![sid meier colonization sid meier colonization](https://cdn.imgbin.com/15/0/1/imgbin-civilization-v-gods-kings-civilization-vi-sid-meier-s-colonization-sid-meier-s-alpha-centauri-civilization-HATEXrLGeDEHMCzb7fu5ta9y9.jpg)
![sid meier colonization sid meier colonization](https://www.mobygames.com/images/shots/l/53873-sid-meier-s-colonization-windows-3-x-screenshot-encounter-with.gif)
They also don't avoid offensive enemy units even though these frequently slow their passage, leaving them open for attack. On longer routes, inexplicably mimic great circle routes despite this frequently lengthing their journey. Indian units can end up immobile when their direct path back to their original settlement becomes blocked by European units or colonies. On longer ones, land units will take more linear routes even when it means ignoring roads or obstacles like lakes and inlets. Units in Sid Meier's Colonization will optimize their paths on short routes. This cargo can then be carried to a colony or dumped overboard.
![sid meier colonization sid meier colonization](https://www.macgamestore.com/images_screenshots/sid-meiers-civilization-iv-colonization-21820.jpg)
One kludge is to cheaply fill the holds of the other ships with 1 ton each of different cargoes, stopping the ships from being able to steal units during transit. This can be especially frustrating when loading ships in Europe, as ships arriving from different points on the map can end up bringing the wrong passengers to the wrong locations in the New World. In Colonization, units transfer between any in the same space whether they are activated or not. In Civilizations I & II, units sentried on ships could be activated at sea to transfer them between ships sharing the same space.