Help with Civ 4 Colonization

Skell Jell

HistoryHermann
Joined
Aug 22, 2008
Messages
214
Location
United States
To start off I am going to give you some tips to help players who are confused and new to this game...

I split it into 4 categories:
1. How to get money:
2. How to prepare for Revolution (Battle with REF)
3. Other strategies/tips
4. How you get Founding Father points
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1. How to get money:

There is plenty of cash available in the game. Get your scouts away as your first
priority, start with two on smaller maps. But on larger maps, have 3 or 4 scouts
collecting loot. Seasoned scouts are the best.Trade with the natives for more quick cash, they love guns and horses. That will make them stronger of course so try and avoid fighting them too early in the game.Look for a handy silver deposit, plant a specialised colony if necessary just to take
advantage of it and guard it well! Mountains on a river also give good silver production.
Manage your colonies. Collect the planters needed to gather your raw materials then
build infrastructure and hire experts to turn out the finished goods that Europe pays
so well for.Don't neglect your food sources. Send colonists to be trained as farmers and
fishermen and grow more colonists to be trained. Once you have enough start giving
the new colonists guns and horses.

2. How to prepare for Revolution (Battle with REF)
To win, you have:
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.


Stockpile 300 guns and horses in each settlement, place three Elder statesmen in each colony to reach 50% rebel sentiment in a few turns, and then declare independence. This means you don't need to generate >50% sentiment to account for the Soldiers, or spend extra time generating more liberty bells because your population has increased from hiding soldiers inside settlements. Try to build printing press and get one elder stateman in each city ASAP. Remember that if your food consumption will knock down to -1 or -2 by adding an elder statement to your colony, you should not worry about it. Within 10-15 turns, enough liberty bells will be created to help you produce more food.You will lose some rebel sentiment as you prepare for the revolution due to growth. The king's army grows based on the rebel sentiment and how many forces you have.

Liberty bells production and founding fathers are the keys. Just make sure that you do not go too high on rebel sentiment and not wait too long to declare independence You can keep it up to 50% or little less. You should also remember that it accelerates production (including liberty bells) in the beginning of the game. Either you play the most of game with the average of 30% rebel sentiment and go up to 50% at the end or go from 0 to 100 in 50 turns, the size of king's army at the revolution does not change drastically (I think it's same). However, you should go much higher than 50%.

On the turn you declare independence, arm six colonists from each of your ten
colonies, and put them between you coastal and my inland settlements. Each of
these six colonists should be taken from a factory or a plantation, as these goods no
longer matter much post-independence, and Tobacconists and Sugar Planters
become perfect candidates for your army. Ignore the King's navy - you don't have to
destroy them, you only need to destroy all land forces. This only applies to colonies
that are on the same land mass. If you get a dragoon promoted increase their
withdraw chance - that way they can do hit-and-run attacks. Weaken the enemy as
much as possible or else REF will overcome your defenses. While you are in the
Revolution, produce a controlled amount of bells to expand your borders.


3. Other strategies/tips

Building on 2 islands is nothing but trouble and probably near impossible. Make sure all the coastal cities have up to fortress (liberty bells also give you some defense bonus)Make sure you check the odds when you fight- if the odd is for you, attack. If not, let them attack you. If you have to cross a river to attack, DO NOT ATTACK unless the odd is very favorable.Have 4 colonies that are ready to produce dragoon (meaning least 30 horses and guns per turn)- once the war begins forget about making money and only create people, guns, and horses. Use great generals wisely. Use dragoon to attack then retreat (do not stay out in the open unless you absolutely have no choice - you can even get into friendly cities - In another words, you can wisely use other European colonies that built around you. Don't feel like you should eliminate them). Right to bear arms does not boast your army, just your civilians(the ones without guns)

4. How you get Founding Father points
Get most of the necessary founding fathers before you declare independence. In addition to the following point generators your colonies can also convert hammers into points (3 per hammer).
From: (File: XML\GameInfo\CIV4FatherPointInfos.xml)

Colonization at Normal Speed:

Exploration Points (Explore the ocean and land and you get a lot of points)
  • 5 - Each land tile explored
  • 3 - Each water tile explored
  • 50 - Each Native Tribe Met
  • 50 - Each Native Village Encountered
  • 100 - Each Native Village Encountered First (giving you a goody)

Religion Points
  • 250 - Each Mission Established
  • 50 - Each Church Built
  • 100 - Each Cathedral Built
  • 2 - Each Cross Produced

Trade Points
  • 100 - Each Dock Built
  • 200 - Each Drydock Built
  • 300 - Each Shipyard Built
(Build them! They are good to repair ships after a battle and build ships)

Military Points
  • 20 - Each XP Gained
  • 300 - Each Colony Conquered
  • 200 - Each Colony Razed (assuming mutually exclusive)
  • 50 - Each Stockade Built
  • 100 - Each Fort Built
  • 150 - Each Fortress Built
  • 100 - Each Armory Built
  • 200 - Each Magazine Built
  • 300 - Each Arsenal Built

Political Points
  • 5 - Each Liberty Bell Produced


Disclaimer: DO NOT USE ANY PART OF THESE IDEAS WITHOUT MY PERMISSION.
 
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