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Pilgrim Prep-School I: George Washington

Discussion in 'Civ4Col - Strategy & Tips' started by RagingCalm, Dec 5, 2009.

  1. RagingCalm

    RagingCalm Chieftain

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    Pennsylvania, USA
    I was looking at the CIV IV Strategy & Tips guide and that there were series for different levels of the game; however, I didn't happen to see anything of the sort for Colonization. So, I figured, "why not?" Normally, I'm a Noble player on CIV IV BTS but when I started Colonization, the Pilgrim level just kicked my caboose. That being the case, I wonder how many other people played Pilgrim and got their you-know-what handed to them.

    Enough intro, let's get this party started! Leader I am picking for this round is George Washington:



    My game settings will be the New World, Default Huge Map, Pilgrim-setting, and Epic:



    Here's how the starting game screen along with me on the boat.





    So, any initial strategies? Also, what kind of interval guidelines should I set the updates?
     
  2. RagingCalm

    RagingCalm Chieftain

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    Pardon the double-post but I decided to be a bit pro-active. I decided to sail my boat westward and AHOY!, I found land. I did a bit of looking around and decided upon a site close to the Apache. So in 1495, Jamestown was founded:



    And for an interior shot of the inner workings of Jamestown, I put my colonist into the Town Hall for Liberty Bells. I also started work on a Dock since I have four sea tiles and one of those is a big Fish tile. I sent my Caravel back to Europe in hopes that I can pick up a Seasoned Scout. Maybe with a bit of luck, I'll stumble upon an Expert Fisherman.



    The nice part about the town is that by default, I'm getting 3 Ore per turn and I'm really close to the Europe Red Zone. My plan for this town is to have it producing tools and guns, so I'm going to need Blacksmiths and Gunsmiths eventually; however, I first have to solve my food problem since I'm currently in stagnation.

    Any comments? Thoughts? Anyone out there?
     
  3. charon2112

    charon2112 King

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    Massachusetts USA
    Thanks very much for doing this. This is exactly what I like to read, and I find them very helpful...one question, do you need liberty bells that early?
     
  4. RagingCalm

    RagingCalm Chieftain

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    I'm finding that the Liberty Bells are really coming in handy. I haven't done anything officially yet but I've been tinkering with the game until someone more experienced comes in. They pop my borders and apply...ummm...Liberty Pressure (as opposed to Culture Crushing in CIV IV) to nearby Native towns. They also get me Founding Fathers much more quickly since they really stack on the political points.

    From me just experimenting, if I found a separate colony and put the only Colonist inside the Town Hall and have the town build Trade Points, I tend to get Peter Minuit (really important dude for 25% off European Specialists) much more quickly. I think it also staves off tax raises from the king due to me not trading with Europe (trading also gives me Trade Points).

    EDIT: I forgot to add something. The Liberty Bells will also give you a production increase so you can get buildings and other things done faster. The more bells you have, the faster your production and just about everything else due to Rebel Sentiment. At the beginning of the game, building a dock takes 37 turns. Later on, when I founded a new town, I built a dock in only 10 turns thanks to the Liberty Bells.
     
  5. Molybdeus

    Molybdeus Prince

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    They also massively increase the Royal Expeditionary Force if you produce them the entire game. Meanwhile your colonist isn't doing something useful like building you infrastructure.

    A run through game is a great idea, but I really recommend you play through multiple victories before attempting it. When I first started playing civ4 in earnest, I wrote a leader guide for Pacal that was garbage and ended up really regretting it because my advice was only applicable to Noble. Oops.
     
  6. RagingCalm

    RagingCalm Chieftain

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    That's great and I understand what you're saying. Call me naive, but I thought the whole point of these run through games (going by the CIV IV games) is to learn whether you win or lose, even if the advice is only good for Pilgrim level. I was under the impression that people would discuss the game, the set-up, the city plotting, and all the good stuff as it progressed. I'm not a guru with this game, I'm pretty much in the same boat as charon2112, but I was hoping to get some kind of ball rolling with a series of played through games. Also, I was hoping to set something up so that someone completely new to Colonization would stand some chance of winning on even the easiest level, even if it's not the prettiest win.

    If further down the road when I can beat Revolutionary level blindfolded, I'll go back and redo Pilgrim with George Washington and pick myself apart. But until that time, even if it's a bunch of newcomers discussing what to do next and I have to restart a hundred times, at least we should be learning something.

    EDIT: As of now, I'm doing what (or trying to do) what dalga mentioned in his strategy guide, which is why I put the colonists in the Town Hall for the early Liberty Bells. According to the guide, even if the REF is huge, you still have a chance of winning on Revolutionary. Since I'm playing Pilgrim, I don't know if the REF will get huge or not. If the whole thing blows up in my face, at least we'll know what not to do.
     
  7. Elliot

    Elliot Warlord

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    I build a church first and get a few colonists through immigration. So if I were you I would harvest wood and start building a church. Liberty bells this early aren't going to help that much.

    This is a decent starting position. I suggest your first industry should be turning furs into coats. My first goal in all of my games it to get a factory up and running with 3 specialists in it. You need the money in order to buy specialists, horses, guns and other things. I usually ignore ore and gun making until I have at least one industry built up.

    Could you post the save game? I would like to play along with you.
     
  8. pip8184

    pip8184 Chieftain

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    When I play, I would settle on a plot of land with a natural colonial resource, such as cotton/tobacco/sugar. My first settler will go immediately into producing finished goods (cloth/cigar/rum) from that. I use my ship to scout around a bit, then come back and fetch the finished goods back to Europe for money which I can use to rush more people. It's best to rush people early when they are still cheap. You probably want 1-2 scouts really quick if you can and have them scout the landmass. When you get the treasure carts don't use the king's convoy service and save up 9000 gold for a galleon and carry your own carts back to europe. Then after that it's about building 4-5 more inland cities which produce other finished goods.

    In a typical game I aim for 2-3 finished goods type and develop 2-3 cities for that. The other cities will focus on food/tools/guns. The city that has the most food should have university to train elder statesman/veteran, so it should have as many food resource as possible (usually my port city).

    When I feel like I have gathered a decent economy (about half way through a game) I start building printing press/newspaper and start buying elder statesman/veteran or train them. I aim to have 3 elderstatesman in all cities with either printing press or preferably newspaper. Whatever else (cathedral/university) are just icing on the cake and does not need to be in every city. Once I've got the required amount of statesmen, I put them into town halls, (never produce bells before you are ready) and have them whip up the rebel sentiments. During that time I use all the export cash to buy troops/cannons and the occasional guns/horses to supplement my troops. Normally I wouldn't need guns, just horses. So by 1630 I would be over 50% rebel sentiment and I declare independence, with about 12-15 cannons, 20ish veterans with about 5 stay as soldiers to defend the port, the other 15 change into dragoons and stay just inland from where I expect the enemy would land. The moment they land I crush them hard. Don't ever give them a chance to attack your port in force because you can be quite screwed. After that it's pretty easy, they land in 2-3 waves and I win.

    BTW, the REF is amphibious troops, they do attack from sea. Whatever they throw at your port from the sea will have severe penalties and die really fast to your fortified veteran soldiers. But they will crush anything else that's on the shoreline so don't don't don't ever expose troops to direct attack from the sea. Stay one square off the shore ready to crush them is best.
     
  9. Torgny

    Torgny Warlord

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    Yes, I think that many of us need a walkthrough so that we all can learn and discuss. I used to play Colonization I, but do not have much experience of Colonization II. In Civilization IV the first emphasis is to grow by producing food. My question to you who are experienced, is it not a good idea to start with docks?
     
  10. Elliot

    Elliot Warlord

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    Docks are cheap, so I usually build them quite early. However, growing your population through food is a bad idea early in the game. Food production only becomes better than producing goods once tax rates rise significantly. Unlike Civ4, there are many ways of growing your population.

    Let me summarize the means of gaining population and discuss how I exploit those means.

    Cross production
    Missions for Converted Natives
    200 food = 1 new free colonist
    Buying specialists in Europe

    Cross production is the best bet for the first few turns. You only need 10 crosses(I think) in the original game for your first civilian, and fewer in AODII. However, it quickly becomes a very expensive way to grow. I usually stop all cross production by turn 50, if not earlier.

    Missions are fine, although I usually don't build more than 3 or 4. Although if you're near the Natives with the +100% conversion rate I say build missions in all of their bases. I'm actually not that sure how productive missions are. All I'm going on is my gut, and my gut usually tells me to build few missions.

    Buying specialists in Europe is the main way I grow my population after the first 30-40 turns of the game. Get those factories up asap and fill them with specialists. I'll build a factory for each of the 4 goods if I can, but never more than 1 factory per good since the price tends to decline too fast. By the time I've built up all 4 goods, tax rates start to rise pretty quick and growing citizens with food starts to become more profitable. At around a tax rate of 50-75% I think its cheaper to grow citizens. I'm not exactly sure though. I built a spreadsheet to figure out this question, but I never completed it.

    What I do know though, is that growing population becomes more profitable as the game continues. Why? Food is not taxed. Why produce food when your tax rate is 0%? I'd rather focus on building up factories for major amounts of cash during the window when tax rates are low.
     
  11. Torgny

    Torgny Warlord

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    Elliot - Thank you so much for your very clear explanation. I understand a lot more now.

    RagingCalm - I think that your idea of a walkthrough so that we all can learn is a very good one. I have already learned a lot.

    My suggestion for the next step would be: Build a church, get a scout as soon as possible. And the colonist that is in the town, would it be best to make him build the church to so this will be done quicker?
     
  12. whatsgoingon

    whatsgoingon Does anybody really know?

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    this is quite interesting, i'm a new player to colonization and this has already been enlightening, please continue :)
     
  13. Molybdeus

    Molybdeus Prince

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    While there are faster ways to add colonists than building docks, you will also need to have food available for those new colonists. Docks should be built second after a church. My build path after that depends largely on whether I have a Seasoned Scout in my initial three colonist options from Europe, as that determines whether I can afford an early cathedral.
     
  14. iggymnrr

    iggymnrr Deity

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    Nice thread. I too like PP strategies as well as immediate bells. Been experimenting some lately with maximum RS ideas: 3 elders and firebrands (crosses converted to RS) and controlled arms. Works pretty well if you can do it. Be interesting to see if you have any aggressive intentions towards the AI. (I start salivating when I see wagons to capture, hardy pioneers are even better.)

    Edit: I've never seen tax rat hit 75%. Seems like the king especially likes a fur tax early. I try to micro and see if something can't be stored on a wagon or caravel at the end of each turn. Lately, I've avoided early tax increases by simply hiding fur or even not acquiring it at all until it can be taken directly to market. Ergo, I build a couple of early wagons, hurrying them if I can.
     

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