I haven't tried this successfully yet, so excuse me if I'm wrong, but what I think you have to do to win is to have an army consisting entirely of ordinary folks recruited at the very last minute. Otherwise you trigger loony George building a massive army. I'm guessing that Firaxis assumed we would know this was historically accurate, and that we would follow the historical model. All you would need is to have a large stockpile of guns and horses, which don't seem to trigger expanding George's force.
I would also hold off on building any warships. I don't think you can win at sea.
I also think you have to wait till the last hour to build revolutionary sentiment, and build it as quickly as possible. I noticed that when you move the revolutionary sentiment to 1 or 2% (!!) George starts increasing the size of his expeditionary force. I'm thinking you may need 1 or 2% on the meter, plus political points to qualify for certain elder statesmen or great persons, but otherwise I'm planning on identifying rabble-rouser candidates and employing them until the last minute in churches, to attract population from Europe. Don't know what effect this would have on attracting FFs, tho. Anybody have good rules of thumb?
It's been hard for me to build revolutionary sentiment at all, let alone get to 51%.
I'd welcome your responses to these issues. What would be a good rule-of-thumb year to start to build revolutionary sentiment? What year for recruiting solders?
I think that you need to have two or three well-developed colonies to win, so that founding a lot of other colonies can distract from that. It takes a long time and a lot of investment to get a colony productive, particularly when you measure productivity by your export economy (which is a mistake.) Once you have your basic colonies, I think you want to build numbers of colonists (to serve as soldiers,) and expert politicians, as your basic measure of success.
I also think that when you declare independence you have to plan to dump nearly all production of cash products and crops, so it may pay not to overdevelop these. I am thinking of converting all cigar-makers, tobacco planters, sugar planters, weavers, and the like, first to farmers, then to soldiers. It seems that what you need during the war are smiths, gunsmiths, carpenters, lumbermen, ore miners, and food farmers.
I would also hold off on building any warships. I don't think you can win at sea.
I also think you have to wait till the last hour to build revolutionary sentiment, and build it as quickly as possible. I noticed that when you move the revolutionary sentiment to 1 or 2% (!!) George starts increasing the size of his expeditionary force. I'm thinking you may need 1 or 2% on the meter, plus political points to qualify for certain elder statesmen or great persons, but otherwise I'm planning on identifying rabble-rouser candidates and employing them until the last minute in churches, to attract population from Europe. Don't know what effect this would have on attracting FFs, tho. Anybody have good rules of thumb?
It's been hard for me to build revolutionary sentiment at all, let alone get to 51%.
I'd welcome your responses to these issues. What would be a good rule-of-thumb year to start to build revolutionary sentiment? What year for recruiting solders?
I think that you need to have two or three well-developed colonies to win, so that founding a lot of other colonies can distract from that. It takes a long time and a lot of investment to get a colony productive, particularly when you measure productivity by your export economy (which is a mistake.) Once you have your basic colonies, I think you want to build numbers of colonists (to serve as soldiers,) and expert politicians, as your basic measure of success.
I also think that when you declare independence you have to plan to dump nearly all production of cash products and crops, so it may pay not to overdevelop these. I am thinking of converting all cigar-makers, tobacco planters, sugar planters, weavers, and the like, first to farmers, then to soldiers. It seems that what you need during the war are smiths, gunsmiths, carpenters, lumbermen, ore miners, and food farmers.