Cristobal Colon
Chieftain
A simple guide to win at Revolutionary level with the “vanilla” (1.00) version of the game.
All numbers are given here based on a Marathon speed game at Revolutionary level on a Huge map.
Colonization is a strategy game with different phases and it is important to focus on the right objectives at the right time. Nonetheless, there are important aspects you need to take into consideration during the whole game.
Management
Colonization is more about management then strategy. So at this level it is advisable to define and apply a set of standard procedures on the way you do things (e.g. organize settlements, start a new settlement, store guns and horses, setup transportation system, etc.). If you do not apply consistent processes in managing your 40 settlements it is unlikely you will cope with all the constraints coming upon you unless you enter in some very tedious micro-management gaming.
Balance
All over the game you will struggle with over-production of some items (and under-production of others). Do not panic, that is part of the game. It is not an issue to throw away some of your production as long as, within a couple of turns, you take appropriate measures that will work in the long term in order to prevent this to happen again. In order to minimize the occurrence of this situation, you can for instance send your producers in a consistent way to the New World. Bring a rancher with a farmer, a carpenter with a lumberjack, a gunsmith with a blacksmith and an ore-miner.
Politics
Production of Liberty Bells and rebel sentiment are key to your success. It is much more important that whatever money you may have in your treasury or even the number of military units to defend against the REF. Liberty Bells will give you Founding Fathers who in turn provide many bonuses and rebel sentiment which in turn gives extra-strength to your military units.
Statesmen and printing press/newspaper are you best friends in this game.
Good relationship with the Natives
Conquering the first settlements of your three European rivals will give you a head start; otherwise you do not really need to fight much before declaring Independence. Military units are expensive to equip and of little use when you are at peace. Your European rivals will not bother much anymore if you annihilate their first settlement and then manage not to let them re-spawn (scouts are enough for that).
Peace with the Natives is great, as you do not want to invest on military before Independence.
Good relationship makes it possible to incite Natives against the REF during the Independence War.
Commerce with the Natives makes the European marketplace less crucial. However it is almost impossible to trade only with them as, contrary to Europe, Natives treasury is not unlimited: The richest native nations (Aztecs and Incas) have around 40k and it will hardly replenish once empty.
Taxation
Never pay any money to the king at revolutionary level, yet you may let him increase your tax rate once you have sold all your ancient treasures. Consider that 4 Founding Fathers (Samuel Adams, Lord Baltimore, Thomas Paine, Marquis de La Fayette) will give you rate increase directly related to the tax rate on Liberty Bells, Crosses, Production and guns… So tax rate increase, providing you keep a balanced trade with both Europe and the Natives, is not so much of an issue.
Economy
To minimize price variations in the commodity market try to produce all possible finished goods in roughly the same quantity. You do not need more than one level 3 manufacturing building with three specialists for each export product and it will generally be located in your Capital processing the raw material produced in your hinterland.
Money is useful for (1) Buying specialists (2) Hurrying buildings. Once you have declared independence money becomes mostly useless. If you need to carry on trading with Europe you must choose Monarchy as the constitution stance. In that case, you can hire more specialists however all previous King’s boycotts and even taxes are still in place … (sic!)
Education
Education is a great way towards getting better production efficiency. Right from the beginning, send your unspecialized colonists or indentured servants (or even petty criminals) as scouts to the native villages. Then build schools, a college and a university and invest heavily on paying the graduation fees for elder statesmen it will cost you less than simply purchasing them from Europe.
However Education time rapidly increases; so do not use University for anything else but training elder statesmen. And always keep a minimum of 3 000 in cash for paying their graduation fees.
Founding Fathers (FF)
They all have their interest, the 52 of them.
However, unless you are playing for the maximum score, you do not necessarily need all of them.
Generally speaking all political and trade FF are useful for the style of game presented here whereas some of the military are not. For instance you will not use infantry to defeat the REF so you have no use of military FF who provide free promotions for Gunpowder units. You may thus wish to decline some of the military FF in order to get sooner to the one who provides the free promotion to the mounted units (Dom Pedro 1st).
Settlements size
Highest productivity levels are reached on two opposite kind of settlements:
(1) Big settlements (population=20+) with a lot of infrastructure and level 3 manufacturing buildings,
(2) One single person (generally a farmer) settlements that fully benefit from bonuses applied at settlement level by Founding Fathers John Winthrop (+1 cross), Ben Franklin (+3 bells), Patrick Henry (another +3 bells), James Madison (+3 guns), Betsy Ross (+3 cloth), Alexander Hamilton (+3 production). Towards the end of the game such 1 farmer settlement equipped with a only a printing press and a schoolhouse (100% rebel at 50% tax rate) will produce 19 bells, 8 production, 8 crosses, 5 tobacco (or sugar), 4 cloth, 6 guns … and 16 or 18 food!
European Power and Leader
All four European powers have their special interest (Immigration for English, Hardy pioneer and relationship with natives for French, Merchantman for Dutch and Veteran soldier for Spanish).
Considering that you will try to annihilate your European rivals in the first turns the Spanish, because of their initial military superiority, may have your preference. However you can actually win with any European power, really.
Simon Bolivar will also have your preference for the boost given by Liberty bells on rebel strength.
And remember you are not obliged to have bad behavior with Indians if you take the Spanish!
Map & Location
Prefer a not randomized map.
Western hemisphere scenario huge map is used in this guide as a reference.
Settling in NE Brazil right next to the sea-lane is great. Furthermore, there is always a European rival already installed there so it is only a matter of conquering his settlement in the very first turns. This should not be difficult because your foe will have no army and no stockade.
Concentrate all future production settlements in this continent and create no more than one single permanent harbor that will be your Capital. One port is easier to fortify and defend against the Royal Expeditionary Force (REF). For some reason, the REF will not leave that settlement they land next to until they have captured it. So you do not need to defend any other inland settlement nor other settlement you may have on the West Coast or in the Northern hemisphere.
Moreover one single location with good communication between Capital and your hinterland will greatly simplify your logistics using wagon train automation capabilities provided by the game.
All numbers are given here based on a Marathon speed game at Revolutionary level on a Huge map.
Colonization is a strategy game with different phases and it is important to focus on the right objectives at the right time. Nonetheless, there are important aspects you need to take into consideration during the whole game.
Management
Colonization is more about management then strategy. So at this level it is advisable to define and apply a set of standard procedures on the way you do things (e.g. organize settlements, start a new settlement, store guns and horses, setup transportation system, etc.). If you do not apply consistent processes in managing your 40 settlements it is unlikely you will cope with all the constraints coming upon you unless you enter in some very tedious micro-management gaming.
Balance
All over the game you will struggle with over-production of some items (and under-production of others). Do not panic, that is part of the game. It is not an issue to throw away some of your production as long as, within a couple of turns, you take appropriate measures that will work in the long term in order to prevent this to happen again. In order to minimize the occurrence of this situation, you can for instance send your producers in a consistent way to the New World. Bring a rancher with a farmer, a carpenter with a lumberjack, a gunsmith with a blacksmith and an ore-miner.
Politics
Production of Liberty Bells and rebel sentiment are key to your success. It is much more important that whatever money you may have in your treasury or even the number of military units to defend against the REF. Liberty Bells will give you Founding Fathers who in turn provide many bonuses and rebel sentiment which in turn gives extra-strength to your military units.
Statesmen and printing press/newspaper are you best friends in this game.
Good relationship with the Natives
Conquering the first settlements of your three European rivals will give you a head start; otherwise you do not really need to fight much before declaring Independence. Military units are expensive to equip and of little use when you are at peace. Your European rivals will not bother much anymore if you annihilate their first settlement and then manage not to let them re-spawn (scouts are enough for that).
Peace with the Natives is great, as you do not want to invest on military before Independence.
Good relationship makes it possible to incite Natives against the REF during the Independence War.
Commerce with the Natives makes the European marketplace less crucial. However it is almost impossible to trade only with them as, contrary to Europe, Natives treasury is not unlimited: The richest native nations (Aztecs and Incas) have around 40k and it will hardly replenish once empty.
Taxation
Never pay any money to the king at revolutionary level, yet you may let him increase your tax rate once you have sold all your ancient treasures. Consider that 4 Founding Fathers (Samuel Adams, Lord Baltimore, Thomas Paine, Marquis de La Fayette) will give you rate increase directly related to the tax rate on Liberty Bells, Crosses, Production and guns… So tax rate increase, providing you keep a balanced trade with both Europe and the Natives, is not so much of an issue.
Economy
To minimize price variations in the commodity market try to produce all possible finished goods in roughly the same quantity. You do not need more than one level 3 manufacturing building with three specialists for each export product and it will generally be located in your Capital processing the raw material produced in your hinterland.
Money is useful for (1) Buying specialists (2) Hurrying buildings. Once you have declared independence money becomes mostly useless. If you need to carry on trading with Europe you must choose Monarchy as the constitution stance. In that case, you can hire more specialists however all previous King’s boycotts and even taxes are still in place … (sic!)
Education
Education is a great way towards getting better production efficiency. Right from the beginning, send your unspecialized colonists or indentured servants (or even petty criminals) as scouts to the native villages. Then build schools, a college and a university and invest heavily on paying the graduation fees for elder statesmen it will cost you less than simply purchasing them from Europe.
However Education time rapidly increases; so do not use University for anything else but training elder statesmen. And always keep a minimum of 3 000 in cash for paying their graduation fees.
Founding Fathers (FF)
They all have their interest, the 52 of them.
However, unless you are playing for the maximum score, you do not necessarily need all of them.
Generally speaking all political and trade FF are useful for the style of game presented here whereas some of the military are not. For instance you will not use infantry to defeat the REF so you have no use of military FF who provide free promotions for Gunpowder units. You may thus wish to decline some of the military FF in order to get sooner to the one who provides the free promotion to the mounted units (Dom Pedro 1st).
Settlements size
Highest productivity levels are reached on two opposite kind of settlements:
(1) Big settlements (population=20+) with a lot of infrastructure and level 3 manufacturing buildings,
(2) One single person (generally a farmer) settlements that fully benefit from bonuses applied at settlement level by Founding Fathers John Winthrop (+1 cross), Ben Franklin (+3 bells), Patrick Henry (another +3 bells), James Madison (+3 guns), Betsy Ross (+3 cloth), Alexander Hamilton (+3 production). Towards the end of the game such 1 farmer settlement equipped with a only a printing press and a schoolhouse (100% rebel at 50% tax rate) will produce 19 bells, 8 production, 8 crosses, 5 tobacco (or sugar), 4 cloth, 6 guns … and 16 or 18 food!
European Power and Leader
All four European powers have their special interest (Immigration for English, Hardy pioneer and relationship with natives for French, Merchantman for Dutch and Veteran soldier for Spanish).
Considering that you will try to annihilate your European rivals in the first turns the Spanish, because of their initial military superiority, may have your preference. However you can actually win with any European power, really.
Simon Bolivar will also have your preference for the boost given by Liberty bells on rebel strength.
And remember you are not obliged to have bad behavior with Indians if you take the Spanish!
Map & Location
Prefer a not randomized map.
Western hemisphere scenario huge map is used in this guide as a reference.
Settling in NE Brazil right next to the sea-lane is great. Furthermore, there is always a European rival already installed there so it is only a matter of conquering his settlement in the very first turns. This should not be difficult because your foe will have no army and no stockade.
Concentrate all future production settlements in this continent and create no more than one single permanent harbor that will be your Capital. One port is easier to fortify and defend against the Royal Expeditionary Force (REF). For some reason, the REF will not leave that settlement they land next to until they have captured it. So you do not need to defend any other inland settlement nor other settlement you may have on the West Coast or in the Northern hemisphere.
Moreover one single location with good communication between Capital and your hinterland will greatly simplify your logistics using wagon train automation capabilities provided by the game.