Post Short Tips/Tricks Here

Col2 might be programmed to avoid this, but I guess it can't hurt:

I wonder if this one still works:

In Col1 I would try to keep 1 unit of trade goods in a colony in hopes that it would become the target of the next goods party, rather than some good that was actually important (losing guns, horses, tools tended to be a blow). I would do the same with other goods that I didn't use, like sugar and rum if my colonies had no land for sugar.

Often times I was able to throw a party and dump something that I didn't care about trading with the king! (Most of the time when I go through the game, I don't have the tiles to produce sugar or cotton or rum and cloth as a result)

For the record, this trick just worked! However, I did have a partial load of cotton on the way to Europe when I dump-partied it, so the game may have known that.
 
1.Cant get those Converted Natives study in your school for elder statesman or whatsoever? make them study in a village in which they have just been converted for a profession , after that clear their speciality to transform them into Free Colonists which can freely enter educational buildings.

I'vre had no problem sending converted natives to school, and the game information also says one can do it.
 
I'm not sure I understand how to breed horses...I know you need horses and a rancher but from there I am not sure what needs to be done??
 
I'm not sure I understand how to breed horses...I know you need horses and a rancher but from there I am not sure what needs to be done??

Actually, you don't need either :) You need to build a stable, and later a ranch. Any colonist can breed horses but a rancher is obviously better. You also need plenty of food (fish will do!) but suprisingly you don't need horses.
 
I would offer a modest correction: you do need horses, but they are so cheap in Europe you can buy all that you need and not worry about making them yourself.

My top four priorities in the opening:
1. Get a scout and explore as many Native villages and ancient ruins as possible.
2. Get an expert farmer or fisherman as quickly as possible to get a large excess of food.
3. Found several colonies, I'm doing 4 on a standard-sized map, before building up a colony too far.
4. Churches with preachers or missionaries are worth their weight in gold for an early population boost.
 
My main reason for asking is because I always seem to have a master rancher and want to be able to put him to a good use! Thanks, now I know!
 
A good tip is to check out how many braves are in a village before you attack it. That is obvious. What is not so obvious is how to interpret the information you are given. I attacked a village which I thought had 11 Braves in it. But I didn't realise what the last entry on the list meant. It said Native (21). It turned out there were 31 Braves not 11. Oops.
 
Öjevind Lång;7309657 said:
I'vre had no problem sending converted natives to school, and the game information also says one can do it.

In that case I obviously had to do something wrong , maybe my settlement lacked food so they could join it or some other issue. thanks then.
 
Here's some advice after I got slaughtered by the REF after a valiant but futile struggle. Think Stalingrad.

1. Since your soldiers now get killed, not just disarmed, one should establish two cities primarily dedicated to breeding colonists to use as soldiers later. You will need a huge supply of fresh troops for the trenches in Flanders... uh, for the War for Independence. (Also, this will enable you to let your elite troops heal in peace instead of having to send them out each turn to fight against the never-ending stream of royal troops.) However, don't arm them until you declare independence, or else the king will notice and beef up his formidable expeditionary forces even further.

2. For the same reason, one colony should be primarily dedicated to producing tools and guns. Build many trade waggons to store the surplus in. And get as many horses as you can! The Rancher is a very important new unit.

3. Keep exposure to the REF down by having most of your cities inland. If you haven't upset the Indians too much, you can keep those lightly garrisoned.

4. Don't annoy any Indian tribe unless you are prepared for a horrible conflict where you will get one colony (at a miniumum) burned to the ground by them. Form alliances with them whenever possible; they will then assist you very actively against the king's troops.

5. Buld one important city inland for the worst-case scenario that you lose all your coastal ones. The REF won't find it easy to advance through rugged terraina dn capture it.

6. One inland city should be good for breeding fresh troops. You might lose all your coastal cities. Build two ranches as early as you can!

7. An idea that just cocurred to me - establish friendly relations with some European neighbour not too far away. Sign an open borders agreement with him, send your galleons there and then transport your luxury goods overland to them and ship them off to Europe so you can buy food (for new colonists) and horses. Transport that stuff back to your own colonies, arm the new colonists and march them off. (Producing guns in your colonies is no problem.) In order to use this strategy, opt for preserving monarchy on independence so you can still trade with Europe. It's much superior to the one-off increase of population in your colonies you get for having a republic. (The European screen is still the same basic screen they never bothered to do any artwork on.)

8. Carefully build up an alliance with one or more Indian tribes against your *very nearest European neighbour*. Taking him out will give you more room to expand, and you'll also need the military points and veteran troops for the upcoming fight against the king. The new Col is very determinedly a wargame where trade and production only serve one single purpose.
 
The closest land to the europe sea lanes is 4 tiles. Try and plan your empire to include at least one colony at this distance and make it your main trading colony. Then put Juan de Bermudez into Congress (+1 movement for trading ships). He is an early exploration FF and to make sure you get him conserve your exploration points by skipping Balboa and Verrazano.

You will now find that your Galleons are able to reach the sea lane in two turns (although they reach it in one they don't embark for Europe that turn) but the return voyage is made in a single turn. Even better Merchantmen go both ways in a single turn. This is crucial if you want to continue to trade with Europe after the revolution as it means they are not at risk of attack from enemy MoW.

(on a huge custom map)
 
UNGODLY TACTIC!!!!

If any might have noticed, with Right to Bear Arms, the regular colonists (not soldiers) get a strength of 3!! But you might have also noticed that if you have a stack of colonists and one gets killed, the rest die or are captured.

TRY THIS:
Right after declaring Independance, empty out ALL of your colonies down to 1 colonist in the Town Hall.

THEN:
Spread out your colonists evenly, ONE PER SQUARE, all over your ENTIRE TERRITORY.

You will see while they aren't the strongest defenders, they can quite ofter defeat ARTILLERY before dying, and certainly slow the REF's advance. Also, if they give their lives up to fighting for liberty, this leaves weakened REF troops that can be picked off by your military hiding in the forested hills.

Anyone else tried this?
 
A few things I have learned in the 3 games Ive played.

1) Having your top two colonies most likely to be attacked by the REF only TWO squares from eachother is awesome. If things look bad for one, you can instantly move cannons over to defend.

2) I havent used this as an exploit yet, but it has happened twice in a natural fashion. With rule number1 above, if the REF finally does take one of your colonies, you can instantly attack it with cannons that get massive settlement attack bonuses, taking it back and leveling their forces is almost too easy (hence, exploit).

3) Always spend excess money, Ive had the King damand 20 gold more than once, an easy choice.
 
1) Choose a starting city with a forested hill adjacent. Never cut down the trees.
2) Get your usual assortment of cannons, soldiers, dragoons.
3) THIS IS THE MOST IMPORTANT STEP . . . get Ethan Allen. The RANGER is a bonus to Forest, and the Mountaineer is a bonus to hills.
4) KILL

The key is not to defend the coastal city too heavily. You want the REF to take it and fill it up with lots of troops. Your cannon get a big bonus to attacking settlements especially if you get the BOMB promotion. The dug in soldiers get a big defensive bonus from Ethan Allen. I haven't verified that they get the hilltop and forest bonus, but I have noticed that the REF gets a serious beatdown running up hill in the woods. The dragoons are good at picking off any exposed troops (especially if you have a road on the fortified square so they can duck out and back in quickly)
 
Need to send that Free Colonist to the far side of the continent to train in a native village, but don't want to devote a ship to carry him quickly? If you have spare horses, change him into a scout first. He'll travel there and back quicker. Even as a scout, he still trains with the natives the same way, and simply comes out as a Tobacco Planter Scout when he's done.
 
Hey, I do that too! Doesn't lose horses or anything.
 
I've played a few games now and used some of the tips on this thread as guidance. I always like to think of the different philosophies around game play. Here is one that I've found very useful and I hope this gives you a bit of a new perspective on game play :

First off this isn't Civ, so it's OK to build cities close to each other if they have enough resources to do your bidding.

The trade good colony:)
Have as many specialized workers on the field harvesting trade goods with farmers/fishermen to support your working men. That way you can have up to 6 squares for trade goods and 2 for food.

The port:king:
The port city can manage with 6 squares because it doesn't have to harvest trade goods. It really only needs food. Just enough for your specialists who process the trade goods and to make more colonists. Build factories in this city to process the trade goods.

Necessities Colony:mischief:
Build this colony close to ore and wood. Produce tools and guns here. Send wood and tools to the other two colonies when needed. This colony will make you more independent from Europe. Make this a port colony if you want to make ships.

Now that's the basics of the strategy, I wanna keep this as short as possible :p

You can add a 4th colony that could produce massive amounts of food to make colonists and horses perhaps. Or if one of your other 3 colonies are not up to there tasks.

The main thing is that you have an X amount of time to prepare for war. So you need to confine how many colonies you want to build and manage and how many will really help your goals of victory. It's not like in Civ where the more cities the better.

Good luck and have fun :)

P.S.
Don't automate the pioneers, they kinda chop down trees in the wood colony or build a cabin instead of a farm. Best to control them yourself to fit your priorities.
 
Actually, you don't need either :) You need to build a stable, and later a ranch. Any colonist can breed horses but a rancher is obviously better. You also need plenty of food (fish will do!) but suprisingly you don't need horses.

IIRC, Stables and a Ranch each need 50 horses to complete.
 
IIRC, Stables and a Ranch each need 50 horses to complete.

It scales with game length. In Normal it's 50 and 100 respectively, Epic it's 75 and 150.
 
Few more tips:

1. Buy a privateer early on , and waste the ships of the other Europeans. Good profits can come from this.. and you slow down your opponents.

2. Ask local natives to go to war with the other Europeans. They can wipe them completely out early in the game.

3. Trade guns, trade goods and horses with the natives. They pay . .. .. .. . loads for this stuff. And buy there trade goods.

4. Use the domestic screen to see how much you are producing of your trade goods. That way you can calculate with ease how many specialists and or factories you can build. If you have a good trade route between your colonies it won't matter where the goods come from. Just focus on producing something from the goods in one colony.If your producing 36 tobacco thru out your colonies you can have one of the build a factory with 3 Cigar specialists.
 
1 - Right after start, get your caravel (+Soldier + Pioneer) to scout all the coas in search for other european nations.

2 - Wwhen you find them, they will be loosely defended, use your soldier to atack the city, then use it to capture the pioneer (Which usualy hangs by).

3 - Do that to the other european

4 - You have a continent european free.

They always start the colony with the soldier so they are sitting ducks in early game. Using this strategy you can start a game with 3 soldiers, 3 pioneers, and the best no europeans.

It does sound like cheating to me though...
 
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