dalgo
Emperor
Updated for Patch v1.01f
This is my favourite style of Colonization game and so far I have won 10 and lost 3. It makes for a very long game and is not for the faint-hearted, you could end up fighting a REF of up to 500 troops. My comments are based on the patched version of Colonization and a normal length game, but probably apply to other types of game too.
The XL Map: - There is only one really large map that comes with the game, the Western Hemispheres (Huge) scenario which is 72 tiles wide by 100 tiles deep, although a lot of it is water. Also it is the same map and same starting point each time. The biggest random map available is the 'Huge' Custom map, which is only 38x60 tiles, and I recommend changing this to 60x96, which is 2½ times as big. You make the change in the Civ4WorldInfo.xml file. On my system that is found at:
Program Files/2K Games/Firaxis Games/Sid Meier's Col IV etc/Assets/XML/GameInfo
Before you change this file make a copy of it. Then use 'open with' and choose Notepad (although any text editor will do) and scroll down until you see 'WORLDSIZE HUGE'. Below that change GridWidth from 38 to 60 and GridHeight from 60 to 96, and save the file. It's that simple. Now every time you start on a huge custom map you really will have a huge map to explore.
Pros and Cons: - There is one major advantage with using an XL map, heaps and heaps of gold. There are many more burial grounds and ancient ruins to plunder and a lot more Indian villages to visit. If you combine the XL map with a low sea level there are usually about 85 Indian villages in total. This generates a lot of wealth and you will have a steady cash flow coming in for more than 100 turns.
So what is the downside? Well all those Indian villages combine to make extremely strong tribes, and at Revolutionary in particular they are very aggressive. Expect at least one surprise attack, and it may come early in the game. The other European powers are even stronger and with such a big map you often don't find them until late in the game so it takes a major assault to defeat them.
This will be a very long game, not something you can run through in an afternoon. Depending on your own individual preferences that may be an advantage or a disadvantage.
Bugs: - I have found the patched version of the game to be free of any serious bugs, but there are a couple of minor problems that can be annoying. Your starting position on a random map is fixed and you usually have two other European powers to your North and one to the South. Also trading with the natives will still result in tax increases from the King even if you aren't actively trading with Europe.
Starting Nationality/Leader: That is up to the player although the Spanish have a clear advantage with their military strength. However France's improved relations with the Indians might prevent that surprise attack, the English benefit by increased immigration and the Dutch are worth a look too because of their trading advantage and their merchantman. Once the game starts it is imperative that you find an initial colony site that is just 5 tiles from the European sea-lane (preferably with room for a second colony at the same distance). There should be a good number of suitable sites available but if all you see is an endless ocean or if you have landed on an isolated offshore island it might pay to restart.
Initial Strategy
Scouts first: The initial strategy is all about getting your scouts away. There is plenty of gold just waiting to be picked up, but only if you get there first. You should aim at having 4 scouts in the field by turn 40, preferably all seasoned scouts. Seasoned scouts get better results from visiting native villages and they can enter ancient ruins or burial grounds safely. There are three practical ways to obtain seasoned scouts. If you are lucky you may find one in the immigration queue. Your ordinary scouts can safely visit Indian villages, and there is a random chance that they will be 'seasoned' by the village. Finally some villages specialize in training seasoned scouts. Once you find such a village you can send your scouts there for training. When your scouts gain experience choose Explorer I and II as your first promotions.
Treasure: Treasure units can safely be sent back to your base unescorted (except through enemy territory), but I would advise against putting them on an automatic 'go to' The problem with this is that the AI has a bad habit of routing them through burial grounds or ancient ruins on the way and they are liable to die (or worse still, start a war with the local tribe). It is a pain to move them turn-by-turn but unless you can be sure that they will follow a clear route home it is much safer. Then store them in your capital until you can buy that first galleon, no sense in wasting money by giving it to the King.
Defence: This emphasis on scouts will leave your capital virtually empty; any spare colonists are given horses and sent away. That is fine, colony development is low priority at first and a single colonist working as a statesman is sufficient until you have a full complement of scouts in the field. But your sole colony should not be left undefended. Start a stockade as your first building and as soon as you have 500 gold buy a cannon. Don't wait for Minuit, just grit your teeth and pay up.
Meeting your rivals: It is possible that another European power will have built his capital close to your territory. If so plan to attack that colony as soon as possible (ie on turn 21). His soldier will have settled the colony but it will probably have been re-supplied so you will need a dragoon or a cannon to make sure of your victory. It is a bad idea to let any rival prosper nearby and encroach on your territory. Keep attacking any colonists that land until he gets the message and finds somewhere else to settle.
You rang, my Lord: The King is only involved in the game in two ways. He either requests money or raises taxes. If you accept his requests for funds you will delay increases in the REF and perhaps be able to buy cheap military units from him. If you want to do this you can try and keep your cash reserves low so you don't get hit up for an exorbitant amount. Personally I just refuse all requests; I've got better things to do with my money. Tax increases are a lot harder to avoid. You have to be able to continue trade with Europe so only refuse a tax increase if you are certain you do not want to trade in those goods. However all boycotts will be lifted when you declare independence so as you approach that date you can afford to refuse tax increases and store the boycotted goods until you can sell them again
Liberty Bells: A lot of game strategy revolves around liberty bells. There are clear advantages to producing them. Your borders expand, displacing Indian land or even whole villages. This makes it cheaper to build your own colonies. The liberty bells add to your political points, which are necessary for all Founding Fathers. As your colony rebel sentiment increases so does your production in that colony, and a high global rebel sentiment is required for your eventual declaration of independence. Naturally there is a downside. As your borders expand the local tribe will become unhappy, and when your rebel sentiment increases the King will feel threatened and increase the size of the REF.
I favour a 'medium' approach to liberty bells. Place your first colonist in the Town Hall every time you build a colony but don't upgrade them to elder statesmen until well into the game (however if one turns up in the immigration queue by all means employ him). Build printing presses early but don't hurry for newspapers. You need to keep up a regular supply of political points for attracting those Founding Fathers.
Education: There are plenty of Indian villages that will train your farmers and fishermen for free and once you have Peter Minuit safely in Congress you can afford to buy specialists from Europe. You should also build a schoolhouse in every colony and use them to train more farmers, planters etc and later elder statesmen and veteran soldiers.
Trading with the Natives: Until your own industry gets started this will be your main trading activity, and the Indian tribes are very well heeled at the start of the game. They will pay best for guns and horses, but be wary about trading guns to your local tribe, as you will probably have to fight them at some stage. You can often buy fur and silver cheaply too. When you can afford it buy a merchantman solely for trading and use it to visit distant tribes who are less likely to use their guns against you. Eventually take this trading ship right round one of the poles so it can continue trading on the West Coast. Once you have discovered the Pacific Ocean you can send more ships directly there to trade. They can still meet up with your other ships in Europe if you want to swap goods between them (hint: rename your trading ships to avoid any confusion about where they came from). The Aztecs and Incas in particular are very wealthy with 12,000 + gold each available from the start.
This is my favourite style of Colonization game and so far I have won 10 and lost 3. It makes for a very long game and is not for the faint-hearted, you could end up fighting a REF of up to 500 troops. My comments are based on the patched version of Colonization and a normal length game, but probably apply to other types of game too.
The XL Map: - There is only one really large map that comes with the game, the Western Hemispheres (Huge) scenario which is 72 tiles wide by 100 tiles deep, although a lot of it is water. Also it is the same map and same starting point each time. The biggest random map available is the 'Huge' Custom map, which is only 38x60 tiles, and I recommend changing this to 60x96, which is 2½ times as big. You make the change in the Civ4WorldInfo.xml file. On my system that is found at:
Program Files/2K Games/Firaxis Games/Sid Meier's Col IV etc/Assets/XML/GameInfo
Before you change this file make a copy of it. Then use 'open with' and choose Notepad (although any text editor will do) and scroll down until you see 'WORLDSIZE HUGE'. Below that change GridWidth from 38 to 60 and GridHeight from 60 to 96, and save the file. It's that simple. Now every time you start on a huge custom map you really will have a huge map to explore.
Pros and Cons: - There is one major advantage with using an XL map, heaps and heaps of gold. There are many more burial grounds and ancient ruins to plunder and a lot more Indian villages to visit. If you combine the XL map with a low sea level there are usually about 85 Indian villages in total. This generates a lot of wealth and you will have a steady cash flow coming in for more than 100 turns.
So what is the downside? Well all those Indian villages combine to make extremely strong tribes, and at Revolutionary in particular they are very aggressive. Expect at least one surprise attack, and it may come early in the game. The other European powers are even stronger and with such a big map you often don't find them until late in the game so it takes a major assault to defeat them.
This will be a very long game, not something you can run through in an afternoon. Depending on your own individual preferences that may be an advantage or a disadvantage.
Bugs: - I have found the patched version of the game to be free of any serious bugs, but there are a couple of minor problems that can be annoying. Your starting position on a random map is fixed and you usually have two other European powers to your North and one to the South. Also trading with the natives will still result in tax increases from the King even if you aren't actively trading with Europe.
Starting Nationality/Leader: That is up to the player although the Spanish have a clear advantage with their military strength. However France's improved relations with the Indians might prevent that surprise attack, the English benefit by increased immigration and the Dutch are worth a look too because of their trading advantage and their merchantman. Once the game starts it is imperative that you find an initial colony site that is just 5 tiles from the European sea-lane (preferably with room for a second colony at the same distance). There should be a good number of suitable sites available but if all you see is an endless ocean or if you have landed on an isolated offshore island it might pay to restart.
Initial Strategy
Scouts first: The initial strategy is all about getting your scouts away. There is plenty of gold just waiting to be picked up, but only if you get there first. You should aim at having 4 scouts in the field by turn 40, preferably all seasoned scouts. Seasoned scouts get better results from visiting native villages and they can enter ancient ruins or burial grounds safely. There are three practical ways to obtain seasoned scouts. If you are lucky you may find one in the immigration queue. Your ordinary scouts can safely visit Indian villages, and there is a random chance that they will be 'seasoned' by the village. Finally some villages specialize in training seasoned scouts. Once you find such a village you can send your scouts there for training. When your scouts gain experience choose Explorer I and II as your first promotions.
Treasure: Treasure units can safely be sent back to your base unescorted (except through enemy territory), but I would advise against putting them on an automatic 'go to' The problem with this is that the AI has a bad habit of routing them through burial grounds or ancient ruins on the way and they are liable to die (or worse still, start a war with the local tribe). It is a pain to move them turn-by-turn but unless you can be sure that they will follow a clear route home it is much safer. Then store them in your capital until you can buy that first galleon, no sense in wasting money by giving it to the King.
Defence: This emphasis on scouts will leave your capital virtually empty; any spare colonists are given horses and sent away. That is fine, colony development is low priority at first and a single colonist working as a statesman is sufficient until you have a full complement of scouts in the field. But your sole colony should not be left undefended. Start a stockade as your first building and as soon as you have 500 gold buy a cannon. Don't wait for Minuit, just grit your teeth and pay up.
Meeting your rivals: It is possible that another European power will have built his capital close to your territory. If so plan to attack that colony as soon as possible (ie on turn 21). His soldier will have settled the colony but it will probably have been re-supplied so you will need a dragoon or a cannon to make sure of your victory. It is a bad idea to let any rival prosper nearby and encroach on your territory. Keep attacking any colonists that land until he gets the message and finds somewhere else to settle.
You rang, my Lord: The King is only involved in the game in two ways. He either requests money or raises taxes. If you accept his requests for funds you will delay increases in the REF and perhaps be able to buy cheap military units from him. If you want to do this you can try and keep your cash reserves low so you don't get hit up for an exorbitant amount. Personally I just refuse all requests; I've got better things to do with my money. Tax increases are a lot harder to avoid. You have to be able to continue trade with Europe so only refuse a tax increase if you are certain you do not want to trade in those goods. However all boycotts will be lifted when you declare independence so as you approach that date you can afford to refuse tax increases and store the boycotted goods until you can sell them again
Liberty Bells: A lot of game strategy revolves around liberty bells. There are clear advantages to producing them. Your borders expand, displacing Indian land or even whole villages. This makes it cheaper to build your own colonies. The liberty bells add to your political points, which are necessary for all Founding Fathers. As your colony rebel sentiment increases so does your production in that colony, and a high global rebel sentiment is required for your eventual declaration of independence. Naturally there is a downside. As your borders expand the local tribe will become unhappy, and when your rebel sentiment increases the King will feel threatened and increase the size of the REF.
I favour a 'medium' approach to liberty bells. Place your first colonist in the Town Hall every time you build a colony but don't upgrade them to elder statesmen until well into the game (however if one turns up in the immigration queue by all means employ him). Build printing presses early but don't hurry for newspapers. You need to keep up a regular supply of political points for attracting those Founding Fathers.
Education: There are plenty of Indian villages that will train your farmers and fishermen for free and once you have Peter Minuit safely in Congress you can afford to buy specialists from Europe. You should also build a schoolhouse in every colony and use them to train more farmers, planters etc and later elder statesmen and veteran soldiers.
Trading with the Natives: Until your own industry gets started this will be your main trading activity, and the Indian tribes are very well heeled at the start of the game. They will pay best for guns and horses, but be wary about trading guns to your local tribe, as you will probably have to fight them at some stage. You can often buy fur and silver cheaply too. When you can afford it buy a merchantman solely for trading and use it to visit distant tribes who are less likely to use their guns against you. Eventually take this trading ship right round one of the poles so it can continue trading on the West Coast. Once you have discovered the Pacific Ocean you can send more ships directly there to trade. They can still meet up with your other ships in Europe if you want to swap goods between them (hint: rename your trading ships to avoid any confusion about where they came from). The Aztecs and Incas in particular are very wealthy with 12,000 + gold each available from the start.
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