Turinturambar
Prince
- Joined
- Dec 19, 2005
- Messages
- 368
Pick Simon Bolivar as your leader.
Turns 1-5: Settle your colony next to a native settlement as close to europe as possible. The surrounding land is pretty unimportant, just make sure you have 1 food resource or 4 food on the main tile.
Sell your starting tools and muskets to the natives and rush back to europe. Send the ex-pioneer visiting native villages. Do not step on ruins unless you feel lucky. The soldier starts producing bells and you want to manufacture politocal points.
Turns 5-15: The caravel travels back to europe with Dragoons recruited from the dock. One of your recruit goes to the townhall, the other becomes a scout who explores in the opposite direction from your ex-pioneer. The remaining horses and muskets get sold to the indians.
Turns 15-25: You will be offered the Founding Father that has 1/2 travel speed to Europe. Take him. Shortly afterwards you will be offered Peter Minuit, take him as well. The caravel makes more trade trips.
Turns 25-35: Once you get Minuit, buy a second caravel and cannons in Europe. You should be able to buy ~6 cannons and 100 muskets/horses. Once your caravels are back in the new world, delete all your colonists until you have 100% rebel sentiment. Declare independence, pick all men are free and the bell-enhancing civics. Your veteran soldier and one of the indentured servants become dragoons. With 6 cannons and 2 dragoons sporting a +100% combat bonus defeating the Royal Expedition force is trivial.
Turn 40-45: Congratulations you have successfully exploited the broken game mechanics.
Turns 1-5: Settle your colony next to a native settlement as close to europe as possible. The surrounding land is pretty unimportant, just make sure you have 1 food resource or 4 food on the main tile.
Sell your starting tools and muskets to the natives and rush back to europe. Send the ex-pioneer visiting native villages. Do not step on ruins unless you feel lucky. The soldier starts producing bells and you want to manufacture politocal points.
Turns 5-15: The caravel travels back to europe with Dragoons recruited from the dock. One of your recruit goes to the townhall, the other becomes a scout who explores in the opposite direction from your ex-pioneer. The remaining horses and muskets get sold to the indians.
Turns 15-25: You will be offered the Founding Father that has 1/2 travel speed to Europe. Take him. Shortly afterwards you will be offered Peter Minuit, take him as well. The caravel makes more trade trips.
Turns 25-35: Once you get Minuit, buy a second caravel and cannons in Europe. You should be able to buy ~6 cannons and 100 muskets/horses. Once your caravels are back in the new world, delete all your colonists until you have 100% rebel sentiment. Declare independence, pick all men are free and the bell-enhancing civics. Your veteran soldier and one of the indentured servants become dragoons. With 6 cannons and 2 dragoons sporting a +100% combat bonus defeating the Royal Expedition force is trivial.
Turn 40-45: Congratulations you have successfully exploited the broken game mechanics.