Build Order Strategy

Cool, glad someone did the maths. :) So yeah, train those natives (if you have the right training available). :) :goodjob:
 
Dale I thought you'd know with all my Champlain usage that I particularly liked training converted natives to become experts :p.

However in some cases it might be difficult to find a native village that trains in a particular area, and its not available from Europe. In which case converted natives are the way to go if you really want to gather that resource.
 
Don't bother training native converts. They are already specialists at raw material gathering and food production. Just have them do all the "outside" jobs, and let your Euro colonists work inside growing lazy and fat. :)
Actually, not.
Native convert: +1 flat bonus on outdoor job
Farmer/Fisherman: +3 bonus and extra +2 for a food resource
Other specialist: *2 multiplier

Obviously, specialist is always better if you use him for the right job job.
 
I found that automating a Seasoned Scout was very useful in the start. He will explore the map, explore any "ruins" he comes across and he will visit the various native villages. Pretty soon youll know where to go to train that whatever expert you need. Also, and i found this extremely useful, he will now and again find treasure in the 1000-2000 gold category AND alot of the chiefs he meets will give smaller gifts of gold that go right into your coffers. In my current game im pretty sure the seasoned scout generated most of my income for perhaps the first 50 turns.

I spent the money on the cheapest immigrants i could find and sent free cols, pettys and intendured servs right off the boat into the fitting village and I thought this was working very well for me until i realized that i had forgot completely about crosses and bells. Im gonna restart and work some preachers and statesmen into it and see how it works out.

Anywho, I feel that getting that scout working early on can give you a real good boost in the beginning.
 
You don't "buy" missionaries.

Double-right click and hold on the docks and left-click missionary (severely mangled this process is). Or once they hit the new world just select missionary from the occupation button in a colony. :)

Seriously, I dont get this. Changing a scout to a dragoon therefore requires moving the scout into the colony and out again :mad:
 
I've only played for a few hours, but it seems that a viable strategy would be to specialize your settlements - I haven't heard that before in a Civ game - and build wagon trains to move goods between settlements and to coastal cities for transport to the homeland. In this way, you don't have to build everything in each settlement. You need to add only the appropriate specialists in each settlement. This also implies that you should get five or six settlements up and running as soon as possible and near diverse resources.

Also, this would allow you to pick one settlement with production capability to train your soldiers.

I will continue trying this and post any results I obtain.
 
Hrímþurs;7279277 said:
Seriously, I dont get this. Changing a scout to a dragoon therefore requires moving the scout into the colony and out again :mad:

You don't have to go in and out of the colony, as long as the unit is on a city plot just click the jobs button and change jobs.
 
I didn't see this mentioned any where so I wanted to add. In Col1 you could only use a native village once for training. I was able to use the same villiage multiple times to train my free colonists last night.

Also, converted natives can not be changed into soldiers. So keep that in mind when your struggle for independence starts.
 
I didn't see this mentioned any where so I wanted to add. In Col1 you could only use a native village once for training. I was able to use the same villiage multiple times to train my free colonists last night.

I think I posted something along these lines in another thread but I have no doubt it got buried. And thanks for the heads up about converts. I haven't tried doing that yet and is good to know.

Another change from COl1 is that you can send multiple colonists to the same village at the same time and they will train together, though the training may take longer - I havent timed it, it just seemed that way.
 
Another change from COl1 is that you can send multiple colonists to the same village at the same time and they will train together, though the training may take longer - I havent timed it, it just seemed that way.

I tried this last night. It seems to queue them up so that it does one, then the other, not both at the same time.:goodjob:
 
Haven't had a lot of experience yet, still on my first game but my advice is warehouse in coastal cities where you can pickup goods to export back to Europe. Once you have a non coastal cities make sure you build a wagontrain to get the goods to your port cities for export. Another thing I learned was in your non coastal cities when you automate your wagontrain it will ask you what the minimum goods you want in, I made the mistake at first to export all my fur and coat production and the problem I had was I exported too much and this was more than the warehouse in my coastal city cold hold in their ware house so you might want to make sure you keep a minimum until you get your export logistic worked out to ensure you don't overload warehouse capacity.

As someone else pointed out on this thread specializing certain cities makes a lot of sense, this is like CIV4 in that in regular CIV you might have hammer production cities, and science city etc...

Hope this helps, will add more as I figure things out a bit more
 
I've only played for a few hours, but it seems that a viable strategy would be to specialize your settlements - I haven't heard that before in a Civ game - and build wagon trains to move goods between settlements and to coastal cities for transport to the homeland. In this way, you don't have to build everything in each settlement.

Sounds logical. :)

Can wagon trains be automated, you say? That's pretty cool. Is there a way of selecting the amount of cargo to go on a ship/wagon train, or does it just fill it up to the max automatically? Oh, and is it possible to transport food from one settlement to another? If so, that would make it possible to make huge specialist cities (like the capital) where all the goods are processed..
 
Sounds logical. :)

Can wagon trains be automated, you say? That's pretty cool. Is there a way of selecting the amount of cargo to go on a ship/wagon train, or does it just fill it up to the max automatically? Oh, and is it possible to transport food from one settlement to another? If so, that would make it possible to make huge specialist cities (like the capital) where all the goods are processed..

Yes to all of your questions. Manage the imports/exports through the city screen. I bought food several times in Europe for a 1 or 2 per 100 and dumped into one of my cities for instant new colonist. You can also just gather food from all around your colonies as you suggested.

You gotta watch out for the specialist cites. If one gets taken, say you send all commodities to one production city and this city gets taken you are SOL!

I tend to specialize in this manner. Each city has one or two complete production lines. example: cotton - cloth, tobbacco - cigars. That way things are spread out a little more.
 
Yes to all of your questions. Manage the imports/exports through the city screen. I bought food several times in Europe for a 1 or 2 per 100 and dumped into one of my cities for instant new colonist. You can also just gather food from all around your colonies as you suggested.
What's the point? You can recruit 1-3 specialists for the price of 200 food.
 
What's the point? You can recruit 1-3 specialists for the price of 200 food.

I should have mentioned that I was in the middle of my war for independence. I snuck a galleon to Europe and filled it with guns and food. I needed several new colonists asap. By the late game it cost well over 20,000 gold to hurry a colonist if your crosses are not near full. So it was alot cheaper to buy the food and spawn a colonist.
 
I should have mentioned that I was in the middle of my war for independence. I snuck a galleon to Europe and filled it with guns and food. I needed several new colonists asap. By the late game it cost well over 20,000 gold to hurry a colonist if your crosses are not near full. So it was alot cheaper to buy the food and spawn a colonist.

It would have been even cheaper to just buy a lumberjack from the specialist menu.
 
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