Quick Answers / 'Newbie' Questions

You need at least 50% overall rebel sentiment to declare independence. Check the number in the military tab. (all population counts when computing the rebel sentiment, including units outside cities - combat units or not, minus cannons).

Generate more liberty bells to be able to declare independence. (more elder statesmen working the halls, and more bell enhancing buildings / founding fathers). If you get the feeling you'll never reach 50% rebel sentiment start disbanding unneeded units. (workers you won't need once the war starts, like sugar planters / rum distillers, keep tools and guns specialists, you'll need a constant stream of those two during the war). Trade wagons, cannons and ships do not count when computing the rebel sentiment. (no need to disband them)

A fast way to generate more bells is to create a new city, send in 3 elder statesmen and drop a farmer/fisherman to feed them. They'll be soon generating 18 + 50% bells due to rebel production bonus. (enough to cover almost 7 population - 4 bells/each, build a printing press to get it up to 18 + 100%, covering 9 pop)

Rebel sentiment over 50% gives you a bonus in combat. (80% gives you 30% bonus).
 
I'm playing the scenario western hemisphere - it is 1760 - I have a 70% want revolution rate and have stopped trading as it just isn't worth the tax rate. My army is ready on the beaches and in the towns. How come I don't have the start revolution icon up? Is this scenario designed to start at 1776?

As Ansive says your overall rebel sentiment has to be 50% or over. You can check this on the Revolutionary Advisor screen (F3). This is different from the city rebel sentiment %.

Also of course you must have selected Independence as a victory condition when you started the game. You can confirm this on the Victory Conditions screen (F8).

Welcome to the forum kgwiking.
 
I seriously don't remember. Isn't it just like the standard civ routine? (raze city prompt on conquest ? - if you never owned the city)
 
Yes, but after destroying all the little colonies, does the whole thing, leader and all, get destroyed like the natives?
 
No, colonists respawn with a caravel (merchantman), similar to the start of the game.
 
Welcome to the forum Ickthos [party] :band: :popcorn: :beer:

How do I equip my settlers with guns and horses?

In the colony screen click and drag your colonist to the Garrison panel and a list of professions will be displayed. If your colonist is outside the colony use the 'Change Profession' icon. For a normal game you will need to have 50 guns in stock to create a soldier or 50 guns + 50 horses for a dragoon.

How do you mine cotton?

You can harvest cotton in the colony screen by placing a colonist on a plains tile and choosing the 'cotton planter' option. The 'Change Profession' icon can also be used to make your colonist a cotton planter.

You can improve cotton production on a plains tile by using a pioneer to build a farm there.
 
You 'create' a cotton planter in the same way you create a lumberjack, ore miner, farmer and so on.
While in the city interface, drag a colonist onto a tile with cotton (plaints), and select cotton as your harvesting goal.

Expert planters can only be gained through training with the natives, they cannot be purchased.
 
Move them into a city that has guns and horses.
You can buy Horses and Guns in Europe, or breed Horses and make guns in your colonies.
 
To make horses you will need to buy them in Europe to build your first stables. (or get a scout from Europe and drop its horses in a city). Horses are 'made' out of food.

To make guns you will need tools, and to make tools you will need ore. You also need the Armory building (or its upgrades) in order for colonists to be able to turn tools into guns.

A city with a lot of ore is a good place to make guns. You will need 3 expert ore miners, 3 expert blacksmiths and 3 expert gunsmiths. (ideally)

Blue circles are indicators for 'ideal' city locations. You may ignore them.
 
tHANKS FOR ALL YOUR HELP. i FEEL SO LOST IN THIS GAME. tHANK YOU AGAIN FOR HELPIING ME AND SO QUICKLY TOO, YOUR A LIFE-SAVER:D
 
I have yet another problem. I am unable to keep enough food for my cities...any suggestions?
 
Use expert farmers, fishermen or converted natives, task more colonists to gathering food, improve grassland and plains to farms, chop some forests for more farmland, evict unnecessary colonists, generate more liberty bells (60% rebel sentiment in a city gives a 30% bonus to everything, including food), bring food with caravans from other cities...

And in the future, always settle near a few food resources if possible.

There's also the last trade founding father, Cyrus McConnick, that gives 1 extra food on all tiles that already have 2.
 
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