
This zone of influence can grow when the colony builds more bells 🔔 Bernat said: In CIV4COL you have what we can call the "zone of influence" of a colony.Bernat said: In the diplomacy system, you could open the diplomacy window with a single click without needing scouts.Such as attaching a general to a soldier unit. Another interesting thing with Civ4Col is the ability to combine military units to get specific buffs.The beginning of games could also have the "select leaders" option, where each leader has a specific set of abilities, FreeCol does this currently, in a simpler model where it's just one ability, e.g.Rather than the currently much more simple 1v1 of an attacking unit vs a specific defending unit. When you attack a colony or settlement, you can reduce the overall defense % of that colony/settlement by a specific amount.I don't know how exactly you can earn these promotions and then apply them, just that there are a lot of different ones that give varying buffs/bonuses/abilities. Another one is "Promotions" which are specific buffs that can be applied to many different kinds of units.Instead, there are Roads, Farms, Mines, Lodges, and clearing forests. There is no "plowing" ability/tile improvement for a Pioneer.Thus, there are easily over 5 times the number of founding fathers each with a unique buff. Recruiting of Founding Fathers is a direct competition with other nations, no founding father can be recruited by more than one nation.You do not have to build a shipyard before you can build these 3. The Drydock enables the building of some ships: Caravel, Merchantman, and Privateer.Does this mean that it's possible to fish on a coast, but just that the docks increase productivity?

The shipyard also has +2 fish from water tiles. The Dock and Drydock have +2 fish from water tiles.Factories add +25% liberty bell production each.Excess goods from a Warehouse sell at 50% of the European value instead of simply being lost/dumped.

