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Zone d'influence : pourquoi ? - Page 3 - Forum Colonization.fr
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  (#21 (permalink)) Vieux
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Par défaut 30/10/2008, 13h26

je ne sais pas pour vous mais pour ma part je joue encore en niv facile. En mode vice roi, pas sur que l'IA soit aussi stupide.(j'éspere en tous cas sinom je ne ferais plus que du multi)
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Par défaut 30/10/2008, 13h43

Perso je joue en conquistador (moyen) et je trouve l'IA toujours aussi peu crédible. Le seul point sur lequel ils sont plus embêtants c'est qu'ils vont vite pour attirer les pères fondateurs. Sinon j'ai pas noté de grosse différence.


Allow me Lord to rock out naked!
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  (#23 (permalink)) Vieux
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Par défaut 30/10/2008, 15h08

Idem. Je joue en conquistador et l'IA se developpe un tout petit peu mieux je trouve. Par contre, elle n'a toujours aucune crédibilité quand à une eventuelle victoire finale. Beaucoup de cloches emmerdantes pour les pères fondateurs et toutes les villes sont prises au 1er débarquement du roi...

(A l'inverse des indiens que je trouve nettement plus complexes à gérer depuis que je suis dans ce niveau de difficulté )


Civis Pacem ParaBellum... Ou quasiment...
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  (#24 (permalink)) Vieux
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Par défaut 31/10/2008, 11h11

Citation:
Envoyé par killythefrog Voir le message
(A l'inverse des indiens que je trouve nettement plus complexes à gérer depuis que je suis dans ce niveau de difficulté )
tu as moins de marge dans tes relations avec eux quand tu augmentes la difficulté, c'est tout

fais des missions dans les villages frontaliers de ta colonie (mode de vie)

les villages qui demandent marchandises/outils donnes les leur au lieu de leur vendre (les benefs sont pas énormes, alors que le bonus relations commerciales grimpe monte vite à 4, pas besoin de gaspiller une cargaison chère pour ça)

s'ils ont pas d'or pour payer, une guerre en échange de marchandises/outils boostera tes relations avec eux si tu acceptes de les aider (engagement mimitaire commun) (envoi des troupes sur place avant pour récupérer les pionniers intrépides, et colonies intéressantes)
si tu refuses par contre... pourquoi avoir inciter cette guerre (vous avez refusé de nous aider)


si t'as plus de bonus que de malus, ils te fouteront la paix
si c'est l'inverse, protèges ton scalp ou règles le problème le plus vite possible

Dernière modification par pajeg ; 31/10/2008 à 12h50.
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Par défaut 31/10/2008, 11h21

Contrairement aux premiers niveaux de difficultés, c'est surtout que je n'arrives plus à maintenir la paix jusqu'au terme de la partie et, à forciori, à conclure des pactes de défenses avec eux... Donc, plus moyen qu'ils m'aident face au roi.
Je n'ai effectivement pas pensé à leur offrir outils/marchandises, ca doit pouvoir bien aider sans être trop onéreux


Civis Pacem ParaBellum... Ou quasiment...
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Par défaut 31/10/2008, 12h04

Les cadeaux marchent très bien et ils ne sont pas plus méchant eux non plus lorsque l'on augmente la difficulté. Mais bon ils restent tout de même plus dangereux que les européens qui sont inoffensifs .


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  (#27 (permalink)) Vieux
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Par défaut 31/10/2008, 13h05

les indiens t'offrent un pacte de def ou l'acceptent quand t'est dans le positif (à partir de +4 ça doit suffir, j'en ai deja eu en vendant trop d'armes au début, ça varie peu être selon les tribus)

sans oublier de compter tes mauvais rapports (+ 8 avec un -12 à coté, c'est pas un pacte de defense qu'il vont te donner mais des promotions pour ton armée)
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Par défaut 31/10/2008, 15h49

Citation:
Envoyé par pajeg Voir le message
sans oublier de compter tes mauvais rapports (+ 8 avec un -12 à coté, c'est pas un pacte de defense qu'il vont te donner mais des promotions pour ton armée)
actuellement, c'est surtout ca que je reçoit... Et quand c'est trop tôt dans la partie, c'est souvent un retour vers l'an 1492 qu'ils m'offrent


Civis Pacem ParaBellum... Ou quasiment...
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Par défaut 10/05/2010, 01h12

Je relance cette ancienne discussion sur les zones d'influence dont les conséquences sont importantes dans le jeu.

Nous aurons tous remarqué qu’elles sont à la fois un atout pour éloigner le front des autres nations, mais aussi un péril dans les relations que nous développerons avec les natifs amérindiens.

Conséquences Positives :
Les nations européennes adverses ne peuvent plus construire de colonies sur les cases sous notre contrôle,
Les nations européennes adverses ne peuvent pas passer sur les cases concernées sauf à posséder un droit de passage,
Si toutes les cases où nous souhaitons fonder une colonie est sous notre influence, nous ne payons aucun droit pour ces terres,
Si nous sommes en très bon terme avec les natifs et que notre influence et forte, les aborigènes nous proposent leur village.

Conséquences Négatives :
Les natifs n'apprécient pas du tout le fait de voir leurs terres passer sous notre contrôle et peuvent déclarer la guerre,
Les natifs, s'ils nous apprécient, voudront nous céder les villages cernés par notre influence et nous perdons le commerce de proximité comme la possibilité de profiter de l'aide des natifs en cas de guerre,
Même si les natifs nous apprécient, mieux vaut accepter le village donné par crainte de les voir nous haïr tôt ou tard,
Si l'un de nos adversaires développe plus fortement sa zone d'influence, nous pouvons perdre l'usufruit des cases autour de notre colonie, et certaines fois il est impossible de la récupérer.

En vrac :
Notre zone d'influence s'étend, c'est bien ! Mais que faire de toutes ces terres si l'on ne les exploite pas ?
Lorsque notre influence est hyper présente au point de cerner complètement une colonie d'une nation européenne adverse, cette dernière ne veut ni l'abandonner, ni la vendre, ni la donner. Bref, ll faut faire la guerre, exit la diplomatie.
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Par défaut Résurrection ! - 10/05/2010, 23h04

Salut Dazio,

Quelle bonne idée de relancer de vielles discussions après plusieurs semaines (mois ?) de ... période creuse.

La zone d'influence, qu'en faire ? Bonne question.

Un dernier point cependant, c'est la production de cloches de la liberté qui détermine la zone d'influence. Donc ton message complète l'article du guide stratégique concernant le sentiment de rébellion et la force expéditionnaire.

Je trouve qu'il est regrettable d'ailleurs qu'on ne puisse pas contrôler ce facteur. Les cloches sont automatiquement converties en sentiment de rébellion et en "culture" qui augmente la zone d'influence. Ce serait bien d'avoir un curseur qui permet de choisir entre une politique expansionniste ou une politique "rebelle"...

Il est d'ailleurs dommage qu'on puisse pas distinguer les unités militaires (qui ne doivent pas franchir les zones d'influences sauf en cas de libre passage) et les unités commerciales (qui pourraient franchir ces zones, quitte à à signer un accord de libre passage affaibli, et limité aux unités en question). Dans certaines parties, je me retrouvais avec un trésor encerclé par des zones d'influences étrangères... La poisse ...
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dinfluence, pourquoi, zone

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