population" was cool, then you will LOVE Colonization. The game is very interesting, but very quickly shifts from a game about Exploration and Colonies, to an intense Logistics-management game where you start crying out "If only I had MORE spreadsheets!". You can mine Ore, ship it to be turned into Tools, and then ship those tools to a third city to be used in its construction. You can chop wood in a forested area and ship it over to a more populous city whose carpenters can turn it into Production. Carpenters turn Lumber into Production, and Blacksmiths turn Ore into Tools. Most resources in the game are cash crops/luxury goods to be sold in Europe for gold, but some like Lumber and Ore are raw materials in a production chain similar to what you are envisioning.īuildings and non-population units like ships and cannons require a certain number of Producton and Tools to build. The game you're thinking of is Colonization.Īll resources produced from the map are placed into storage in that city, and can be transported from one city to another by wagons or ships. Additionally, miners (for example) must search for new resources. Additionally, we made assumption we don't hire additional workers in mine. When two cities producing some kind needing the same resource, then kind from storage must be split between these two cities. In situation of husbanding, animals must reproduce. Rationale: When mining, raw materials are stored in storage and miners must search for new source of some resource. We could also increase production cost by distance to nearest resource, but that' will be part of another idea. There is one thing to repair: What if we produce many legion unit and have only one iron? In this situation, meter was increased by 10 and this value is added to production of both cities! What if we cannot comply production? Exhaust meter of nearest resource needing to produce some kind are added to production needed to produce selected good.Īdditionally, if tile with resource is working, then exhaust meter was decreased by 1. The same with knight, but then it change the value of nearest iron and nearest horses. When producing (for example) legion, which needs iron, then for each turn city is producing legion, exhaust meter of nearest iron will grow with 5. How it would work? Each square with resource have exhausting meter, but resource won't exhaust. I have (possibly) better idea: production of good needing some resources making production other kind needing the same resource longer.
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