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- ~Colonization
-
-
- A selection of hints and tips for beginners - By Simon Burrows
-
-
- `Before I start, one quick point. The decisive aim of the game is
- `to win the revolution with maximum points. Obviously, then,
- `everything you do must be aimed at reaching this end.
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-
-
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- ~`City Types
- ~`──────────
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- `There are basically two types of cities :-
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-
- `■ Firstly, there is the mega-city. These, as explained below,
- ` are specialist cities, each of which will have one predominant
- ` job in your grasp for power. Since these are so important,
- ` they need to be very heavily defended at fortress level and
- ` with at least five items of artillery.
-
-
- `■ Secondly there are supply cities. Their job is to supply you
- ` with all the raw materials you will need to succeed, such as
- ` tobacco and cotton. Since these are temporary settlements -
- ` you will keep them only until the material they supply dries
- ` up or you no longer need it - they do not need building up
- ` with a wall and all the other mod cons of a mega-city. If you
- ` lose them it should not be a big loss at all, and they should
- ` be easy to desert when the time comes. These small cities
- ` will often be built up from settlements you have captured, or
- ` those on small islands with little scope for expansion. When
- ` you reject these cities, you can make the inhabitants depart
- ` as either soldiers and dragoons so they will take the muskets
- ` and horses with them, or as pioneers so they will take the
- ` tools with them.
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-
-
-
- ~`Mega-City Specialization
- ~`────────────────────────
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- `Unlike in many similar games such as Sim City and Genesia,
- `Colonization gives aspiring entrepreneurs the chance to run
- `several cities all at once. Remember, then, that slightly
- `different tactics will need to be followed. Instead of having
- `several cities of equal size which do all the jobs a far larger
- `city in Sim City might do, you must have several cities, each of
- `which specialise on one particular job. This will save resources
- `and help maximise production.
-
-
- `Here are some of the specialist cities you will need :-
-
-
- `■ First of all you will need one of your cities assigned as your
- ` iron-making capital. There you will need to build an
- ` ironworks, and send your first three master blacksmiths.
-
-
- `■ Another city will need to become your weapon-making capital.
- ` There, build an arsenal for musket production, and post your
- ` first three master gunsmiths as soon as they become available.
-
-
- `■ At least one of your cities will need to specialize in ore
- ` mining. Those that do will need to be appropriately situated
- ` for that task, and should be sent all of your expert ore
- ` miners.
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-
- `■ You will also need an ore-gathering city situated in the
- ` mountains for best productivity.
-
-
- `■ Finally there is your city specializing in horses. This is
- ` covered in more detail below.
-
-
- `Attempt to construct your custom house in the same city which has
- `upgraded production such as the textile mill, or rum, fur or
- `cigar factories.
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-
-
-
- ~`Wooden Worries
- ~`──────────────
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- `The distribution of your lumber collectors can be managed in one
- `of two ways: either, you create a lumber super-centre, collecting
- `the majority of your carpentry work-force in one place, and your
- `expert lumberjacks on timber symbols generating more than 30 each
- `turn; or, you distribute your lumberjacks so you have 1, 2 or 3
- `in each city, and then send one carpenter to each city too. The
- `latter of these options seems to work very effectively allowing
- `immediate access to lumber whichever city you look. If you find
- `that one city's stocks are too low, extra lumber can easily be
- `brought in on trains from any city which has over-satisfactory
- `lumber-levels.
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-
-
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- ~`Production Maximization
- ~`───────────────────────
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- `Remember not to let your residents waste production time. If
- `they can't do their job because they have run out of the relevant
- `raw material, set them to do something else as soon as you can -
- `you can always return them to their skilled trade once this is
- `possible. Don't let them have a week of bank holidays!!!
-
- `In production-specialized cities, make sure that you balance the
- `production of goods such as cigars, rum and coats. To do this
- `simply move your citizens around jobs regularly to produce equal
- `proportions of each. And, as I've said above, if you have a
- `tobacconist, for example, who has run out of tobacco to produce
- `his wares, get him going on something else until opportunity
- `arises for him to continue his preferred trade.
-
- `If you have nothing to build, don't sit around staring at your
- `little people milling around, start building artillery. Because
- `of the aim of the game, you will, at some stage, need to become a
- `war-time super-power, so eventually all your cities will need to
- `become devoted to artillery-construction anyway.
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-
-
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- ~`Horse Business
- ~`──────────────
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- `The best place for your specialized horse-breeding-capital is in
- `an area of high food-production, because this speeds up
- `production. Therefore if you have an area with wine lakes and
- `sugar mountains then this has your best potential. In your
- `chosen area you will need to build large warehouses because these
- `beasts will need stables to sleep in. As you find your stables
- `overflowing, send off your horses in hundreds to other cities.
- `Don't send them off more than a hundred at a time because if you
- `keep as many horses as possible in one area, the quicker they'll
- `breed and the more you'll have to send off later on.
-
-
-
-
- ~`Education Cuts?
- ~`───────────────
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- `In order to train your community you will need a university town.
- `It may be of use to have two universities, in fact, because
- `expert farmers and veteran soldiers will be essential in making
- `your life easier and success greater. The university will be
- `essential for training your citizens in horse sense. The extra
- `learning facilities mean you can educate workers in those trades
- `which you find a severe lack of experts in. A good tactic
- `sometimes is to clear the specialty of some of your inhabitants
- `and pack them off to university to be re-educated in trades where
- `they will be of maximum use to you.
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-
-
-
- ~`To Buy or not to Buy?
- ~`─────────────────────
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- `The most important thing to buy if you've got money to burn is
- `ships. Of course, you may also need to buy recruits if you don't
- `already have enough on your docks to fill the holds. When you
- `have enough ships (and sometimes too many is not enough!), then
- `its time to start saving up your money. This will give you the
- `leeway to purchase mercenaries, train soldiers and buy a load of
- `artillery just before you go into war.
-
- `One thing you won't need to spend money on, of course, is free
- `colonists. Keep these emigrating in as fast as you can, then
- `pack them straight off to your universities - which is exactly
- `where they want to go - so you can get the best out of them.
-
- `The most important things NOT to buy are the useless trade goods
- `which you can certainly do without. Also, don't go wasting money
- `on the outrageously high back taxes. A good way to save money
- `is to buy only 10 of what the Indians request, rather than 100,
- `because they don't seem to mind just as long as you give them
- `what they ask for in one quantity or another.
-
-
-
-
- ~`War on the High Seas
- ~`────────────────────
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- `Until you declare independence, naval power plays a large part in
- `anybody's success in Colonization. As you'll probably know, you
- `start the game with one cargo ship. Use this to full effect, by
- `all means, but don't waste money on building any more since these
- `are pretty useless. Instead, when you have set-aside cash for
- `naval building, concentrate on privateers and frigates. If you
- `have Francis Drake on your continental congress, privateers'
- `strength is increased by 50% making these particular vessels
- `cheap and lethal. Concentrating on these, therefore, can be a
- `good move.
-
- `In order to bring in new colonists and transport trade goods for
- `sale at market, you will need several ships going between your
- `lands and Europe. You should also have one explorer vessel with
- `at least one scout and even a dragoon. This ship should be a
- `privateer due to its great speed.
-
- `The remainder of your privateers are best used as hunters. Those
- `with a cargo of 200 muskets will be a great force against
- `opposition vessels. If it seems that you are gaining a lot from
- `high-sea battles, it may be worth getting a few frigates since
- `these give you more power. However, don't spend too much on this
- `option as privateers are cheaper and will often do.
-
- `Remember, once you have declared independence, ships are just
- `about useless since you will be given all the battle ships you
- `need by your allies.
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- ` ═════════════
- ~` By: Simon Burrows
- ` ═════════════
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