; ; COLONIZATION Colonizopedia Data ; Copyright (c) 1994 by MicroProse Software ; ; Altering the contents of this file may cause the game to ; malfunction. ; ; @; Colonizopedia categories @PEDIA Cargo Type Unit Type Terrain Type Colonist Skill Colony Building Founding Father Game Concept @MISCELLANEOUS 12 Disband Fortify Plowing Roads Sentry Trade Route Veteran Units Prices Taxes Liberty Bells Crosses Hammers @; *** FOUNDING FATHERS *** @; ECONOMICS AND TRADE @; Adam Smith @FATHER0 @width=300 ^{Adam Smith (1723-1790)} British economist who published the first major work of political economy, "An Inquiry into the Nature and Causes of the Wealth of Nations," which was a detailed examination of the consequences of economic freedom. ^ {Adam Smith allows factory level buildings to be built in the colonies. Factories allow the production of 1 and 1/2 units of manufactured goods for each unit of raw materials.} @; Jakob Fugger @FATHER1 @width=300 ^{Jakob Fugger (1459-1525)} Extremely successful German merchant active in early import and export business from the East Indies. Exceedingly rich, he loaned money to Emperor Maxmillian I of Germany. ^ ^{When Fugger joins the Congress, all boycotts currently in effect are forgiven, without back taxes. Trade in these goods may be resumed at no cost.} @; Peter Minuit @FATHER2 @width=300 ^{Peter Minuit (1580-1639)} Director-general of the Dutch West India Company's colony in America, he bought the Island of Manhattan from the Indians for $24....! ^ {Once Peter Minuit joins the Continental Congress, the Indians no longer demand payment for their land.} @; Peter Stuyvesant @FATHER3 @width=300 ^{Peter Stuyvesant (1610-1672)} First successful governor of the Dutch colony of New Amsterdam (New York), he ruled harshly and promoted increased trade and increased protection of New World interests. ^ {Peter Stuyvesant allows construction of the Custom House in your colonies which can streamline trade with Europe and allows European trade during the Revolution.} @; Jan De Witt @FATHER4 @width=300 ^{Jan de Witt (1625-1672)} Dutch statesmen and Chief Minister of the United Provinces of the Netherlands, he sought to abolish the office of the stadtholder and to limit the power of the House of Orange. ^ {When de Witt joins your Congress, trade with foreign colonies is allowed. In addition, your Foreign Affairs report becomes more revealing.} @; EXPLORATION @; Ferdinand Magellan @FATHER5 @width=300 ^{Ferdinand Magellan (1480-1521)} Portuguese explorer who led the first European expedition to successfully circumnavigate the globe. Although Magellan himself did not complete the voyage, his leadership and daring made it possible. ^ {With Magellan in the Congress, the movement allowance of all naval vessels is increased by one, and the time to sail from the west map edge to Europe is shortened considerably.} @; Francisco de Coronado @FATHER6 @width=300 ^{Francisco de Coronado (1510-1554)} Spanish conquistador who led the first European expedition into the American southwest. He was the first to observe the Grand Canyon and the Pueblos of New Mexico. Coronado was a careful organizer and a great scout who gleaned valuable information about a wide area. ^ {When he joins the Congress, all existing colonies and the area around them become visible on the map.} @; Hernando De Soto @FATHER7 @width=300 ^{Hernando de Soto (1500-1542)} Ruthless Spanish Conquistador who led the first European expedition into the southeastern areas of North America. He landed in Florida and explored much of Georgia, Tennessee, Alabama, Mississippi, Louisiana, and Arkansas. ^ {With De Soto, results of exploring Lost City Rumors are always positive, and all units have an extended sighting radius.} @; Henry Hudson @FATHER8 @width=300 ^{Henry Hudson (????-1611)} English explorer, in the service of the Netherlands, who explored Chesapeake and Delaware bays and the Hudson River as far north as present-day Albany. Hudson later discovered Hudson bay and was finally killed by mutineers. Hudson bay became a primary fur trapping preserve, and the Hudson Bay Company operated extensive trapping and processing facilities for many years. ^ {Hudson increases the output of all Fur trappers by 100%%.} @; La Salle @FATHER9 @width=300 ^{La Salle (1643-1687)} French Explorer who sailed down the Mississippi River into the Gulf of Mexico and claimed for the French Crown all land drained by this mighty river. He was instrumental in establishing French dominance west of the Appalachians. ^ {La Salle gives all existing and future colonies a stockade when the population of the colony reaches 3.} @; MILITARY @; Hernan Cortes @FATHER10 @width=300 ^{Hernan Cortes (1485-1547)} Spanish conqueror of Mexico and destroyer of the Aztec empire, Cortes is the paradigm conquistador, a master of conquest and plunder. ^ {When Cortes joins your Congress, conquered native settlements always yield treasure, in greater abundance, and the king's galleons transport the treasure free of charge.} @; George Washington @FATHER11 @width=300 ^{George Washington (1732-1799)} Commander of American revolutionary forces and first President of the United States, George Washington displayed a remarkable ability to train and inspire colonial forces to victory. ^ {Once Washington joins the Continental Congress, every non-veteran soldier or dragoon who wins a combat is automatically upgraded.} @; Paul Revere @FATHER12 @width=300 ^{Paul Revere (1735-1818)} American patriot who served in the Continental Army during the War of Independence and roused the minutemen as British forces approached. Paul Revere's example as a patriot allows colonists working at productive duties to become minutemen, capable of rallying to the defense of the colony in times of danger. ^ {When a colony with no standing soldiers is attacked, a colonist automatically takes up any stockpiled muskets in defense of the colony.} @; Francis Drake @FATHER13 @width=300 ^{Francis Drake (1540-1596)} England's greatest seaman of the Elizabethan period, Drake was a formidable privateer who terrorized the Spanish Main with a fleet of fifteen ships then rescued a floundering English colony. ^ {When Drake joins the Congress, the combat strengths of all your privateers are increased by 50%%.} @; John Paul Jones @FATHER14 @width=300 ^{John Paul Jones (1747-1792)} Daring Scottish naval commander who served for the colonies during the War of Independence, he demonstrated his incredible abilities in many daring exploits in battle. ^ {When Jones enters the Congress, a Frigate is added to your colonial navy, without cost.} @; POLITICAL @; Thomas Jefferson @FATHER15 @width=300 ^{Thomas Jefferson (1743-1826)} Great US statesman, framer of the Constitution, and third President of the United States, Jefferson promoted the development of democratic institutions within Colonial America. ^ {Jefferson's presence in the Congress increases Liberty Bell production of statesmen by 50%%.} @; Pocahontas @FATHER16 @width=300 ^{Pocahontas (1595-1617)} Powhattan Indian princess who mediated tensions between the English colony at Jamestown and the Powhattan Confederacy of Virginia. Pocahontas married John Rolffe, an Englishman from Jamestown, which led to a period of peace between the Indians and the English. ^ {When Pocahontas joins the Congress, all tension levels between you and the natives are reduced to content, and all Indian alarm is generated half as fast.} @; Thomas Paine @FATHER17 @width=300 ^{Thomas Paine (1737-1809)} Englishman that migrated to Philadelphia and wrote the important, inflammatory pamphlet, "Common Sense," which strongly advocated total independence for the colonies. He later wrote "The Rights of Man" in favor of the French Revolution, and finally "The Age of Reason." ^ {When Paine enters the Continental Congress, Liberty Bell production in all colonies is increased by value of the current tax rate.} @; Simon Bolivar @FATHER18 @width=300 ^{Simon Bolivar (1783-1830)} Organized and, in large part, conducted the rebellions in a vast area of northern South America, liberating current-day Venezuela, Colombia, Ecuador, Peru, and Bolivia. ^ {When Bolivar is in the Congress, Sons of Liberty membership in all your colonies is increased by 20%%.} @; Benjamin Franklin @FATHER19 @width=300 ^{Benjamin Franklin (1706-1790)} Colonial and later US Statesman who became the first Postmaster, printer, and foreign ambassador in the English colonies. He was also one of the first great American scientists. Franklin, as ambassador to Europe in the Continental Congress, brings coherence to the colonies' relations with foreign powers. ^ {The King's European Wars have no further effect on the relations between the powers in the New World, and Europeans in the New World always offer peace in negotiations.} @; RELIGIOUS @; William Brewster @FATHER20 @width=300 ^{William Brewster (1567-1644)} One of the Pilgrim Fathers and framers of the Mayflower Compact, William Brewster served as the first Pilgrim minister, and was instrumental in organizing the party that sailed on the Mayflower. ^ {With Brewster in the Congress, no more criminals or servants appear on the docks, and you select which immigrant in the Recruitment Pool will move to the docks.} @; William Penn @FATHER21 @width=300 ^{William Penn (1644-1718)} English Quaker leader and founder of Pennsylvania, William Penn obtained a large land grant in North America for religious freedom. This land later became Pennsylvania. ^ {With Penn, cross production in all colonies is increased by 50%%.} @; Father Jean de Brebeuf @FATHER22 @width=300 ^{Father Jean de Brebeuf (1593-1649)} French Jesuit Missionary who died at the hands of the Iroquois in the Huron country of Canada in a battle between the Hurons and Iroquois. He translated the Catechism into the Huron language and was canonized in 1930. ^ {With de Brebeuf in the Congress, all missionaries function as experts.} @; Juan de Sepulveda @FATHER23 @width=300 ^{Juan de Sepulveda (ca. 1490-ca. 1573)} Spanish philosopher and "humanist" who argued for harsh treatment of the natives. He based his reasoning on the proposition that the Natives were incapable of ruling themselves because of their savagery; this was proved by their inability to resist Spanish invasion... ^ {His presence in the Congress increases the chance that subjugated Indians will "convert" and join a colony.} @; Bartolome de las Casas @FATHER24 @width=300 ^{Bartolome de Las Casas (1474-1566)} The "Apostle of the Indians," Las Casas was a Spanish missionary who sailed with Columbus' third expedition. His efforts to protect the native population from slavery and abuse led him to speak on their behalf in the Spanish courts on several occasions. ^ {With Las Casas, all currently existing Indian converts are assimilated into the colonies as free colonists.} @; *** CARGO TYPES *** @; @CARGO0 @width=300 ^{FOOD} Food is one of the most valuable commodities your people produce. The survival of your colonies depends upon it. The best places to grow food are in {plains, grasslands, prairie, and savannah.} Plowing the land also increases food yield. {Fishing} is an excellent source of food, and {fisheries} are particularly productive. ^ {Each colonist working inside a colony eats 2 food every turn.} @; @CARGO1 @width=300 ^{SUGAR} Sugar is a cash crop that can be sold in Europe for a handsome profit or converted into {Rum} by a {distiller} for sale at a better price. ^ {Sugar grows most abundantly in Savannah, especially in Prime Sugar Land.} @; @CARGO2 @width=300 ^{TOBACCO} Tobacco is a cash crop that can be sold in Europe for a handsome profit or converted into {Cigars} by a {tobacconist} for sale at a better price. ^ {Tobacco grows most abundantly in Grassland, especially in Prime Tobacco Land.} @; @CARGO3 @width=300 ^{COTTON} Cotton is a cash crop that can be sold in Europe for a handsome profit or converted into {Cloth} by a {weaver} for sale at a better price. ^ {Cotton grows most abundantly in Prairie, especially in Prime Cotton Land.} @; @CARGO4 @width=300 ^{FURS} Fur is abundant in the Americas and there is a hungry market for it in Europe. Your {fur traders} can convert furs into coats for an even greater profit. {Woodlands} of all sorts are good for trapping, but even better are {game and beaver} squares in colder climates. Additionally, a {road} in a forest square increases fur output. ^ {Fur is found most abundantly in all forested areas, but especially in colder terrains where there is Beaver.} @; @CARGO5 @width=300 ^{LUMBER} Lumber is one of the most valuable commodities you can produce. Your {carpenters} need lumber to build {buildings, ships, artillery, and fortifications.} Lumber is collected whenever your pioneers clear a forested square or when you have lumberjacks working the forests. ^ {Woodland of all sorts is good for wood cutting, and roads in forests and Prime Timber increase lumber production.} @; @CARGO6 @width=300 ^{ORE} Ore is one of your most useful resources. It can be sold in Europe or converted into {tools} by your {blacksmiths.} Tools may then be changed into {guns,} by {gunsmiths.} ^ {Ore is found in hills, mountains, and swamps.} @; @CARGO7 @width=300 ^{SILVER} Silver is one of the most valuable metals found in the New World. Silver can be mined from {mountain} squares, and some native civilizations have it in great quantity. ^ {Silver is found in mountains, but these abundant sources will soon run dry if mined.} @; @CARGO8 @width=300 ^{HORSES} Horses are useful for aiding travel in the New World. {Scouts and Dragoons} move significantly faster than do colonists on foot. {Any colonist} may be mounted to create {scouts} and {any soldier} can be mounted to create {dragoons.} ^ {Horses can be obtained only in Europe,} but once brought over, they may be bred. If you have {two or more horses} in a colony and {extra food} stored in your warehouse, your colony will {produce more horses}. If you construct stables, your horses will breed twice as fast. @; @CARGO9 @width=300 ^{RUM} Rum is the product of sugar processing in a distillery. It is usually of much greater monetary value than raw sugar. ^ {Any colonist working as a distiller can convert sugar into rum.} @; @CARGO10 @width=300 ^{CIGARS} Cigars are the product of tobacco processing in a tobacconist's house or shop. Cigars are usually of much greater monetary value than raw tobacco. ^ {Any colonist working as a tobacconist can convert tobacco into cigars.} @; @CARGO11 @width=300 ^{CLOTH} Cloth is the product of cotton processing in a weaver's house or shop. It is usually of much greater monetary value than raw cotton. ^ {Any colonist working as a weaver can convert cotton into cloth.} @; @CARGO12 @width=300 ^{COATS} Coats are made from fur in a fur trader's house or shop. They are usually of much greater monetary value than unprocessed pelts. ^ {Any colonist working as a fur trader can convert fur into coats.} @; @CARGO13 @width=300 ^{TRADE GOODS} Trade Goods can be obtained only in Europe or from other European settlements. These represent manufactured goods such as small tools, jewelry, and clothing, which the Indians may want to trade for. Most native tribes will gladly take trade goods, at least at first. @; @CARGO14 @width=300 ^{TOOLS} Tools are fundamental to successful colonial endeavors. You need tools to create {pioneers,} and only pioneers can {build roads, clear forests, and plow fields.} Additionally, tools are necessary to complete many {buildings} you construct inside your colonies. Finally, tools are converted into muskets by {gunsmiths.} ^ {Tools may be bought in Europe or manufactured by blacksmiths, who convert ore into tools.} @; @CARGO15 @width=300 ^{MUSKETS} Muskets are necessary for defense of your colonies and for building a substantial military force. You need muskets to create soldier units. {Any colonist} may be given muskets to create {soldiers} and {any scout} may be given muskets to create {dragoons.} ^ {Muskets may be purchased in Europe or manufactured at an armory, magazine, or arsenal.} Any colonist working as a gunsmith can convert tools into muskets. @; @; *** UNIT TYPES *** @; @; @UNIT0 @width=300 ^{COLONISTS} These represent the various people that come to the New World. A single colonist in the game represents a number of people in real life, perhaps 100-200. There are four general types of colonists, each with different capabilities: petty criminals, indentured servants, free colonists, and specialists. Any of these colonists can do any job available in the settlement, but the experts do their particular jobs very well. ^ Another type exists: Indian Converts. These represent Native Americans that join your settlements and become colonists. They're very effective at outdoors jobs, but are little suited for manufacturing. @; @UNIT1 @width=300 ^{SOLDIERS} Soldiers are created when you give a colonist {muskets.} A soldier may become a {veteran} as a result of winning battles or of education in a {college}. Additionally, {Expert soldiers (veterans)} may immigrate to the New World from Europe upon occasion, and may be hired from the {Royal University.} @; @UNIT2 @width=300 ^{PIONEERS} Pioneer units are created when you give a colonist {tools.} Pioneers have several important functions: they {clear woods, plow fields, and build roads.} In general, {Hardy Pioneers} perform their tasks faster than ordinary colonists working as pioneers. @; @UNIT3 @width=300 ^{MISSIONARIES} A missionary may be created at any site where there is a {church or cathedral.} This may be on the {Docks of Europe} or in a colony where a church or cathedral has been built. Missionaries perform the following important special functions: {create missions in native settlements} to counteract Indian anger; {denounce another European's mission} in a native settlement (which can result in the destruction of that mission), or {incite Indians to attack} another European power. {Jesuit Missionaries are particularly effective at these tasks.} @; @UNIT4 @width=300 ^{DRAGOONS} Dragoons are {soldiers mounted on horseback,} the colonial equivalent of cavalry. Any soldier may be converted into a dragoon if he is given horses. Dragoons can move farther during a turn, and they fight more effectively. {Veteran dragoons are more effective in battle than normal mounted soldiers.} @; @UNIT5 @width=300 ^{SCOUTS} Any colonist can become a scout if he is mounted on {horses.} Scouts can perform many valuable services to your cause: they {reveal} unexplored terrain faster, {move farther} in a turn, have better luck when {exploring Lost City Rumors,} can meet with and {talk to Indian chiefs,} {infiltrate enemy colonies} to see what's going on, and meet with enemy mayors in their colonies. {Seasoned scouts are better at all these tasks than regular colonists working as scouts.} @; @UNIT6 @width=300 ^{REGULARS} European regular infantry units are the Crown's regular army troops. They enter the game against you if you declare independence. Their only weakness is lack of training in the rough, wilderness terrain of the New World. @; @UNIT7 @width=300 ^{CONTINENTAL CAVALRY} Continental Cavalry is one step above your veteran dragoons in combat effectiveness. They know the backwoods, are veteran soldiers, and have received some military training. @; @UNIT8 @width=300 ^{CAVALRY} European regular cavalry units are the Crown's regular mounted soldiers. They enter the game against you if you declare independence. Their weakness is lack of training in the rough, wilderness terrain of the New World. @; @UNIT9 @width=300 ^{CONTINENTAL ARMY} Continental Army infantry is one step above your veteran soldiers in combat effectiveness. They know the backwoods, are veterans, and have received some regular military training. @; @UNIT10 @width=300 ^{TREASURE TRAIN} This wagon train carries {plunder,} usually gold and silver, precious stones, and rare fabrics. Treasure trains are used to cart away the plunder gleaned from a native settlement or lost city. A {Galleon} is always required to transport the contents of a treasure train by sea. @; @UNIT11 @width=300 ^{ARTILLERY} Artillery may be bought in {Europe} or constructed by the armories within your colonies. Artillery is very effective at {attacking and defending colonies,} and also at attacking fortified units and Indian settlements. However, when defending in unprotected terrain it is extremely vulnerable, and when attacking there it is ineffective. An artillery unit that is defeated in battle is damaged and loses some of its firepower; if defeated again, it is destroyed. @; @UNIT12 @width=300 ^{WAGON TRAIN} Wagon Trains are used for hauling goods and commodities {over land.} In order to trade most profitably with the Indians you should enter their settlements with wagons full of goods. A wagon train can transport any cargo a ship can, except colonists and artillery. Wagons have 2 cargo holds and can be assigned to {trade routes.} You may never build more wagon trains than you have colonies. @; @UNIT13 @width=300 ^{CARAVEL} A Caravel is an exploration ship designed to carry a small crew and adequate cargo for a few months of provisions. @; @UNIT14 @width=300 ^{MERCHANTMAN} A Merchantman is a medium-sized cargo ship. Its main function is to carry cash commodities to port for trade. It is a little larger than a caravel with more sail. @; @UNIT15 @width=300 ^{GALLEON} A Galleon is a large cargo vessel designed for long voyages and heavy transport. It is as large as a ship of the line, but not armed. @; @UNIT16 @width=300 ^{PRIVATEER} A Privateer is a ship owned by an individual that has obtained a "Letter of Marque" from his government, giving him the "right" to prey upon foreign shipping. Privateers can be very dangerous to your commerce because they observe no code of international behavior; the countries sponsoring them will likely claim no knowledge of their actions. @; @UNIT17 @width=300 ^{FRIGATE} Frigates are dangerous gunships, capable of sinking or damaging enemy vessels. @; @UNIT18 @width=300 ^{MAN-O-WAR} These powerful vessels appear in American waters when the War of Independence develops. Your mother country will send them against your forces, and, if foreign intervention occurs, you'll receive some to support your cause. They are heavily armed with cannon and capable of carrying large invasion forces or cargoes. @; @UNIT19 @width=300 ^{BRAVES} Braves are small groups of Native Americans. They represent Indians in their natural state, before receiving guns and horses from Europeans. @; @UNIT20 @width=300 ^{ARMED BRAVES} Native Americans become increasingly dangerous as they learn to use the deadly weapons of the Europeans. When a native tribe obtains guns from the Europeans, some braves will be armed with them. {This, combined with their knowledge of the wilderness, make them formidable opponents in the woods, hills, and mountains.} @; @UNIT21 @width=300 ^{MOUNTED BRAVES} Native American peoples did not have access to horses until the Spanish brought them in the late 15th century. In some cases, Indian culture changed considerably to incorporate the horse as a vital element. {Horses increase the mobility and combat power of the Indians.} @; @UNIT22 @width=300 ^{MOUNTED WARRIORS} Tribes that have horses and muskets are very dangerous. They are as good as any colonial dragoons -- even better when fighting in the wilderness. @; @UNIT23 @width=300 ^{Colonists} @; @TERRAIN0 @width=300 ^{TUNDRA} This rather cold, open land can produce a minimal amount of food, but little other agriculture; however, you often find ore here. @; @TERRAIN1 @width=300 ^{DESERT} These dry, sparse areas are difficult places to grow food (although it is possible). You can sometimes mine ore here, though. @; @TERRAIN2 @width=300 ^{PLAINS} These are areas good for growing a wide variety of foods. You can grow a little cotton here as well. ^ {Food grows most abundantly here.} @; @TERRAIN3 @width=300 ^{PRAIRIE} This is relatively flat, open land, ideal for production of cotton; you can also grow food crops here. ^ {Cotton grows most abundantly here.} @; @TERRAIN4 @width=300 ^{GRASSLAND} Fertile soil in temperate areas, this is perfect for tobacco growing; you can also harvest food here. ^ {Tobacco grows most abundantly here.} @; @TERRAIN5 @width=300 ^{SAVANNAH} Rich, moist soil specially suited for growing sugar cane; this land is good for food production, as well. ^ {Sugar cane grows most abundantly here.} @; @TERRAIN6 @width=300 ^{MARSH} A wet, briny area, this is where the sea meets the land. You can grow some foods here, and you can find ore in abundance. @; @TERRAIN7 @width=300 ^{SWAMP} These low wetlands often harbor bog deposits of ore. You can grow a little food and some sugar cane here, as well. @; @TERRAIN8 @width=300 ^{BORREAL FOREST} This is cold wooded country that is good for fur trapping and woodcutting. ^ {Becomes Tundra (good for ore) if cleared.} @; @TERRAIN9 @width=300 ^{SCRUB FOREST} This is dry barren country with scattered vegetation. Some ore may be found in these areas. ^ {Becomes Desert (good for ore) if cleared.} @; @TERRAIN10 @width=300 ^{MIXED FOREST} This is temperate wooded country that is good for fur trapping and woodcutting. ^ {Becomes Plains (good for food) if cleared.} @; @TERRAIN11 @width=300 ^{BROADLEAF FOREST} This is temperate wooded country that is good for fur trapping and woodcutting. ^ {Becomes Prairie (good for cotton) if cleared.} @; @TERRAIN12 @width=300 ^{CONIFER FOREST} This is temperate, wooded country that is good for fur trapping and woodcutting. ^ {Becomes Grassland (good for tobacco) if cleared.} @; @TERRAIN13 @width=300 ^{TROPICAL FOREST} This is humid wooded country that is good for woodcutting and trapping fur. ^ {Becomes Savannah (good for sugar) if cleared.} @; @TERRAIN14 @width=300 ^{WETLAND FOREST} This is tropical wooded country that is good for woodcutting, trapping fur, and mining ore. ^ {Becomes Marsh (good for ore) if cleared.} @; @TERRAIN15 @width=300 ^{RAIN FOREST} This is Tropical jungle country that is good for woodcutting, some sugar, and ore. ^ {Becomes Swamp (good for ore) if cleared.} @; @TERRAIN16 @width=300 ^{BORREAL FOREST} This is cold wooded country that is good for fur trapping and woodcutting. ^ {Becomes Tundra (good for ore) if cleared.} @; @TERRAIN17 @width=300 ^{SCRUB FOREST} This is dry barren country with scattered vegetation. Some ore may be found in these areas. ^ {Becomes Desert (good for ore) if cleared.} @; @TERRAIN18 @width=300 ^{MIXED FOREST} This is temperate wooded country that is good for fur trapping and woodcutting. ^ {Becomes Plains (good for food) if cleared.} @; @TERRAIN19 @width=300 ^{BROADLEAF FOREST} This is temperate wooded country that is good for fur trapping and woodcutting. ^ {Becomes Prairie (good for cotton) if cleared.} @; @TERRAIN20 @width=300 ^{CONIFER FOREST} This is temperate wooded country that is good for fur trapping and woodcutting. ^ {Becomes Grassland (good for tobacco) if cleared.} @; @TERRAIN21 @width=300 ^{TROPICAL FOREST} This is humid wooded country that is good for woodcutting and some fur. ^ {Becomes Savannah (good for sugar) if cleared.} @; @TERRAIN22 @width=300 ^{WETLAND FOREST} This is Tropical wooded country that is good for woodcutting, some fur, and ore. ^ {Becomes Marsh (good for ore) if cleared.} @; @TERRAIN23 @width=300 ^{RAIN FOREST} This is Tropical jungle country that is good for woodcutting, some sugar, and ore. ^ {Becomes Swamp (good for ore) if cleared.} @; @TERRAIN24 @width=300 ^{ARCTIC} Cold and icy, the arctic is almost incapable of supporting life. @; @TERRAIN25 @width=300 ^{OCEAN} This is the wide open water of the sea. It is useful for fishing, especially along the coasts, and in fisheries. @; @TERRAIN26 @width=300 ^{SEA LANE} This is open ocean that leads to standard sea routes from the New World to Europe, and vice-versa. To return to Europe, a ship only has to enter a sea lane then move toward the east (if exiting east) or west (if exiting west). @; @TERRAIN27 @width=300 ^{MOUNTAINS} These are large areas of mountainous terrain, difficult for travel, but likely sources of ore and silver. Colonies cannot be established in mountain terrain. ^ {Silver and ore are abundant in these areas.} @; @TERRAIN28 @width=300 ^{HILLS} A gently rolling area that offers easy access to ore; you can also develop some agriculture here. ^ {Ore is abundant here.} @; @; *** COLONIST PROFESSIONS *** @; @; @JOB0 @width=300 ^{EXPERT FARMERS} Some of your people have a knack for growing food crops and an understanding of weather and seasons. These experts can be found in Europe as immigrants or trained at the Royal University. Some Native Americans are excellent farmers, as well, and can teach free colonists and indentured servants the secrets of agriculture. The best place for farming is in the plains. ^ {Expert farmers grow 2 more food in a square than other farmers.} @; @JOB1 @width=300 ^{MASTER SUGAR PLANTERS} Planting and tending of sugar cane is a complicated job that takes planning and special techniques. Only the Native Americans are knowledgeable enough to be called experts, and only they can teach your people to do it. However, a colonist that works at it long enough may become a master himself. ^ {The best place for sugar cultivation is in the savannah.} ^ {Master sugar planters are twice as productive as others.} @; @JOB2 @width=300 ^{MASTER TOBACCO PLANTERS} Tobacco is found in great abundance in the New World. It is cultivated and used by the Native Americans for many ritual as well as leisure purposes. Some Indians have great knowledge of this mysterious weed and will help your people become masters at cultivating it. ^ {The best place for tobacco cultivation is in the grasslands.} ^ {Master tobacco planters are twice as productive at growing tobacco than others.} @; @JOB3 @width=300 ^{MASTER COTTON PLANTERS} The cotton found in the New World is of high quality, capable of being spun into fine fabrics and garments. Master planters of cotton must be trained by the Native Americans who have learned through years of experience the best ways to cultivate this staple crop. ^ {The best place for cotton cultivation is in the prairie.} ^ {Master cotton planters are twice as productive at growing cotton than all others.} @; @JOB4 @width=300 ^{MASTER FUR TRAPPERS} The New World is abundantly supplied with fur-bearing mammals whose pelts can be sold for a handsome profit in Europe. Native Americans have long studied and trapped these creatures for their fur and meat. Your people can learn the ways of the forest creatures and become master trappers only from the Indians. ^ {The best place to find fur is in wooded country, especially in colder climates.} ^ {A master trapper is twice as productive as other trappers.} @; @JOB5 @width=300 ^{EXPERT LUMBERJACKS} Lumber has long been a necessity in both New and Old Worlds. Expert lumber men can be found on the docks of Europe or trained there. ^ {The best places for lumber cutting are forests and woodlands.} ^ {Expert lumberjacks are able to yield twice as much lumber as others.} @; @JOB6 @width=300 ^{EXPERT ORE MINERS} Since the Iron Age, mining has been an important occupation in the Old World. There are many experts there who understand minerals and deposits, veins and mine construction. You can get expert miners from the European Docks or from training them. ^ {The best places to find ore are mountains, hills, and swamps, especially where there are mineral deposits.} ^ {Expert ore miners are twice as productive as others.} @; @JOB7 @width=300 ^{EXPERT SILVER MINERS} Like ore mining, silver mining is an important and lucrative skill that is widely understood in Europe. ^ {The best place to find silver is in the mountains, especially where there are deposits.} ^ {Expert silver miners are twice as productive as others.} @; @JOB8 @width=300 ^{EXPERT FISHERMEN} Fishing has long been a lucrative business in Europe, and many of your immigrants come with expertise in this area -- an understanding of the habits and habitats of fish. The best places to fish are along the coasts of the oceans and in the lakes. ^ {In general the more land that borders the square in which a fisherman works, the more productive he is.} ^ {Expert fisherman are twice as productive as others.} @; @JOB9 @width=300 ^{EXPERT DISTILLERS} The craft of transforming raw {sugar into rum} and other spirits is as old as civilization itself. Some of the immigrants that come to your shores will have knowledge of these techniques. ^ {An expert distiller is twice as productive as an ordinary colonist working as a distiller.} @; @JOB10 @width=300 ^{MASTER TOBACCONISTS} After observing the Indians smoking tobacco and learning the many nuances of pipe and cigar construction, a small industry has risen in Europe to take advantage of this new market. Tobacconists convert {tobacco into cigars.} Master tobacconists appear on the Docks in Europe or can be trained there. ^ {A master tobacconist is twice as productive as an ordinary colonist working as a tobacconist.} @; @JOB11 @width=300 ^{MASTER WEAVERS} Weaving is an age-old craft that dates back as far as human memory. Weavers convert cotton into cloth and appear in Europe as immigrants, or can be trained there. ^ {Master weavers are twice as productive as others at weaving cotton into cloth.} @; @JOB12 @width=300 ^{MASTER FUR TRADERS} The abundance of fur in the New World has vitalized the fur industry in Europe, and many expert furriers are coming to the New World to make their fortunes. Fur traders convert furs into coats and you get expert fur traders from the docks, or you can train them. ^ {Master fur traders are twice as productive as other colonists working as traders converting fur into coats.} @; @JOB13 @width=300 ^{EXPERT CARPENTERS} The timberland of the New world provides the raw materials for a host of construction projects. A master carpenter is essential to the development of your colonial society. Master carpenters appear on the docks in Europe or can be trained there. ^ {They are twice as productive as an ordinary colonistS working as carpenters, converting lumber into buildings.} @; @JOB14 @width=300 ^{EXPERT BLACKSMITHS} Metal working is an essential ingredient to successful colonization. Blacksmiths can repair metal implements and create new ones. Blacksmiths transform {ore into tools.} Expert blacksmiths appear on the docks in Europe or can be trained there. ^ {Expert blacksmiths are twice as productive as ordinary colonists working as blacksmiths.} @; @JOB15 @width=300 ^{MASTER GUNSMITHS} The ability to arm your people with weapons is fundamental in your journey towards independence. Gunsmiths transform {tools into muskets.} Expert gunsmiths appear on the docks in Europe or can be trained there. ^ {They are twice as productive as an ordinary colonist working as a gunsmith.} @; @JOB16 @width=300 ^{FIREBRAND PREACHERS} Religious unrest in Europe is a catalyst for immigration to the New World and is increased by preachers in the new world. Preachers produce crosses, representing religious freedom in the New World. The more crosses produced in America, the faster immigrants flock to the docks in Europe. ^ {A firebrand preacher produces twice the number of crosses as another colonists preaching in a church or cathedral.} @; @JOB17 @width=300 ^{ELDER STATESMEN} Politicians are valuable members of your society, for they build your political infrastructure. Statesmen produce Liberty Bells, representing governmental sophistication and patriotic fervor. Elder statesmen can be trained in Europe or found on the docks there. ^ {Elder statesmen produce twice the number of Liberty Bells as ordinary colonists working as statesmen in the Town Hall.} @; @JOB18 @width=300 ^{Student} @; @JOB19 @width=300 ^{FREE COLONISTS} Free Colonists are immigrants desiring to go to the New World as free men and women and willing to work for the good of their communities. Free colonists are productive in all spheres of work -- in the fields and in the cottages. Short of being specially trained in a trade, they are the most productive members of your society. @; @JOB20 @width=300 ^{HARDY PIONEERS} A special breed of men and women come to the new world and carve a civilization out of the wilderness. Your pioneers are the advance guard of your new society. They build the roads, clear the land, and plow the fields. A pioneer can be created by giving any colonist tools, but hardy pioneers can be found on the docks of Europe, or trained. ^ {Hardy pioneers perform all pioneer functions faster than ordinary colonists working as pioneers.} @; @JOB21 @width=300 ^{VETERAN SOLDIERS} Any colonist can become a soldier if given muskets, but only experience in combat or training can create veterans. Veterans of European wars occasionally immigrate and appear on the docks, or you can train them in the Royal University. Additionally soldiers that win battles eventually become veterans. @; @JOB22 @width=300 ^{SEASONED SCOUTS} Any colonists mounted on horses may act as scouts. They see farther, move faster, and have the ability to gather information about foreign settlements, including Indian towns and villages. Seasoned scouts do all the above more effectively and safely. Seasoned scouts sometimes appear as immigrants on the Docks in Europe. Other times, scouts become seasoned after visiting Indian settlements. @; @JOB23 @width=300 ^{VETERAN DRAGOONS} Until the rise of your Continental Army, your veteran dragoons are the best military units you have. Dragoons are like soldiers in all respects except they are mounted on horseback and are thus slightly more powerful. They attain veteran status, like soldiers, through training or experience. @; @JOB24 @width=300 {JESUIT MISSIONARIES} ^The Jesuits are zealous christians who will gladly enter the lands and villages of the natives, establish missions, and live among them to teach the ways of Christianity. They serve as ambassadors to the natives and can often convince them to go to war for your cause against rival Europeans. Their main function is to asuage the anger of the native tribes and create converts. ^ {Jesuit missionaries are much more effective at all missionary tasks than ordinary colonists that have been blessed as missionaries.} @; @JOB25 @width=300 ^{INDENTURED SERVANTS} Indentured Servants are people desiring to come to the New World but who cannot afford to pay their own way. They, accordingly, put themselves into bondage and agree to work off their passage in the New World. They, like petty criminals, are useful workers in the fields and mines, but are less productive than free colonists in manufacturing and processing jobs. But, through education or military experience, they can become free colonists. @; @JOB26 @width=300 ^{PETTY CRIMINALS} Petty Criminals have been ordered to the New World as punishment for their crimes. In general, criminals are the {least productive members of your communities.} They make good laborers but are almost totally ineffective in manufacturing or processing jobs. But, through education or military experience, they can become servants. @; @JOB27 @width=300 ^{INDIAN CONVERTS} Missionaries working among the native population are able to convince some of the Indians of the veracity of Christianity. These converts are good outdoorsmen -- good at all the outdoor professions. However, they are not well suited to manufacturing or processing jobs. @; @; *** BUILDINGS *** @; @; @BUILDING0 @width=300 ^{STOCKADE} A stockade is a low wooden barricade made of poles, sharpened at the top, with loop holes for firing muskets, and crude inside shelves for gunners. ^ The construction of a stockade around a settlement represents a significant effort from the community and is a symbol of a willingness to stay for a while. Construction of a stockade may be started when the colony is still quite small (population 3). Once the stockade is completed, the population of the colony may not voluntarily be reduced to less than 3. ^ {A unit defending a colony inside a stockade has its defense strength increased by 100%%.} @; @BUILDING1 @width=300 ^{FORT} A fort is a substantial improvement over the stockade and can be built when the {population reaches 4} and already has a stockade in place. The stockade is reinforced with metal braces, artillery is installed to cover exposed approaches, and substantial defensive planning is evident. A fort overlooking the ocean will slow the progress of foreign vessels and open fire on them if they venture too close. ^ {The defense strength of a unit defending a colony in a fort is increased by 150%%.} @; @BUILDING2 @width=300 ^{FORTRESS} A fortress is an upgraded fort that can be built when the {population of the colony reaches 8} and already has a fort in place. The stout wooden barricade is reinforced and, in critical spots, replaced by stone masonry. Embrasures now house the artillery, which is more extensively used. Well-planned, overlapping fields of fire characterize the exterior approaches. A fortress overlooking the ocean will slow the progress of foreign vessels and open fire on them if they venture too close. ^ {Units receive a 200%% defense bonus inside fortresses.} @; @BUILDING3 @width=300 ^{ARMORY} Your people can construct an armory, a metal-working facility which allows the steady construction of muskets out of tools. ^ {The armory allows your carpenters to make artillery units, and your gunsmiths to convert tools into muskets.} @; @BUILDING4 @width=300 ^{MAGAZINE} An armory can be upgraded into a magazine when the colony's population reaches 8. ^ {A magazine doubles the output of muskets if the required tools are available.} @; @BUILDING5 @width=300 ^{ARSENAL} A magazine can be upgraded into an arsenal when the colony's population is 8. ^ {An arsenal doubles the output of muskets, if the required tools are available.} @; @BUILDING6 @width=300 ^{DOCKS} Docks are the moorings and wharves necessary to process fish garnered from the various fishing beds and fisheries scattered along the coasts of the New World. ^ {Docks allow your colonists to work as fishermen in any ocean or lake square adjacent to the colony.} @; @BUILDING7 @width=300 ^{DRYDOCKS} Drydocks include facilities and equipment for repairing ships and boats that have been damaged in naval combat. There is a drydock in your mother country at all times, but your people can construct a drydock in any coastal colony which already contains docks and has a population of 6. Whenever a naval unit is damaged, it is placed automatically in the nearest drydock for repairs. ^ {The presence of drydocks in a colony enables that colony to repair damaged ships, instead of having them returned to Europe.} @; @BUILDING8 @width=300 ^{SHIPYARD} Shipyards are facilities that contain all equipment necessary to build ships. ^ {The presence of a shipyard in a colony enables carpenters to construct ships.} @; @BUILDING9 @width=300 ^{TOWN HALL} A town hall is one of the first structures the founders put together. It provides a place where the colonists from the surrounding area can gather to discuss issues facing the community. This is the first inkling of colonial government. A colonist in the meeting house produces Liberty Bells, which represent growing nationalism and colonial government. An elder statesman in a meeting house produces many Liberty Bells. @; @BUILDING10 @width=300 ^{TOWN HALL} @; @BUILDING11 @width=300 ^{COLONIAL ASSEMBLY} @; @BUILDING12 @width=300 ^{SCHOOLHOUSE} To begin educating your citizenry, you must build a schoolhouse. It can be built when your population is 4. {The schoolhouse allows the following specialists to teach their skills to other colonists:} ^ù Expert Farmer ^ù Expert Fisherman ^ù Expert Silver Miner ^ù Expert Ore Miner ^ù Expert Lumberjack ^ù Master Fur Trapper ^ù Master Carpenter ^ù Hardy Pioneer ^ù Seasoned Scout @; @BUILDING13 @width=300 ^{COLLEGE} A Schoolhouse can be upgraded to a college when the population reaches 8. It functions identically to the schoolhouse, except: {Two specialists may teach simultaneously, and the following additional skills may be taught.} ^ù Master Sugar Planter ^ù Master Cotton Planter ^ù Master Tobacco Planter ^ù Master Distiller ^ù Master Weaver ^ù Master Tobacconist ^ù Master Fur Trader ^ù Master Blacksmith ^ù Master Gunsmith ^ù Veteran Soldier @; @BUILDING14 @width=300 ^{UNIVERSITY} A college may be upgraded to a university when the {population reaches 10.} It functions like a college, except: ^ {Three specialists may teach simultaneously, and the following additional skills may be taught:} ^ù Jesuit Missionary ^ù Firebrand Preacher ^ù Elder Statesman @; @BUILDING15 @width=300 ^{WAREHOUSE} Normally, the storage facilities in each of your colonies can hold up to 100 of each cargo type. Your carpenters can construct a larger warehouse. ^ {A warehouse can hold up to 200 of each cargo type.} @; @BUILDING16 @width=300 ^{WAREHOUSE EXPANSIONS} Normally, a warehouse can hold up to 200 of each cargo type. Your carpenters can construct an expansion to the warehouse, which adds another 100 to the total capacity. A warehouse with an expansion looks exactly like the normal warehouse, but a "2" is superimposed on it. @; @BUILDING17 @width=300 ^{STABLES} Stables are built in a colony to {increase breeding of horses.} Once the stables are completed, {horse reproduction is doubled.} @; @BUILDING18 @width=300 ^{CUSTOM HOUSE} After {Peter Stuyvesant} has joined the Continental Congress, your carpenters may construct custom houses. A custom house serves as a permanent arrangement between the colony that constructs it and the mother country. {Once completed, you sell goods and commodities on a regular basis to Europe,} and the logistics are taken care of for you. You no longer have to load and unload cargo or move the ships. ^ {A custom house also allows trade with Europe to continue after the Rebellion has begun; otherwise, access to European markets is closed.} @; @BUILDING19 @width=300 ^{PRINTING PRESS} Printing presses and newspapers provide a forum for public expression. This public forum can create a sense of community and brotherhood which generates feelings of patriotism within a colony. ^ {When the the printing press is completed, Liberty Bell production within the colony is increased by 50%%.} @; @BUILDING20 @width=300 ^{NEWSPAPER} Newspapers provide a forum for public expression of concerns facing the people. This public forum can create a sense of community and brotherhood which generates feelings of patriotism within a colony. ^ {When the the newspaper is completed, Liberty Bell production within the colony is increased by 100%%.} @; @BUILDING21 @width=300 ^{WEAVER'S HOUSE} A new strain of cotton is used by the Indians in America, and some colonists work with it to weave a fine grade of cloth. {A colonist working in the weaver's house can produce cloth} if there is cotton available to work with. Any cloth produced accumulates in the warehouse. @; @BUILDING22 @width=300 ^{WEAVER'S SHOP} A weaver's shop in a colony {increases the output of cloth by any weavers}. The colony must have a {population of at least 4} to begin construction of a weaver's shop. @; @BUILDING23 @width=300 ^{TEXTILE MILL} A weaver's shop may be upgraded into a textile mill. A textile mill dramatically increases the efficiency of operations and thus produces {more cloth per unit of cotton.} Your Continental Congress must contain {Adam Smith} and the {population of the colony must be at least 8} to begin construction of this facility. @; @BUILDING24 @width=300 ^{TOBACCONIST'S HOUSE} Some of the colonists have discovered tobacco from the natives and are already learning how to cure and dry the weed and to make cigars from it. Someday, this crop may grow into a major industry. ^ {A colonist working in the tobacconist's house can produce cigars if there is tobacco available.} Any cigars produced accumulate in the warehouse. @; @BUILDING25 @width=300 ^{TOBACCONIST'S SHOP} A tobacconist's shop in a colony {increases the output of cigars} by any tobacconists. The colony must have a {population of at least 4 } to begin construction of a tobacconist's shop. @; @BUILDING26 @width=300 ^{CIGAR FACTORY} The tobacconist's shop may be upgraded into a cigar factory. A cigar factory dramatically increases the efficiency of operations, and thus produces {more cigars per unit of tobacco.} Your Continental Congress must contain {Adam Smith} and the {population of the colony must be at least 8} to begin construction of this facility. @; @BUILDING27 @width=300 ^{RUM DISTILLER'S HOUSE} In some areas, fine cane sugar can be cultivated; some of the natives cultivate large fields of it. The colonists know that it can be processed to produce rum. ^ {A colonist in the distiller's house can produce rum if there is sugar on hand to work with.} The rum is bottled and stored in the warehouse. @; @BUILDING28 @width=300 ^{RUM DISTILLERY} A rum distillery in a colony {increases the output of rum} by any distillers. The colony must have a {population of at least 4} to begin construction of a distillery. @; @BUILDING29 @width=300 ^{RUM FACTORY} A distillery may be upgraded into a rum factory. A rum factory dramatically increases the efficiency of operations, and thus produces {more rum per unit of sugar.} Your Continental Congress must contain {Adam Smith} and the {population of the colony must be at least 8} to begin construction of this facility. @; @BUILDING30 @width=300 ^{CAPITOL} @; @BUILDING31 @width=300 ^{CAPITOL EXPANSION} @; @BUILDING32 @width=300 ^{FUR TRADER'S HOUSE} One of the first things your colonists notice when they get to America is the incredible abundance of fur-bearing mammals and the tremendous use that some of the Indians make of these pelts. They also realized the profit that can be made from selling the fur or making clothing from it. ^ {A colonist working in the fur trader's house can produce coats,} if there is fur available to work with. The coats will accumulate in the warehouse. @; @BUILDING33 @width=300 ^{FUR TRADER'S SHOP} A fur trader's shop in a colony {increases the output of coats} by any traders. The colony must have a {population of at least 4 } to begin construction of a fur trader's shop. @; @BUILDING34 @width=300 ^{COAT FACTORY} A fur trader's shop may be upgraded into a coat factory. A coat factory dramatically increases the efficiency of operations, and thus produces {more coats per unit of fur.} Your Continental Congress must contain {Adam Smith} and the {population of the colony must be at least 8} to begin construction of this facility. @; @BUILDING35 @width=300 ^{CARPENTER'S SHOP} The community builds a carpenter's shop because of the obvious need for constructing all sorts of items for the good of the community. A colonist working in a carpenter's shop {produces hammers,} which accumulate {to construct buildings} and structures in the settlement. Note, however, that the carpenter {needs lumber to create hammers.} @; @BUILDING36 @width=300 ^{LUMBER MILL} The humble carpenter's shop can be improved and upgraded to make those working there more effective. You may upgrade a carpenter's shop into a lumber mill when the {population of the colony reaches 3.} It {doubles the output of hammers} from any colonists working there (but requires an equal amount of lumber, of course). @; @BUILDING37 @width=300 ^{CHURCH} A church may be constructed almost immediately upon landing on the shores of the New World. The {population of a colony need only be 3.} This causes {increased cross production} instantly, but putting colonists to work in the new structure creates many more. @; @BUILDING38 @width=300 ^{CATHEDRAL} A church may be upgraded to a cathedral when the {population reaches 8,} dramatically {increasing the colony's cross production} and that of any colonists preaching there. @; @BUILDING39 @width=300 ^{BLACKSMITH'S HOUSE} The Colonial community helps build the blacksmith's house for much the same reasons as the carpenter's shop. They realize the need for basic metal goods -- tools, repairs of existing implements, and so on. {A colonist working in the blacksmith shop can produce tools,} which accumulate in the settlement's warehouse. The blacksmith {needs ore} to produce tools. @; @BUILDING40 @width=300 ^{BLACKSMITH'S SHOP} A Blacksmith's House may be expanded into a larger facility that {increases the production of tools.} You may begin the project when the colony's {population reaches 4.} @; @BUILDING41 @width=300 ^{IRON WORKS} Your colonists may construct an Ironworks when the {population of the colony reaches 8.} It is a major facility for metal-working/production and dramatically {increases tool output.} The Ironworks is a factory level building and may not be built until {Adam Smith} joins your Continental Congress.