The socialist view of warfare is you need to shut down big chunks of your economy to go on a war footing. But, you get better results harnessing capitalism and a free market to wage war.
Basically, it's a numbers game -- since soldiers don't require ANY gold or food to support in Civ Colonization, you want to generate as many militia units as possible, and arm them with guns and (as needed) horses. By the time it's time to declare war, you should have a pile of junk or unspecialized units in each city (free colonists, indentured servants, petty criminals, blacksmiths, ranchers, scouts, etc.) equipped as soldiers and fortified to get that maximum 25% combat bonus. In particular, you want your coastal cities close to Europe well stocked with such fortified units to withstand the amphibious assaults that will be launched against you.
Now, I'm not saying you should "turtle" against the REF and play defense, because they'll kick your ass if they get to use artillery against your cities. Rather, the strategy is to have fortified units in those coastal cities to fight off amphibious assaults, and then as needed convert fortified soldiers into dragoons to kill the REF land units that are dropped onto your territory. Plus, have some cannons on hand to take out any units that land in native villages within two squares of each city, since those villages give cannons their 100% attack bonus. Oh, and you should have built roads EVERYWHERE so your dragoons can foray out, kill the REF units, then duck back into a city with a unit sporting a medic promotion to heal.
So, how do you get this huge stack of unspecialized units to equip as soldiers? Economics. That is, create lots of cash, and buy soldiers.
You can generate soldiers/dragoons/cannon in several ways: buying them in Europe, creating food and getting population growth to generate free colonists, getting them off the docks due to your church/cathedral(s), and freeing the slaves when you declare independence to get two Indentured Servants per city.
By the time you're ready to declare war with Europe, it should be getting prohibitively expensive to get units off the docks using cathedrals. So, finish building whatever unit is in the queue, then turn your Firebrand preachers into fortified soldiers.
You can buy Veteran Soldiers from Europe, but the price escalates rapidly with each purchase, so after buying perhaps two to four such units, you should call that method quits also. The price of cannon doesn't escalate so rapidly, so can buy about a dozen of those before the price gets too high, and stick them primarily in coastal cities close to native villages.
So, after you've tapped out these methods to generate soldiers late in the game, you're left with either cranking out food to generate Free colonists, building cannons in your cities, or buying units. Which is cheaper?
Well, on the Quick setting (which is more fun to play IMO anyway), generating a Free Colonist costs 150 food, while buying the cheapest specialists costs 450 gold. So, each spare food you generate should be valued at 3 gold. So, place each specialized unit (and generate a mix of the right specialized units) so as to maximize the gold output. Basically, you want to maximize the gold from each highly productive square worked.
For example, if you have a square that can be worked by either an Expert Farmer for 9 food per turn (at an effective tax rate of 0% on food), or by a converted native for 7 cotton worth 5 gold apiece at a 30% tax rate in Europe, which is the better deal? Well, the Expert Farmer will generate a surplus of 7 food, for a total productivity of 21 gold. But the converted native will generate 35 gold worth of cotton, minus 6 gold worth of food consumed, for a total of 29 gold before taxes. Now, if you apply the 30% tax rate, that seemingly chops off 9 gold, dropping the value to 20 gold, slightly less than the Expert Farmer. But, if that cotton isn't sold in Europe, but is fed into your cloth weaving factory, then the yield stays at 29 gold if worked by a converted native. Plus, since it costs gold to either buy an Expert Farmer or lose another unit's productivity for several turns while training in a native village to become the farmer, while the converted native is generated for free once a mission is set up, you should factor that expense in, too.
So, work that square with a converted native to produce cotton.
Speaking of factories, the most highly productive units you will have will generally be working in all those factories processing raw materials into finished goods. For example, if you have a Master Tobacconist working in a cigar factory processing tobacco worth 5 gold into cigars worth 10 gold and a tax rate in Europe of 20%, with productivity boosts from rebel sentiment hovering around 50%, for each turn the tobacconist might turn 12 tobacco into 21 cigars. This means your costs are 60 gold for the tobacco plus 6 gold for the food consumed, while your pre-tax income is 210 gold! Yes, the taxes on the cigars will run 42 gold, but you also avert 12 gold in taxes on the tobacco.
So, this one specialized unit can clear a profit of 114 gold per turn, meaning in less than 4 turns you will make enough cash to buy another unit in Europe you can turn into a soldier or dragoon (or put to work somewhere if you're still ramping up prior to declaring war).
So, become a capitalist, buy units, and kill the REF. Happy hunting!
Basically, it's a numbers game -- since soldiers don't require ANY gold or food to support in Civ Colonization, you want to generate as many militia units as possible, and arm them with guns and (as needed) horses. By the time it's time to declare war, you should have a pile of junk or unspecialized units in each city (free colonists, indentured servants, petty criminals, blacksmiths, ranchers, scouts, etc.) equipped as soldiers and fortified to get that maximum 25% combat bonus. In particular, you want your coastal cities close to Europe well stocked with such fortified units to withstand the amphibious assaults that will be launched against you.
Now, I'm not saying you should "turtle" against the REF and play defense, because they'll kick your ass if they get to use artillery against your cities. Rather, the strategy is to have fortified units in those coastal cities to fight off amphibious assaults, and then as needed convert fortified soldiers into dragoons to kill the REF land units that are dropped onto your territory. Plus, have some cannons on hand to take out any units that land in native villages within two squares of each city, since those villages give cannons their 100% attack bonus. Oh, and you should have built roads EVERYWHERE so your dragoons can foray out, kill the REF units, then duck back into a city with a unit sporting a medic promotion to heal.
So, how do you get this huge stack of unspecialized units to equip as soldiers? Economics. That is, create lots of cash, and buy soldiers.
You can generate soldiers/dragoons/cannon in several ways: buying them in Europe, creating food and getting population growth to generate free colonists, getting them off the docks due to your church/cathedral(s), and freeing the slaves when you declare independence to get two Indentured Servants per city.
By the time you're ready to declare war with Europe, it should be getting prohibitively expensive to get units off the docks using cathedrals. So, finish building whatever unit is in the queue, then turn your Firebrand preachers into fortified soldiers.
You can buy Veteran Soldiers from Europe, but the price escalates rapidly with each purchase, so after buying perhaps two to four such units, you should call that method quits also. The price of cannon doesn't escalate so rapidly, so can buy about a dozen of those before the price gets too high, and stick them primarily in coastal cities close to native villages.
So, after you've tapped out these methods to generate soldiers late in the game, you're left with either cranking out food to generate Free colonists, building cannons in your cities, or buying units. Which is cheaper?
Well, on the Quick setting (which is more fun to play IMO anyway), generating a Free Colonist costs 150 food, while buying the cheapest specialists costs 450 gold. So, each spare food you generate should be valued at 3 gold. So, place each specialized unit (and generate a mix of the right specialized units) so as to maximize the gold output. Basically, you want to maximize the gold from each highly productive square worked.
For example, if you have a square that can be worked by either an Expert Farmer for 9 food per turn (at an effective tax rate of 0% on food), or by a converted native for 7 cotton worth 5 gold apiece at a 30% tax rate in Europe, which is the better deal? Well, the Expert Farmer will generate a surplus of 7 food, for a total productivity of 21 gold. But the converted native will generate 35 gold worth of cotton, minus 6 gold worth of food consumed, for a total of 29 gold before taxes. Now, if you apply the 30% tax rate, that seemingly chops off 9 gold, dropping the value to 20 gold, slightly less than the Expert Farmer. But, if that cotton isn't sold in Europe, but is fed into your cloth weaving factory, then the yield stays at 29 gold if worked by a converted native. Plus, since it costs gold to either buy an Expert Farmer or lose another unit's productivity for several turns while training in a native village to become the farmer, while the converted native is generated for free once a mission is set up, you should factor that expense in, too.
So, work that square with a converted native to produce cotton.
Speaking of factories, the most highly productive units you will have will generally be working in all those factories processing raw materials into finished goods. For example, if you have a Master Tobacconist working in a cigar factory processing tobacco worth 5 gold into cigars worth 10 gold and a tax rate in Europe of 20%, with productivity boosts from rebel sentiment hovering around 50%, for each turn the tobacconist might turn 12 tobacco into 21 cigars. This means your costs are 60 gold for the tobacco plus 6 gold for the food consumed, while your pre-tax income is 210 gold! Yes, the taxes on the cigars will run 42 gold, but you also avert 12 gold in taxes on the tobacco.
So, this one specialized unit can clear a profit of 114 gold per turn, meaning in less than 4 turns you will make enough cash to buy another unit in Europe you can turn into a soldier or dragoon (or put to work somewhere if you're still ramping up prior to declaring war).
So, become a capitalist, buy units, and kill the REF. Happy hunting!
