[Freeciv-Dev] Re: Materials in Freeciv
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
> ZENIT News Agency <mark@xxxxxxxxx> napisa?:
[of Sid Meier's Coloniztion]
> > It seemed in general more linear. You start your colony, the mother
> > nation keeps raising taxes until you get utterly fed up with it, you
> > declare independence, the mother country sends more troops than you can
> > possibly defeat, but sooner or later one of the other countries loans you
> > big guns to enable you to win.
I didn't play (much?) on the hard levels, but in my games the endgame was
a bit different. I stockpiled as many horses as I could, and a decent
supply of guns. Then I made the horseback military units (preferably
the super-veteran ones -- the ones with the wigs).
When the mother nation landed its troops outside my colony's cities,
I attacked them in the open (getting a bonus for this). If my unit
lost the fight, it simply lost its horse and became a foot soldier --
so I ordered it back to the nearest town to re-mount. As long as I had
enough units and enough horses, it was possible to go without ever losing
a city *or* a unit during the revolutionary war.
So I suppose the trick is to know how many units the mother nation
is likely to send, and to amass enough troops (horses!) to deal with
them before declaring independence. But it's been years since I played
Colonization, so there's no way I could even attempt to give a formula --
or even an educated guess.
(All this talk is almost enough to make me want to dig up my copy of
Colonization. If it were a Windows game I might try Wine; but as I
recall it's a DOS game, just as Civ1 was. I don't think I want to play
it badly enough to boot Win98....)
--
Greg Wooledge | "Truth belongs to everybody."
wooledge@xxxxxxxxxxx | Red Hot Chili Peppers
http://www.kellnet.com/wooledge/ |
pgpgHS0Rv804b.pgp
Description: PGP signature
|
|