Colonization First Impressions

I have been enjoying it so far. I have taken over most of one island and have started settling on the mainland, I like the converting natives, nice useful use of the priests. The only thing I am having a problem with is setting up the wagon train. I like the concept, built it since I had a land locked colony that is a little short on food, but high on mining. I went to the Guv screen and thought I set it up correctly, but I missed a step not sure what I did wrong, but I should be able to figure it out. I guess my only frustration is learning something new (although there is a great sense of accomplishment when you figure it out).

Set landlocked city to import food and export ore/tools (depending if you have a blacksmithy). Select a city with high food output to export food (setting a minimum ensures the colony has enough food to survive) and import ore/tools. Find a wagon train, then click "automate" which is the button with a box and four lines on it. :)
 
Oh God I feel like such a noob playing this. I tried FreeCol a while back (never had the original) and wasn't sure what to do. Still not sure how to play really and the tutorial help is not that helpful.

First, anywhere I try to put a second colony (only a few year after the first settlement) the natives ask me for 500-1000 gold in exchange for the right to settle there. Has been the case everywhere I tried. Was I just not lucky and landed right on top of Native land and am completely surrounded by them? Also I have no idea what a good city location is. Noob'd. I get the feeling I'm supposed to stack them really close.
 
Oh God I feel like such a noob playing this. I tried FreeCol a while back (never had the original) and wasn't sure what to do. Still not sure how to play really and the tutorial help is not that helpful.

First, anywhere I try to put a second colony (only a few year after the first settlement) the natives ask me for 500-1000 gold in exchange for the right to settle there. Has been the case everywhere I tried. Was I just not lucky and landed right on top of Native land and am completely surrounded by them? Also I have no idea what a good city location is. Noob'd. I get the feeling I'm supposed to stack them really close.

N.A. land has little teepees or huts on them (I don't have a screenshot handy), I think you have to make sure there isn't one within the 9 squares of the city you want to settle.

The first city you settle, apparently, won't cost you anything (have not tested) even if it's plopped on N.A. land.

As for a good colony location, if you have a colonist moving around, the screen will 'suggest' spots for a colony with a blue circle. I believe it takes N.A. land into account.
 
I got the game and I want to say that it's very well designed, and close to the original one. This game is much more faster and much more easier on the controls for me. the trading will continue on and only stop if I pick up and immagrants. The difficulty fits in right, the highest difficulty, I'm always right next to an indian civilization and/or another nation right next to me. The game is like an economy simulator, and the warfare is small like the original. The promotions make my soldier stronger, and the concept is good. I looking forward for the mod community to pimp this game up and add in more fun into the game.
 
N.A. land has little teepees or huts on them (I don't have a screenshot handy), I think you have to make sure there isn't one within the 9 squares of the city you want to settle.

The first city you settle, apparently, won't cost you anything (have not tested) even if it's plopped on N.A. land.

As for a good colony location, if you have a colonist moving around, the screen will 'suggest' spots for a colony with a blue circle. I believe it takes N.A. land into account.

Correct. The first city you place gets a land-grab freebee. :) Any city after that, if a native square (the fat-square of a native settlement) is in your fat-square then you'll have to pay for it.

You get one more free-grab after the first city and then anymore you run a high risk of the indians coming for blood. :)
 
Also I have no idea what a good city location is.

I think probably the best starting locations are either if you can get some spot with silver (if silver is still there in the new col) or some spot with decent food options like extra fishing recources or wheat.
To have at least one mountain/hill tile adds to the prospects, you should have at least one forest tile also because you need that for buildings (at least I guess so that its still like that)
Of course you wouldnt mind if there is some other special resource like tabacoo or sugar however I think thats less important if you have to choose for either of these things.
 
SimonL, maybe I was lucky, first bit of land I hit was an island with a small Indian settlement, I was able to create two settlements pretty quickly. I also sent a priest to the Indian village at the far end. I am not sure how many turns later, but I know have 4 settlements on the island now. I am not sure if this worked because my initial settlements were far enough from the Indian settlement, likewise I am not sure if having a priest in the Indian village improved my relations enough to settle closer to the Indian village without having to pay anything to them. All I know is it worked for me. Also, I did bunch my settlement fairly close together, about 3 hexes away from each other.

I also decided to settle on the mainland. My first attempt was to settle within 2 squares of an Indian village, I was asked for 1,000 gold. I said no and settled a little further away from the Indian village and wasn't asked to pay anything. I will try and send a priest to the Indian village and see if this will influence (lower the settlement fee). Hopefully that will work, or else I will have to start arming the settlers
 
I think probably the best starting locations are either if you can get some spot with silver (if silver is still there in the new col) or some spot with decent food options like extra fishing recources or wheat.

Yep those are both good things to look for. I always keep an eye out for places that have two or more food special squares, especially sea food. Two expert fisherman on two fish/crab squares can feed alot of people. And if the other squares don't have very good resources you can make that colony a pure farming community. It is important to have colonies focusing on food so that you can get a bunch of free settlers. It really jolts your nations economy.
 
First impression: After a few hours play (plus many hours of BTS and some experience with the original colonization which I have all but forgotten) my impression is that micromanagement is the key here. I have found that manually switching what tiles are being worked in what colonies is vital--at least in the early stages, which is all I've done so far. I've managed an automated trade route, which is nice, using a wagon to transport raw goods from less-developed colonies to the main colony that has facilities for making cotton into cloth and fur into coats, that seems pretty profitable. Also, natives seem to like my cottage trade in cigars--even if they have tobacco, they like the way I roll 'em, I guess! I'm anticipating a fairly easy victory (famous last words) on the tutorial level!

I think some people have played Civ since day one. That franchise evolved from heavy micromanagement into a more automated game focus on the macro (empire wide) environment over the course of 20 years.

Colonization is suppose to be about the micromanagement for the simple fact you only have a few cities. It's more dependent on maximizing each colonist and mixing and matching as well as developing solid trading where you get maximum value for each good.

I can see some of the younger players who have only played Civ III or IV not liking this type of game. I'm glad it's like this. Provides for a most unique game playing experience for each different player.
 
I think some people have played Civ since day one. That franchise evolved from heavy micromanagement into a more automated game focus on the macro (empire wide) environment over the course of 20 years.

Colonization is suppose to be about the micromanagement for the simple fact you only have a few cities. It's more dependent on maximizing each colonist and mixing and matching as well as developing solid trading where you get maximum value for each good.

I can see some of the younger players who have only played Civ III or IV not liking this type of game. I'm glad it's like this. Provides for a most unique game playing experience for each different player.

Excellent post! :goodjob:
 
Do your citizens ever automatically promote themseves like in 1? IE, if a free col is farming cotton for 100 years does he ever become an expert? If there aren't any native settlements nearby that can do this is there another way?
 
I just had a scout become seasoned from experience, but I'm assuming that's possible because you can't buy scouts in Europe.
 
I really don't like how infrequently Free Colonists appear in the immigration pool. In the original game, they appeared often. I love Free Colonists because you can get the natives to train them.
 
Do your citizens ever automatically promote themseves like in 1? IE, if a free col is farming cotton for 100 years does he ever become an expert? If there aren't any native settlements nearby that can do this is there another way?

Ya, I was wondering the same thing. I had a guy planting cotton for 150 years and I kept expecting it to be like the original where he becomes an expert after a certain amount of time.
 
I'm anticipating a fairly easy victory (famous last words) on the tutorial level!

Tutorial level? I've looked for one and haven't found any. I remember Civ IV vanilla having a tutorial level in it. I don't remember who I was. I remember that there was Ghandi in there, I'm not sure if I was Ghandi or if Ghandi was the only other AI. Anyway, it explained the basis of playing the game. I think that Colonization isn't as immediately intuitive as Civ, coming from someone who had never played the game before. I understand what I'm doing and what the effects are. I just have no measure of how successful this is, and what I'm trying to do exactly. I was just selling stuff now for an hour and had four-five settlements and never saw another AI. I had no soldiers. Then suddenly I get attacked by pirate ships that my own merchantships and expensive trade ships have no way of destroying. So I just lost 4000 bucks I guess. I didn't even know there were pirates.
 
Ya, I was wondering the same thing. I had a guy planting cotton for 150 years and I kept expecting it to be like the original where he becomes an expert after a certain amount of time.

Unfortunately, this is a double-whammy since the education 'feature' is completely and utterly busted. So once you get towards your end-game, you're likely to be utterly STUCK with a lot of unskilled-laborers at a time where you really want or need specialists.
 
Unfortunately, this is a double-whammy since the education 'feature' is completely and utterly busted. So once you get towards your end-game, you're likely to be utterly STUCK with a lot of unskilled-laborers at a time where you really want or need specialists.

Like I said to you in your other thread. Don't just use one city training colonists, and use native settlement training more.

Some games I don't even bother building schoolhouses as I haven't needed them. :)
 
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