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  #1  
Old 10-11-2008, 01:02 PM
Jake
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Colonization 2008 - Differences from original

After one hour with the 2008 version, here are some differences I've
noticed from the original. Most changes seem geared to reduce
micromanagement and to speed up the initial pace.

- Colonies now have a base production of 1 hammer, so they can build
without lumber or a carpenter from the start of the game, but slowly.
Lumber and carpentry system seem intact, otherwise.

- Light Forest terrian feature, that modifies base production of a
square away from crops towards fur and lumber less dramatically than
regular Forests

- Initial diplomatic encounters can be triggered ship-to-ship and ship-
to-city

- Diplomacy is now on demand with any nation or tribe after initial
encounter

- Stables now convert food to horses and Master Rancher / Rancher
enhances them


More subjectively:

- Soundtrack inferior to original so far
- Europe screen functions the same, but is dry and empty compared to
the colorful original
- Production icons are hard to distiguished from each other, making it
hard to tell what a tile
can produce
- Pace on default settings seems quicker than the original game


Jake
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  #2  
Old 10-11-2008, 01:02 PM
Ross Ridge
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Re: Colonization 2008 - Differences from original

Jake <jakefont@gmail.com> wrote:
>- Light Forest terrian feature, that modifies base production of a
>square away from crops towards fur and lumber less dramatically than
>regular Forests


Hmm? There were different kinds of forests in Colonization, so I'm not
sure what exactly is different here.

>- Stables now convert food to horses and Master Rancher / Rancher
>enhances them


The Rancher is new, but stables converting food to horses isn't.

From what I've heard about the game, I'm kinda disapointed that this
new Colonization is almost exactly like the original game. The orginal
game was pretty flawed, and it would've been nice to see evolved into
something better, like they did with Civilization 3 and 4.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
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  #3  
Old 10-11-2008, 01:02 PM
Ross Ridge
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Posts: n/a
Re: Colonization 2008 - Differences from original

Jake <jakefont@gmail.com> wrote:
>- Light Forest terrian feature, that modifies base production of a
>square away from crops towards fur and lumber less dramatically than
>regular Forests


Hmm? There were different kinds of forests in Colonization, so I'm not
sure what exactly is different here.

>- Stables now convert food to horses and Master Rancher / Rancher
>enhances them


The Rancher is new, but stables converting food to horses isn't.

From what I've heard about the game, I'm kinda disapointed that this
new Colonization is almost exactly like the original game. The orginal
game was pretty flawed, and it would've been nice to see evolved into
something better, like they did with Civilization 3 and 4.

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
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  #4  
Old 10-11-2008, 01:02 PM
Jake
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Posts: n/a
Re: Colonization 2008 - Differences from original


>
> Hmm? *There were different kinds of forests in Colonization, so I'm not
> sure what exactly is different here.


True, but the system was different. In the original, forests were a
type of terrain, which become different terrain when the forest was
cut. Mixed Forests became Plains, Tropical Forests became Savannah,
etc. Now Forests, Light Forests, and Jungles exist on top of and
modify whatever terrain they happen to be growing on. It allows more
varied terrain combinations (ex. Light Forest/Hills/Grassland) and
resource output.

> >- Stables now convert food to horses and Master Rancher / Rancher
> >enhances them

>
> The Rancher is new, but stables converting food to horses isn't.


Thought they just increased horse spawn rate in the original, oops.

> From what I've heard about the game, I'm kinda disapointed that this
> new Colonization is almost exactly like the original game. *The orginal
> game was pretty flawed, and it would've been nice to see evolved into
> something better, like they did with Civilization 3 and 4.
>

Maybe I've lowered my standards, but in 2008 I feel lucky just to get
a faithful remake of a turn based strategy game. The flaws in the
original are mainly due to micromanagement, and the new version does
try to reduce it.

Modding has the potential to turn things in a more historical and
brutal direction: the slave trade, slave rebellions, pirate
"barbarians," the black market,etc. God, even a Pirates! style
scenario sounds great.

Jake
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  #5  
Old 10-11-2008, 01:02 PM
Jake
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Posts: n/a
Re: Colonization 2008 - Differences from original


>
> Hmm? *There were different kinds of forests in Colonization, so I'm not
> sure what exactly is different here.


True, but the system was different. In the original, forests were a
type of terrain, which become different terrain when the forest was
cut. Mixed Forests became Plains, Tropical Forests became Savannah,
etc. Now Forests, Light Forests, and Jungles exist on top of and
modify whatever terrain they happen to be growing on. It allows more
varied terrain combinations (ex. Light Forest/Hills/Grassland) and
resource output.

> >- Stables now convert food to horses and Master Rancher / Rancher
> >enhances them

>
> The Rancher is new, but stables converting food to horses isn't.


Thought they just increased horse spawn rate in the original, oops.

> From what I've heard about the game, I'm kinda disapointed that this
> new Colonization is almost exactly like the original game. *The orginal
> game was pretty flawed, and it would've been nice to see evolved into
> something better, like they did with Civilization 3 and 4.
>

Maybe I've lowered my standards, but in 2008 I feel lucky just to get
a faithful remake of a turn based strategy game. The flaws in the
original are mainly due to micromanagement, and the new version does
try to reduce it.

Modding has the potential to turn things in a more historical and
brutal direction: the slave trade, slave rebellions, pirate
"barbarians," the black market,etc. God, even a Pirates! style
scenario sounds great.

Jake
Reply With Quote
  #6  
Old 10-11-2008, 01:02 PM
Ross Ridge
Guest
 
Posts: n/a
Re: Colonization 2008 - Differences from original

Ross Ridge writes:
> From what I've heard about the game, I'm kinda disapointed that this
> new Colonization is almost exactly like the original game. =A0The orginal
> game was pretty flawed, and it would've been nice to see evolved into
> something better, like they did with Civilization 3 and 4.
>

Jake <jakefont@gmail.com> wrote:
>Maybe I've lowered my standards, but in 2008 I feel lucky just to get
>a faithful remake of a turn based strategy game. The flaws in the
>original are mainly due to micromanagement, and the new version does
>try to reduce it.


Well, if I want something faithful, I can still play the old version.
There's even an updated Windows version of the original MS-DOS game.
On the other hand, I almost always gave up before finishing a game
because of the micromanagement issues. Does the new version improve
how trade routes work?

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
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  #7  
Old 10-11-2008, 01:02 PM
Ross Ridge
Guest
 
Posts: n/a
Re: Colonization 2008 - Differences from original

Ross Ridge writes:
> From what I've heard about the game, I'm kinda disapointed that this
> new Colonization is almost exactly like the original game. =A0The orginal
> game was pretty flawed, and it would've been nice to see evolved into
> something better, like they did with Civilization 3 and 4.
>

Jake <jakefont@gmail.com> wrote:
>Maybe I've lowered my standards, but in 2008 I feel lucky just to get
>a faithful remake of a turn based strategy game. The flaws in the
>original are mainly due to micromanagement, and the new version does
>try to reduce it.


Well, if I want something faithful, I can still play the old version.
There's even an updated Windows version of the original MS-DOS game.
On the other hand, I almost always gave up before finishing a game
because of the micromanagement issues. Does the new version improve
how trade routes work?

Ross Ridge

--
l/ // Ross Ridge -- The Great HTMU
[oo][oo] rridge@csclub.uwaterloo.ca
-()-/()/ http://www.csclub.uwaterloo.ca/~rridge/
db //
Reply With Quote
  #8  
Old 10-11-2008, 01:02 PM
Jake
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Posts: n/a
Re: Colonization 2008 - Differences from original

On Sep 24, 11:58*pm, Ross Ridge <rri...@csclub.uwaterloo.ca> wrote:
> Ross Ridge writes:
> > From what I've heard about the game, I'm kinda disapointed that this
> > new Colonization is almost exactly like the original game. =A0The orginal
> > game was pretty flawed, and it would've been nice to see evolved into
> > something better, like they did with Civilization 3 and 4.

>
> Jake *<jakef...@gmail.com> wrote:
> >Maybe I've lowered my standards, but in 2008 I feel lucky just to get
> >a faithful remake of a turn based strategy game. The flaws in the
> >original are mainly due to micromanagement, and the new version does
> >try to reduce it.

>
> Well, if I want something faithful, I can still play the old version.
> There's even an updated Windows version of the original MS-DOS game.
> On the other hand, I almost always gave up before finishing a game
> because of the micromanagement issues. *Does the new version improve
> how trade routes work?
>
> * * * * * * * * * * * * * * * * * * * * Ross Ridge
>
> --
> *l/ *// * Ross Ridge -- The Great HTMU
> [oo][oo] *rri...@csclub.uwaterloo.ca
> -()-/()/ *http://www.csclub.uwaterloo.ca/~rridge/
> *db *// *


I never made it to the revolution in the original either, because of
the micromanagement. Liked the intial explorationand build phase,
though. Haven't even used trade routes in the new version yet, so the
core micromanagement issues may still be there. At minimum, they
should be reduced simply because standard maps and below are much
smaller than the original map. Discussion going on at Octopus
Overlords is worth checking out.

http://www.octopusoverlords.com/foru...hp?f=2&t=63192

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  #9  
Old 10-11-2008, 01:02 PM
Jake
Guest
 
Posts: n/a
Re: Colonization 2008 - Differences from original

On Sep 24, 11:58*pm, Ross Ridge <rri...@csclub.uwaterloo.ca> wrote:
> Ross Ridge writes:
> > From what I've heard about the game, I'm kinda disapointed that this
> > new Colonization is almost exactly like the original game. =A0The orginal
> > game was pretty flawed, and it would've been nice to see evolved into
> > something better, like they did with Civilization 3 and 4.

>
> Jake *<jakef...@gmail.com> wrote:
> >Maybe I've lowered my standards, but in 2008 I feel lucky just to get
> >a faithful remake of a turn based strategy game. The flaws in the
> >original are mainly due to micromanagement, and the new version does
> >try to reduce it.

>
> Well, if I want something faithful, I can still play the old version.
> There's even an updated Windows version of the original MS-DOS game.
> On the other hand, I almost always gave up before finishing a game
> because of the micromanagement issues. *Does the new version improve
> how trade routes work?
>
> * * * * * * * * * * * * * * * * * * * * Ross Ridge
>
> --
> *l/ *// * Ross Ridge -- The Great HTMU
> [oo][oo] *rri...@csclub.uwaterloo.ca
> -()-/()/ *http://www.csclub.uwaterloo.ca/~rridge/
> *db *// *


I never made it to the revolution in the original either, because of
the micromanagement. Liked the intial explorationand build phase,
though. Haven't even used trade routes in the new version yet, so the
core micromanagement issues may still be there. At minimum, they
should be reduced simply because standard maps and below are much
smaller than the original map. Discussion going on at Octopus
Overlords is worth checking out.

http://www.octopusoverlords.com/foru...hp?f=2&t=63192

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  #10  
Old 10-11-2008, 01:02 PM
Nats
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Posts: n/a
Re: Colonization 2008 - Differences from original

I never played the original colonisation being from the UK it didnt appeal a
massive amount. But looking at the boxart I cant see anything that doesnt
say its not just a ripoff from Civ4 with a few new units. Doesnt look any
different to me otherwise. So I wont be buying it as I dont particularly
like Civ 4 either. Loioks like a perfect example of milking gamers of lots
more money for little extra gameplay (if any) to me. Pretty prevalent these
days is this attitude in developing/publishing. No wonder I havent bought a
new game in half a year then and I am even think of moving to an Xbox.

I tell you if Xbox and PS starting getting good strategy games like Hearts
of Iron I would leave PC gaming behind in a shot.

Nats


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