Any ideas for Colombia UHV?

Matara

Warlord
Joined
Nov 27, 2021
Messages
174
Does it have a single chance to win the Colombia UHV? I assume it very difficult because:
1.Time for conquest is tight. You have to build troops all the time to eliminate Spain, France, England, Brazil and Argentina in 20-30 turns. The stability is also a problem as they're all foreign.
2.To finish the selling-resource goal you need more than 50 gold per turn. Spain, France and England can offer that but you have to go war with them.
3.Congress is annoying. Europeans are likely to claim South American cities. Once you accept, your UHV2 is harder due to city lost. Once you reject, your UHV3 is harder due to deals disrupted by war.

I have finished victory for all other civs and Colombia is the last one. Please share your ideas for this UHV.
 
A lot of changes have been made since Colombia last received attention, and several of them are exceptionally unkind to the civ.

1) Colombia's starting army seems to have been reduced after the changes to civ spawning, this makes UHV 1 more difficult.
2) Core population scaling was reduced in later eras, making it effectively impossible to control South America without collapsing before 1920, sans cheesy things like starving almost all foreign cities down to size 1 (and causing your economy to totally collapse in the meantime). This makes UHV 2 almost impossible.
3) Resource rules were changed, meaning civs will often offer you a pittance for your resources. This makes the 3rd UHV very very difficult.

Taken together, Colombia's UHV has been made all but impossible. The need to wage war against European powers for UHV 1 will make you a total diplomatic pariah, exacerbating the issue. It was fun building a United States of South America and challenging American hegemony in North America, but it's not really feasible to do so these past few years.

This doesn't even mention stuff like Congresses either dismantling your nation, or having all of your trade routes cut off and the collective navy of all of Europe swarming your waters and smashing your boats. Or stuff like the United Nations forcing your civ into bad civics and ruining your economy setup.

If you can't tell, Colombia is one of my favorite civs and I'm sad to see it be crippled. :(
 
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I had no problem doing it on Marathon. It must be much easier on that game speed... certainly the conquest goal would be.
 
I had no problem doing it on Marathon. It must be much easier on that game speed... certainly the conquest goal would be.
How did you manage to control South America and stay stable? It's easy enough to actually conquer the continent, but not collapsing in the face of awful foreign stability + extreme overextension is another thing in my experience.. The 1st goal is certainly doable though.
 
I used Despotism to whip foreign cities. Also after Microbiology I'd recommend settling San Jose del Guaviare (I think it's 2S2E of Bogota) for a fourth core city.
 
First try is unsuccessful.
I had a good start-game where Spain had developed many resources in my land. As start, I beelined Chemistry for UU and sent starting troops to Peru and Caribbean. Peru is a piece of cake. But it was France that stacked 5 rifles on a one-tile island that prevented my effort to conquer Caribbean. This is from a congress flip, which is very annoying as @Zaddy said.
UHV3 is as well difficult. I sell resources to several civs for about 20 gpt. That is far less from the requirement considering that you'll be at war with many civs.

My civic bundle is Democracy+Constitution+Egalitarian+Isolation, focusing on specialist output and detachment to foreign trade. Is it necessary to whip (Despotism) or buy (Citizenship) or draft (Nationalism) troops? Which one is better?
 
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First try is unsuccessful.
I had a good start-game where Spain had developed many resources in my land. As start, I beelined Chemistry for UU and sent starting troops to Peru and Caribbean. Peru is a piece of cake. But it was France that stacked 5 rifles on a one-tile island that prevented my effort to conquer Caribbean. This is from a congress flip, which is very annoying as @Zaddy said.
UHV3 is as well difficult. I sell resources to several civs for about 20 gpt. That is far less from the requirement considering that you'll be at war with many civs.

My civic bundle is Democracy+Constitution+Egalitarian+Isolation, focusing on specialist output and detachment to foreign trade. Is it necessary to whip (Despotism) or buy (Citizenship) or draft (Nationalism) troops? Which one is better?
My tip would be that Isolationism is really, really bad and should almost never be used, especially for a civ that has a ton of coastal cities. Foreign trade routes offer a ton of commerce, and it's almost impossible for the free specialist to make up for that.

My starting civics are typically Despotism/Constitution/Slavery/Free Enterprise/Clergy/Conquest, whip basic infrastructure and tech to Albion Legions. After basic infrastructure is in place, whip Ironclads and Galleons and spam Albion Legions. Bombarding down culture defense makes taking the islands less painful.

If you get a Great Engineer early, rush-building Bell Rock Lighthouse is very, very strong and will help your economy substantially.
 
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