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- ~Colonization
-
- COLONIZATION NOTES AND OBSERVATIONS
- -----------------------------------
-
- Garry J. Vass
- 100020,777 or 72307,3311
- October 30th, 1994
-
-
-
- This file contains my notes on playing COLONIZATION. It does
- not present a sure-fire method of winning the game, but rather
- the tactics that I have developed. My overall comment is that
- this game, like CIV and MOO, favors the player who pays rigorous
- attention to the game "accounting" system and who follows a
- disciplined strategy.
-
- When I say game "accounting" system, I mean all of those numbers
- that show up on the advisor screens - the commodity bid-offer
- spread in Europe, for example. I also mean keeping a close eye
- on raw materials to assure that they are exploited in a way that
- maximizes the objective - which is to have a self-sustaining
- economy capable of supporting a large army. If you play it this
- way, you can win almost every time. On the down-side, the
- economic development phase that occurs in mid-game is a real
- drudge.
-
- 1. Cities. For reasons known only to myself, I like to have 13
- cities. None of them overlapping. Of these 13, one is my
- "power" city, my "export" city, and one is my "patsy" city. More
- about the "patsy" later. In general, I usually end up with
- around 16 cities, but I think the key point here is that a huge,
- sprawling empire won't work.
-
- 2. Where to build the first city. I sail around for a bit and
- look for wheat. If I can't find it after a few moves, I'll take
- anything that can produce revenue.
-
- 3. Where to build additional cities. There are two ideal
- places that I know of to build additional cities: 1. On an
- Indian village -Miami, Chicago, Manhattan, etc. and 2. On the
- site of another European power. Generally, it is easier to
- capture a European city, but that leaves you with supply
- problems. So most of the time I take villages. I know it hurts
- the score, but not that much. The tribes themselves forget
- about it after a while anyway.
-
- My rule of thumb for expansion is not to locate a city further
- away than a mounted unit can reach in two moves - assuming that
- the path is paved.
-
- 4. Taking an Indian village. If you like to gamble, I suggest
- capturing one right off the boat in the first round of play.
- Sometimes it works, most of the time not. But given that it is
- the first round, you don't have much to lose. Otherwise, a much
- sounder strategy is to wait around until experienced soldiers
- can take it. If it is a good village, it becomes my "power"
- city.
-
- 5. What to do with the booty. Since purchasing a galleon is
- out of the question, I simpy fortify it until the right fellow
- joins the congress. When that happens, I move the wagon one
- square outside the city and then back in. Yup. Off to Europe.
-
- 6. Taking a European city. These are good because they are
- almost always plowed and paved. I like to pull up to the front
- door with two cavalry units, and refuse peace. At that, the CP
- offers somewhere from 400 to 1,000 golds. I take the money,
- wait a few rounds, and try it again. When he finally doesn't
- offer gold, I take my two precious mounted units to the next
- colonial power and start over again. After this whole
- intimidation process is complete, the CP has generally financed
- the loss of one of his cities. They forget about it after about
- ten years and I trade with them.
-
- 7. City development. I am a fanatic developer. I will try to
- outfit a unit with tools whenever possible. I first connect the
- cities with roads. To do that, I send a unit from one city to
- another and watch the path it takes. Then I pave it. Then I
- plow all the land squares. I've had cities to size 17 to 19
- with just common settlers doing the farming. With that, you can
- forget about the experienced farmers. Rule of thumb: if you
- see a unit moving from one city to another on a square that is
- not paved, pave it - you will need it later.
-
- 7-a. Uprooting a city. If the city looks like a loser, or it
- is a European city just too far away from my own core. I will
- uproot the whole city and move it to a better place. To uproot,
- I outfit pioneers and militia to drain out tools, muskets, and
- horses. If it has ore, I will send a wagon train.
-
- 8. Once a few cities are in place and garrisoned, begins the
- drudgery process of moving a wagon train around. Pick up wood
- from the city that's being plowed and move it to the power city,
- pick up cotton at one city drop it off at another, and on and
- on. I monitor the Economic Advisor each turn to stay on top of
- the bid-offer spread. Unfortunately, I never learned to set up
- trade routes because the German documentation is just too
- impossibly difficult, so I just slug it out until my "export"
- city builds a customs house.
-
- This drudgery phase can be relieved a bit by uncovering the
- mounds, treasures, and what-not. I use a mounted unit to locate
- the mounds, and common settlers to actually uncover it. That's
- because of the chance of losing the unit.
-
- I also build roads up to Indian villages just to make the
- trading trip easier. Later, I gleefully learned that roads into
- Indian villages have a much more productive value - more about
- that below.
-
- 9. The King wants to raise taxes. I refuse every time and have
- the "tea party" instead. I will lift the boycott for muskets
- and tools - it's equivalent to one Indian coffer or so.
- Similarly, when another European initiates a dialog, I refuse
- peace every time - there's a chance to pick up some extra cash
- if they feel threatened. If the Indians want peace, I accept
- every time - there is no benefit for refusing.
-
- 10. Revolution planning. Once my power city has a university,
- I get a Statesman. The preferred way is to capture a European
- city that has one already. I figure it's cheaper that way
- because I can probably pick up a few other masters of this or
- that in the process. Otherwise, I try to recruit one; and when
- all else fails, I buy one. He goes straight to the university
- and starts cloning. First, all my cities get one Statesman,
- then two, then three. I don't suggest that it works out every
- time in that mechanical fashion, but it's at least my objective.
- Anyway, that takes care of the bells.
-
- 10-a. Revolution planning. My objective here is to check the
- Congress Advisor to determine the size of the army I will need.
- I try to match the CP evenly on artillery, double his cavalry,
- and match his infantry with roughly one and a half times with my
- cavalry. For example, if the CP is capable of sending 50
- infantry, 25 cavalry, and 10 batteries; I then try to raise 125
- cavalry (75 plus 50) and 10 batteries. This is over and above
- the standing garrison of two cavalry units for each city. I
- don't use infantry if I can avoid it. The odds here are
- somewhat daunting, but on the good side, the units do not desert
- - as they did in real history.
-
- 10-b. Manpower. The first step is to get several cities with
- colleges and start cloning off soldiers. Since all my cities
- are plowed, they can feed themselves adequately with ordinary
- settlers, so that's the manpower source. I set the settlers as
- farmer-fishers and when one of them gets converted, it leaves to
- go pick up it's muskets and horses. On the next turn, the city
- grows another settler who takes up as a farmer-fisher, and the
- cycle repeats itself.
-
- 10-c. Firepower. Somewhere else, there's an arsenal manned by
- a master who is turning out muskets. Materials are brought in
- from the other cities on a mechanical basis. If I overproduce
- muskets, I create militia with settler units and then
- decommission them as soldiers come on line. I never export
- muskets.
-
- 10-c. Horsepower. A stable with 100 horses will produce 10
- horses on each turn. When a stable reaches 150 horses, I skim
- off 50. If I overproduce horses, I "inventory" them by creating
- spies with settler units, and then decommisioning them as horses
- are needed. I never export horses.
-
- 10-d. Seapower. This is where the CP cheats are the most
- blatant. In the first place, the CP can run a blockade - I don't
- know how, but he can. And in the second place, he can move in,
- unload his landing party, move back out, and sink a blockading
- ship all in one turn. In recognizing this, I plan to concede
- sea power, and to use whatever ships are around.
-
- 11. The "Patsy" city. This is critical. When you declare
- independence, the CP assembles his landing party and selects a
- target city. As far as I can tell, he scans through them and
- selects one based upon two factors: 1. The closest to Europe,
- and 2. The least defended.
-
- In recognizing this, it makes sense to help the CP select the
- optimal city for you. The ideal "patsy" city looks like this:
- it is a coastal city with a mountain next to it (the mountain
- gives your skirmishers a terrain advantage). It has a standing
- garrison of one artillery and one cavalary. It has 300 horses
- and 300 muskets in inventory, and a galleon about 4 squares away
- with 2 muskets, 2 horses, and 2 batteries. Inside the city are,
- of course, a "5th column" of 8 soldiers working as farmers and
- what not. Note that the hill cannot be a landing square and
- that you cannot have units on a landing square.
-
- Within a one move reach of the city are the remainder of your
- batteries and NO MORE than 9 units - I'll come back to this
- number "9" later. On the hill are three units standing by as
- skirmishers. Oh, two wagon trains as well, one with horses and
- one with muskets - to replenish the stables and resupply your
- garrison.
-
- It is worth mentioning here the logistics of becomming a war
- machine. Consider the "patsy" city as the center of gravity for
- experienced cavalry. The base unit gets created in the
- outlands. It moves to the next city to acquire horses, and the
- next city to acquire muskets, and the last city to stand fully
- deployed. So it makes sense then, to arrange these cities so
- that this flow is optimized for expedience. Not that I arrange
- this every time, but it's an objective to think about.
-
- 12. Independence Day. First, clear off the docks of any
- waiting passengers. Anything that cannot be retrained as a
- military unit gets trained as a missionary - that comes free.
- Passengers on the docks count against your unit total, even if
- you cannot pick them up anymore. Be sure that all the ships are
- back stateside also.
-
- Look for towns with 100% Independence and start retraining the
- Statesmen as soldiers - you will need them. Also, start
- deleting out any Indian farmer-fishers so that they can be
- replaced with settlers in the normal population growth cycle.
-
- Raise the maximum number of mounted troops so that the maximum
- number will be promoted on Independence Day. What about units
- that do not get promoted? Well, remember those roads leading
- into Indian villages? Every few turns, I ride a cavalry unit up
- to the village and pop it. If it gets promoted, so much the
- better; if not, it gets sent back for horses and tries again.
- It is important not to destroy the village - so be careful.
- European settlers and pioneers also work as promotion vehicles,
- but not as well as Indian villages.
-
- NOTE: When a Continental unit gets shattered, it loses
- Continental status and has to be promoted all over again.
-
- 13. The War. If things were set up correctly, a landing party
- will appear at your "patsy" city. If the landing party appears
- somewhere else, I either restore a previous version and look for
- what went wrong, or simply write the city off. I suspect that
- the CP gets an extra combat bonus until it has captured a city
- anyway. But for the moment, assume that things work as planned.
-
- In the worst case, the landing party consists of 2 frigate class
- ships unloading onto 2 squares. If units are on those squares,
- they are overrun. That means a total of 8 units in the first
- assault. It is critically important to count and keep track of
- how many there are, who has fired, and so on. If there are 8
- enemy units outside of a city, that means I fortify 9 units
- inside - always 1 more than the assault force. That means that
- the city will survive another round of play. Units in excess of
- the basic fortification are used to counterattack.
-
- At the beginning of each round, I click up the unit window and
- arrange things as follows: damaged artillery to the front,
- followed by good artillery, followed by cavalry, followed by
- infantry, followed by Continental cavalry, followed by
- Continental infantry, and finally the fortified units.
-
- When it becomes my turn, I throw all of the damaged artillery on
- to one enemy-occupied square. This, hopefully, reduces the
- force on the square at the expense of artillery (but I never
- found any other value for damaged artillery). Next, the cavalry
- units attack with the prospect of being promoted. Then the
- infantry follows suit. And when all else fails, the Continentals
- attack. The entire round focuses on a single square until it is
- eliminated, or until the only units remaining on the square are
- damaged loyalist artillery.
-
- Finally, I activate my skirmishers (remember the skirmishers on
- the hill?) to to pop off damaged loyalist artillery. This is
- the easiest opportunity they will have to become promoted. If
- they get promoted, they move into the city and give another unit
- a chance.
-
- If the CP captures the city, I withdraw all my units beyond
- artillery range and simply pop the settlers it sends out. I
- don't start to retake lost cities until I have successfully
- repelled a landing party. From my experience with the game, I
- can say that retaking a city requires a minimum engagement of 12
- mounted units. I park them outside of the city and don't attack
- unless they have all 4 moves. When they get reduced to
- infantry, I fortify them - attacking a fort with infantry is
- useless.
-
-
- ASSORTED WHAT NOT
- -----------------
-
- 1. The Ship Anomally. If an empty ship is moving to Europe,
- and it crosses paths with a full ship moving to a city,
- sometimes the cargo jumps off onto the empty ship and returns to
- Europe!!??!! If the shipping lanes get busy, I take the ships
- off of auto-pilot for that reason.
-
- 2. The Ship Anomally II. This deals with laden ships from
- Europe showing up in the wrong ocean. Somewhat irksome. I
- stopped this from happening by deciding that all ships would
- come and go from the Atlantic and controlling it manually to
- assure that it works. After a ship unloads, rather than sending
- directly back to Europe, send it to a "debarkation" city on the
- East coast. When it arrives at that city, move it into deep
- water manually. It is a trade-off between convenience and
- logistical predictability.
-
- 3. Unit Stacking. I have stacked up to 130 units in a city
- without problems. I don't know what the limit is. There is a
- limit, however, to the number of units in the window.
-
- 4. The "Cannot Create Unit" Message. This is horrible because
- it happens just when new units are needed. I stopped this from
- happening by developing a better growth strategy.
-
- 5. Indian farmers. I see them as simply place-holders until
- they can be replaced by settlers.
-
- 6. Social dregs. The petty criminals and indentured servants
- waiting on the dock get made into missionaries.
-
- 7. Cheats. I made my own cheat program, it should be included
- in this archive in both source and executable form. MPS also
- added a cheat menu that you can raise by changing MENU.TXT with
- an ASCII editor. With some bit fiddling you can also change
- your gold, but that makes everything else more expensive. In my
- experience, these mechanisms tend to snow-ball - you need them
- more and more to continue the game, and the game itself becomes
- less realistic.
-
- The best cheats are those built right into the game: promoting
- your units by popping Indian villages; and setting up a "patsy"
- city -which amounts to nothing more than an elaborate trap.
-
- Enjoy the game!
-