Quick Answers / 'Newbie' Questions

play on a bigger map

I had mentioned in my post that I was refering to the huge, Western Hemisphere scenario map. According to other posts on this forum, it is the biggest map!

It seems that the scenario designer has put Indian villages at regular, close intervals, on the coasts. It somewhat cuts into the mystery of exploration and into the adventure of founding a colony when you see, from your ship, so many villages -- during the very first turns! That "huge" scenario appears very crowded, very early on.
 
As far as I can tell, no, you have to manually arm them, which is a bit of a pain - you have to trade-off between having people ready to fight and keeping production up.

For all the odd things about Col2, I do like the fact that the link between people/fighters is so real - the economy can shut down if you're going on the warpath...

I was just attacked by a indian tribe and had no soldiers in my city before the attack. When he attacked my farmers picked up guns. They did it automatically and only one at a time.
 
My question is how do you build a large enough military to win? You have to take citizens from you cities to make soldiers so then you have less populations to grow and produce. It seems a bit like robbing Peter to pay Paul. I guess there won't be any SoD to worry about at least.

Also, is it a good idea to keep soldiers in all cities as a general rule? Since your citizens can pick up guns couldn't you just plop down 50 guns in each city and then use all the citizens to work the city.
 
guys, whats a name of the specialist that make more cotton from tile in the city?
 
Cotton Planter. You'll need to find an Indian Village that trains him. Then purchase a Master Weaver from Europe to turn the cotton into cloth.
 
Also, is it a good idea to keep soldiers in all cities as a general rule? Since your citizens can pick up guns couldn't you just plop down 50 guns in each city and then use all the citizens to work the city.

You're right, it is a bad idea to have soldiers sitting around doing nothing. You should use cannons for defense or, failing that, maintain a stockpile of guns.
 
Hi,

Played my third game on the difficulty 3rd from the top. Instead of going directly to the coast, I went up to look for a better spot. I discovered the Spannish capital without defense units. So I declared war and took it with my soldier. Did later the same trick to the English.
Is this a bug or is it because of the low difficulty?
 
Hi,

Played my third game on the difficulty 3rd from the top. Instead of going directly to the coast, I went up to look for a better spot. I discovered the Spannish capital without defense units. So I declared war and took it with my soldier. Did later the same trick to the English.
Is this a bug or is it because of the low difficulty?

Weak AI. Still happens on higher difficulties.
 
Hi,

Played my third game on the difficulty 3rd from the top. Instead of going directly to the coast, I went up to look for a better spot. I discovered the Spannish capital without defense units. So I declared war and took it with my soldier. Did later the same trick to the English.
Is this a bug or is it because of the low difficulty?

3rd from the top!! I just had my butt handed to me on pilgrim. There is definitely a learning curve even for CIV vets like me.
 
My question is how do you build a large enough military to win? You have to take citizens from you cities to make soldiers so then you have less populations to grow and produce. It seems a bit like robbing Peter to pay Paul. I guess there won't be any SoD to worry about at least.

Also, is it a good idea to keep soldiers in all cities as a general rule? Since your citizens can pick up guns couldn't you just plop down 50 guns in each city and then use all the citizens to work the city.

From what I can tell, the game is easiest to win if you try to simulate the American Revolutionary War.

By which I mean:
1) Long years of peace, with no standing army.
2) A short, sharp period of rebel agitation.
3) Gather your armies from your colonists directly.
4) Do not defend Coastal settlements especially.

Playing at pilgrim difficulty, I won my first game by stockpiling 300 guns and horses in each settlement, placing three Elder statesmen in each colony to reach 50% rebel sentiment in a few turns, and then declaring independence.
Prior to the turn on which I declared independence, my entire standing army consisted of one dragoon, who had never fired a single shot. This meant I didn't have to generate >50% sentiment to account for the Soldiers, or spend extra time generating more liberty bells because my population had increased from hiding soldiers inside settlements.

On the turn I declared independence, I armed six colonists from each of my ten colonies, and positioned them in stacks of doom on the roads between my coastal settlements and my inland ones. Each of these six colonists was taken from a factory or a plantation, as goods no longer matter much post-independence, and your Tobacconists and Sugar Planters become perfect candidates for your army.

When the REF landed, they took my largest coastal settlement on the first turn. Because the city was in resistance, I could use the roads and the REF couldn't, so all I had to do was send my Dragoons down the road to attack the REF and then back out of reach of the REF forces, giving me two turns of attacking the REF unrestricted before they could fight back.

The revolution was a walkover, and a full third of my 60 dragoons never saw action.


And though I didn't begin massive agitation until the final turns as a colony, I was able to produce some controlled amount of bells when I needed to expand my borders.


I'm working up the difficulties using similar tactics, but I think it was a design decision that the easiest way to win is to play What Would Jefferson Do.
 
3rd from the top!! I just had my butt handed to me on pilgrim. There is definitely a learning curve even for CIV vets like me.

Dont worry, I lose the games.

Ive some management problems. Have had it in Civ too :crazyeye:

Antother question: In Civ it was a must to improve your land with cottages. What is the must-be improvement in Colonization? And is it a good idea to let the worker do that Automatiqly? In civ it was not, but is the Worker AI improved in Col?
 
Has anyone else seen dark black buildings shaped like houses scattered around tiles on the map? Most are located in empty tiles, some are found on top of tiles with colonies. I don't think they were visible for the entire game.

I am on turn 119, and one of my Founding Fathers is Gonzalo Jimenez de Quesada. He is supposed to reveal tiles with burial grounds and ancient ruins so I wonder if that is what these are. I have sent Scouts to these tiles since it looks like all of the land on the map is already revealed, but it doesn't seem like anything happens when they reach the tiles with these buildings.
 
Has anyone else seen dark black buildings shaped like houses scattered around tiles on the map? Most are located in empty tiles, some are found on top of tiles with colonies. I don't think they were visible for the entire game.

I am on turn 119, and one of my Founding Fathers is Gonzalo Jimenez de Quesada. He is supposed to reveal tiles with burial grounds and ancient ruins so I wonder if that is what these are. I have sent Scouts to these tiles since it looks like all of the land on the map is already revealed, but it doesn't seem like anything happens when they reach the tiles with these buildings.

I think they're just bugs where the textures haven't loaded properly. I noticed that two of the three buildings that appear on farms were black, so I saved, restarted the game, and everything was fine again.
 
The revolution was a walkover, and a full third of my 60 dragoons never saw action.

So if you have 300 guns (and 300 horses), then at 50 each per dragoon thats 6 from each city. So did you have 10 cities? Most of the posts I've seen seem to point to a smaller number of cities being better (around 3-5).
 
How many worker (pioneers) do you usually have? Are the improvements really worth the time and costs (and the de-valuing of other resources)
 
How many worker (pioneers) do you usually have? Are the improvements really worth the time and costs (and the de-valuing of other resources)

I usually have about 4 working the whole game. Yes they are worth it. The only resources you lose are those you don't need. Provided you keep at least one forest in each colony for your lumberjack you can clear the rest to make your farmers more efficient. Roads help too of course so your units move faster, you can road to nearby villages as well for trading etc. Before the REF arrive you should have all your coastal tiles roaded so your dragoons can retreat after killing the last enemy unit.
 
I usually have about 4 working the whole game. Yes they are worth it. The only resources you lose are those you don't need. Provided you keep at least one forest in each colony for your lumberjack you can clear the rest to make your farmers more efficient. Roads help too of course so your units move faster, you can road to nearby villages as well for trading etc. Before the REF arrive you should have all your coastal tiles roaded so your dragoons can retreat after killing the last enemy unit.

Thanks, I hadn't thought it through that far but I see your point
 
Top Bottom