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- 1. Hack
- 2. Cheat
- 3. Tips
- 4. Hack
-
- 1. Hack:
- =======
- Get a stack of gold when you edit the following bytes:
- BYTE: TO:
- 0008E8 FF
- 0008E9 FF
- 0008EA FF
-
- 2. Cheat:
- ========
- When prompted to pick a country, go to the very bottom of the screen beneath
- Spain and click on the top of the red box which has appeared. This will put you
- in control of a country called 'Spring' allowing you to play all four
- nationalities at once. Don't worry if the graphics mess up - save. quit. reload
- and they ought to be okay again.
-
- 3. Tips:
- =======
- Creating your nation:
- --------------------
- In a conquest game you actively carve your boundaries by attacking and pillaging
- native settlements. There is no need to worry yourself about the positioning of
- native settlements or about buying land from the Indians - settlements can just
- be wiped out and built on and the stolen loot provides you with a ready supply
- of cash. The downsides are that for every native settlement destroyed you lose
- points; you need to strongly defend all you colonies; the cost of building and
- maintaining an effective army can be crippling; and you won't be able to rely on
- gifts; training or trade.
- A settlement game takes a more peaceful approach by having you co-existing with
- the locals: the idea is to compromise. You must concentrate on building a strong
- self-supporting network of colonies. Developing them politically and religiously
- and creating the stable trade that's vital to success. You also recieve gifts
- trade; training and converts but have to spend a lot of thought and worry
- keeping the natives happy. Only to find (quite often) that their settlements
- occupy the exact spot that you wanted to build on.
-
- Colonies and Colonists:
- ----------------------
- Try to provide each colony with a carpenter; lumberjack; statesman and priest
- along with a miner; blacksmith (for a supply of tools) and soldier (with cannon)
- The first colonist in a newly founded colony should be assigned to food
- production and the next switched between tree chopping and carpentry. It might
- be a good idea to make them pioneers too. Coastal colonies should also be
- supplied with a dock - a coastal ocean square cannot be blockaded as easily as
- land and cannot be put to any other use than fishing anyway. Next go for a
- stockade or a warehouse. As for the colonists themselves it's always best if
- each one is a specialist. Some careers (such as fishing) can be home-grown
- virtually from the start whereas others (such as the job of statesman) are worth
- buying direct from the Royal College.
-
- Trade:
- -----
- Because you don't have to pay for the production; conversion or transporting
- making money is actually a bit of a doddle. Variety is imperative as is
- converting as much raw material as possible into its refined version and trading
- with the natives and other European powers.
-
- Independence:
- ------------
- Keep at least one Elder Statesmsn per colony to keep the Sons Of Liberty
- membership high. Maintain an interest in tool and horse production. Have at
- least four cannons and preferably some fortresses too. Experienced soldiers and
- Dragoons into the surrounding forests and mountains. The last thing to bear in
- mind is that when you declare independance the Royal force will attack. They do
- so en masse concentrating on a single target until they take it then moving on
- to another. Men 'O' War will continue to ferry troops to the site of the battle
- until they win or you wipe them out. As you have no way of knowing which city
- will be set upon it's important that you defend them all as well as possible.
-
- 4. Hack:
- =======
- Load up the file NAMES.TXT into an ordinary text editor such as MS-DOS Edit.
- For exponential expansion of your colonies locate the section near the top of
- the file with information on land types. For example:
- "TUNDRA 1, 0, 4, 2, 2, 0, 0, 0, 0, 0, 2, 0, 0"
- This gives the land name and parameters in order of movement and defence points;
- improvement; value; farming; sugar; tobacco; cotton and fur yields; lumber; ore;
- silver; and fishing. Altering yields to eight will produce an effective colony
- but it onky works when your working colonist is on this land. So for example you
- could locate all your colonies in the Arctic changing only the Arctic parameters
- Productivity applies to all colonies including your enemies though so take care.
-
- The productivity of special squares such as fisheries or beaver pelts can also
- be altered. They are contained in the section @resources and should be changed
- to 12 if you have one near your colony. The cost of transporting people can also
- be altered by finding the line @class (followed by a list of people) and
- changing the figures to pitifully low ones. Likewise building costs can be
- altered at the line @building. (The parameters relate to cost; tools tenfold;
- size; minimum number of colonists required to build it and upkeep so change the
- cost of buildings to 13 or change tools to zero so none are required to build).
- Alter the cost of transporting people home by train (at the line @job the last
- figure in the line relates to their costs - but dont give any figure with
- 'a-1' cost a positive figure or the game may crash). Alter the colonists'
- abilities at the line @unit in the order of icon number; movement points; attack
- strength; combat strength -ie defence - cargo capacity; size; cost; tools; guns
- and hull but leave the last digit alone. Alter cargo at the line @cargo by
- changing the third and fourth numbers to the lowest and highest (but no more
- than 20) price you think appropriate. These are not the only options. You could
- for example change country colours or give each unit a different icon even
- though they don't relate directly to the gameplay. There are several text files
- in the colonize directory all of which can be altered with a text editor.
- They're well annotated so finding something useful to edit should be pretty
- easy.
- *EOF*
-