Civ4 Vet Needs CivCol Help

dojoboy

Tsalagi
Joined
Dec 30, 2001
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Tanasi, USA
What are the recommended early settlement builds? In Civ, the need for techs to allow facilities dictates what's available early in a game to build. However, in Colonization there is a multitude of options early.

Automating wagons for trade: do they automatically load?

Do I need to accept a Founding Father? I've rejected the first two, because I didn't need their bonuses.

Any reason not to build a settlement with, say, a scout?
 
What are the recommended early settlement builds? In Civ, the need for techs to allow facilities dictates what's available early in a game to build. However, in Colonization there is a multitude of options early.

Automating wagons for trade: do they automatically load?

Do I need to accept a Founding Father? I've rejected the first two, because I didn't need their bonuses.

Any reason not to build a settlement with, say, a scout?

In general you can't go far wrong by setting up your building queue in order of cost. ie Dock, Stockade, Warehouse, Church etc. After that you can specialise according to the resources available to a colony (Weaver's shop to use cotton etc).

Yes wagons do load automatically, but they are not very efficient so it is best to handle wagons manually until you have plenty of them (they are cheap to build).

Plan ahead for your Founding Fathers, work out which ones you want and how you are going to get the FF points required for them. Those that you skip will be taken up by the other Europeans which is good because they will be wasting points on Founding Fathers you have no interest in.

You can build a settlement with any unit but a scout is too valuable for that purpose, especially early in the game when there is so much gold to be picked up.
 
Any reason not to build a settlement with, say, a scout?
No. Play the AoD2 mod and this becomes a nice option as is using a petty criminal. They way sailing from Europe works, a port of call is all that is needed. Sometimes I use a scout to create a port for distant trading/native-education purposes then later replace the scout with a petty criminal. In fact, petty criminals can also set up a distant privateering base or used as a prelude to war. They provide cheap access to distant areas and these colonies can be easily gifted away after they have served there purpose. (In fact, trade can be so profitable I sometimes leave a merchantman in Europe as a warehouse. It takes a little effort but ships in the Europe dock can be shuffled around.)
 
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