![]() ![]() By hurting computer players you delay their development by many years. Its point is not as much the value of what you just conquered, but significantly weakening one of the other powers. If someone else's colony is very close to you, and is undefended, think about getting 50 horses, equipping a Dragoon, and attacking him. Optionally, you can use the soldier for a quick attack. Your priority should be deforesting colony square (usually +1 food, and free product changed from furs to something more valuable like cotton, sugar or ore), plowing or building a road on each used square (+1 food/product, +2 lumber/furs, but everything except food and lumber gets twice the bonus if used by a specialist), plowing each colony's central square (+1 food) and after that building roads between close colonies (distance 3-6, big projects should wait). Using pioneers for cutting trees, plowing and building roads will be a good idea as soon as you have some 5 colonists in the new world. He wouldn't be able to produce much more than he has to eat anyway, as he's a non-expert working on a non-plowed and probably forest terrain. Because the central square usually produces only 2 food units, you'd have to use one of the colonists as a farmer instead of doing something useful. You start with 2 colonists - a pioneer and a soldier. If you publish modified versions somewhere, I'd like to be informed, so we don't end with a lot of versions out of sync. ![]() You may do whatever you want with this document (copy, modify, profit), as long as the attribution is preserved. I'll fix it when I'll have some extra free time or when the hell will freeze, whatever comes first (probably the latter). ), usually very late at night, so don't expect coherence or good language from it. It has been edited chaotically (oh, it doesn't work like that, edit, edit. This document may contain errors, and strategies different from those suggested may be successful too. By the way the Colonizopedia contains a few really awful mistakes ( Expert Farmers/Fishermen mod is +2 not +3, minimum population required for some building is wrong etc.). If you're interested in game mechanics, you'll need to crosscheck it with the Colonizopedia. This document also includes a description of major portions of the game mechanics, especially those that aren't described well in Colonizopedia. While I'm not aiming at that level of excellence with this document, I want to provide a good set of tips to enhance your gameplay. Master of Magic has a great one, and FreeCiv wiki is one of the best such documents for any game (FreeCiv is technically not one of the classics, but it's extremely close to Civilization I and II in gameplay). I'm writing this document, because Colonization seems to be the only of the classic strategy games without a good FAQ. Although even just in the last few months since I posted this video even more changes have been made and the latest game actually looks quite different now due to animating oceans and 3D art! The way things are going the next 0.13.0 release might look like a different game!Ĭlick to follow this blog and receive notifications of new posts by email.Original blog post by Tomasz Wegrzanowski at and copied here with approval - his address was Tomasz.Wegrzanowski"at" If you’ve never seen or played FreeCol I recently released a HD video tour of the game showing off most of it’s coolest features. ![]() Mazim’s Extra New Nations mod (that adds 4 more playable European nations allowing for 12 player games) is still not included (I’ll see about getting that added) but he’s released his final 1.4 version which can be downloaded from here and added into your FreeCol/Data/Mods folder: Please note that the game requires Java 11 minimum, so the regular Java 8 runtime most people have will not be enough! EDIT: Due to this issue they’ve released a new special version of Freecol 0.12.0 with the required Java files included here: There’s been a huge amount of changes since the last stable release which people can check out a list of here:Īnd of course people can download the new release from here: While there have been many test nightly releases over the last few years this is the first official stable release since good old 0.11.6 back 2015! I help the team out occasionally with a few things so I’ve watched first hand how Mike and the gang were slowly building towards this release, but then original FreeCol admin Stian returned along with some new helpers resulting in things really getting busy and before we knew it FreeCol 0.12.0 was here! Big news guys! The long lasting fan remake of Sid Meier’s Colonization known as FreeCol has finally reached it’s big 0.12.0 stable release. ![]()
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