[Religion and Revolution]: Discussions on Strategies

In general, from what I've noticed...
Its best to convert slaves of both native and african, indentured servants and criminals into pioneers and scouts and let them out into the world. They do not run, and that means quite a bit. Indentured servants are also decent missionaries, but criminals are not.
 
I always try to start off relying on silver or gems (or gold, although I hardly ever see it) to kickstart my growth and give a stable source of income while quickly rushing scouts out into the wilderness. That leaves me with enough funds to start bringing in firebrand preachers (to boost emigration), elder statesmen (for FFs) and a galleon to transport my treasures.

From there, I generally then turn my attention to industries that will ultimately have a military use, generally on a large, pre-planned scale. While I wait for money and emigration to provide the right specialists slaves and criminals can be used to jumpstart the economy. I also try and aim for the second exploration founding father while keeping enough money to purchase native mercs, which with a few cannon garrisons (and whatever I can get off the king) provides a decent early defense force.

Defeating the king is usually done through guerrilla warfare. I get Ethan Allen and send out my men in raiding parties to get further experience. Once I have enough men with ranger II and mountaineer II the revolution begins and I'll generally forfeit cities I think are unessential or indefensible. I generally put my most important production cities in rough terrain where I can take on the kings men where I have an advantage. Once they've been cleaned up, I can return to an offensive strategy and seize my lost cities back, hopefully winning the game.
 
In general, from what I've noticed...
Its best to convert slaves of both native and african, indentured servants and criminals into pioneers and scouts and let them out into the world. They do not run, and that means quite a bit. Indentured servants are also decent missionaries, but criminals are not.

Do slaves ever become seasoned scouts? I have only used them as pioneers or as single worker silver/gems miners in a colony dedicated to only extracting minerals somewhere away from my 'homeland'. They won't run if they are the only colonist in a town. Maybe that's an exploit? Unsupervised slaves in a town on their own (unit represent 100 slaves) might surely run away but to where? If the natives are really hostile to you they might just kill the slaves. Would be cool if you found the slaves as warriors in the native lands or like the Iroquois do, they found new towns. Those Iroquois have founded 12 new towns after the Spanish wiped out the Comanches and another tribe.
 
(and whatever I can get off the king) provides a decent early defense force.
Keeping the king on good terms has an advantage in this mod and I noticed that everytime I bought a unit from the King his relations with me worsen by -2 in the 'you are becoming a drain on my military' stat. So I don't buy from him and rely on him sending me to war against another colony to get an artillery and a man-o-war. Happened twice by 1625 in this game. With all the silver income I can afford to buy vets and train in a university eventually more.

Defeating the king is usually done through guerrilla warfare. I get Ethan Allen and send out my men in raiding parties to get further experience. Once I have enough men with ranger II and mountaineer II the revolution begins and I'll generally forfeit cities I think are unessential or indefensible. I generally put my most important production cities in rough terrain where I can take on the kings men where I have an advantage. Once they've been cleaned up, I can return to an offensive strategy and seize my lost cities back, hopefully winning the game.

So holding onto a coastal city is near impossible? The cannon garrisons, even with a citadel and 3 stars and Balboa FF, have no chance to defend against a king's artillery piece so they are just stalling units. A minute man III native (Powhowtan), Ranger, Merc or Soldier seem like the only unit that can have a chance to hold firm.

I'm going to try 2 man-o-war and General's attached promoted ships of the line to beat the King's navy and halt his attacks. I have 3 SotL and 2 MoW by 1625.
 
Keeping the king on good terms has an advantage in this mod and I noticed that everytime I bought a unit from the King his relations with me worsen by -2 in the 'you are becoming a drain on my military' stat. So I don't buy from him and rely on him sending me to war against another colony to get an artillery and a man-o-war. Happened twice by 1625 in this game. With all the silver income I can afford to buy vets and train in a university eventually more.

I thought it was only -1, but I could be wrong. Ultimately I haven't noticed a major enough difference in what the king offers me when he's annoyed from early on to make skip this part (and with my luck he always makes all his Bishop and Noble men offers right on the occasions when I can't afford them, though obviously getting him annoyed doesn't help here because its more expensive), although when I'm when I'm playing as France I generally don't ask for protection as the the natives aren't so much of a threat. Although, training vets in a Uni is still essential. I'll generally try and pick up all the religion FF's who speed up education to help with it.



So holding onto a coastal city is near impossible? The cannon garrisons, even with a citadel and 3 stars and Balboa FF, have no chance to defend against a king's artillery piece so they are just stalling units. A minute man III native (Powhowtan), Ranger, Merc or Soldier seem like the only unit that can have a chance to hold firm.

I'm going to try 2 man-o-war and General's attached promoted ships of the line to beat the King's navy and halt his attacks. I have 3 SotL and 2 MoW by 1625.

Generally they are defensible, but only due to the king's incompetence with amphibious assaults. So long as I've got enough rough terrain around the cities I can often (but not all the time) kill them as quickly.

Also...you can attach Great Generals to ships?
 
Do slaves ever become seasoned scouts? I have only used them as pioneers or as single worker silver/gems miners in a colony dedicated to only extracting minerals somewhere away from my 'homeland'. They won't run if they are the only colonist in a town. Maybe that's an exploit? Unsupervised slaves in a town on their own (unit represent 100 slaves) might surely run away but to where? If the natives are really hostile to you they might just kill the slaves. Would be cool if you found the slaves as warriors in the native lands or like the Iroquois do, they found new towns. Those Iroquois have founded 12 new towns after the Spanish wiped out the Comanches and another tribe.

Only the first explorer becomes seasoned by a native village by event. Slaves never switch out. Petty and indentured can become free easier as a scout or pioneer.
 
Slaves never switch out.

Slaves can run away, too.
But they cannot become Free Colonists by the LbD-Feature.

Petty and indentured can become free easier as a scout or pioneer.

Not really correct.
The higher the social status of a profession, the higher the chances for the Unit to become free.

So if you should employ and indentured servant as Statesman (highest social status), Carpenter (good social status) or even Hunter (relatively low social status) the chances to become free are higher than for Scout or Pioneer, which have together with Farmer, Fisher and others the lowest social status.

The only thing different:
Slaves, Criminals and Indentured Servants cannot run away when employed in a profession requiring yields outside of the city.
(When I implemented the feature for TAC, the team wanted to have it like that for reasons of gameplay.)
 
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