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Post Short Tips/Tricks Here

Discussion in 'Civ4Col - Strategy & Tips' started by Thunderfall, Sep 27, 2008.

  1. dalgo

    dalgo Chieftain

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    Welcome to Colonization nephrahim.

    After you have visited an Indian village and talked to the Chief a small icon will appear beside the village name showing what goods that village wants (you might need to zoom in a bit to see it). Another way to view this is by using the display icons on the left hand side of the map screen. If you toggle on ‘Resource Display’ and then select ‘Map View’ (or use F11) you will see a global view with an option to change the information displayed to ‘Native Goods Requests’.
     
  2. prolefeed

    prolefeed Chieftain

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    Ignore the icon telling you what the natives allegedly want -- they lie. What all native civs want, and will pay top gold for, are guns and horses, and to a lesser extent tools and trade goods.

    Obviously, selling guns to a nearby native civ is risky, since that increases the combat strength of the units from 2 to 3. Selling horses to the natives is somewhat less risky, since that increases the mobility of the unit but still leaves them with only a combat strength of 2. Selling guns AND horses to the same native civ is a terrible idea unless they are so far away that they pose no threat to your cities if they declare war on you, since then you will be facing mobile units with a strength of 4.

    There's no military downside to selling tools and trade goods to native villages, though you can only sell a few hundred quantity of each to any given native civ before they quit paying you a good price for it. You make more money selling horses and guns than tools and trade goods, but try not to arm native civs you'll likely go to war with, especially the native civ with villages closest to your first two cities.

    It's almost obligatory to sell the guns from your initial military unit in order to get the cash to buy less risky commodities such as tools, trade goods, and horses -- try not to sell horses also to that native civ, and if it doesn't consume too much ship travel time, try not to sell that first load of guns to the native civ right next to your first two villages, since you'll likely have to fight them sooner or later in order to expand your civ.

    Selling manufactured goods like cloth or rum to native civs doesn't get you much of a price -- unless your tax rate in Europe is completely out of control, sell those goods in Europe.
     
  3. clearbeard

    clearbeard Chieftain

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    I stumbled across another path to victory in my first play through. Game was on the lowest difficulty, so this may be less viable higher, but if you kill off all of the King's navy (warships, listed on the Revolution force list), you will win by independence regardless of how many land units remain in the table! Someone earlier on this thread said that building lots of ships makes the king prioritize naval vessels when he adds to his force, so keep that in mind. What I did was built 4 shipyard cities, each with 3 carpenters and sufficient tool/gun/lumber support from other cities. Right about the time I started my liberty bell run-up (putting the statesmen to work, getting those presses/newspapers built, etc), I started repeat-building ships of the line in all 4. By the time the invasion started, I had a tidy fleet of 8 warships, enough to sink all 4 transports in his first wave (2 before they landed troops, as an added bonus). Initial odds were around 25%, so I lost 3 (the 4th got lucky and won his first fight), then killed the cripples. By killing off the men-of-war, each successive wave was actually smaller, with only 2 ships in each of the last 2 waves. With the shipyards still cranking out new ships (4-5 turns to build, so about 1 new hull per turn) the rest was cake. Only one past wave 2 survived to land troops, and none returned home. I was concerned I would have to leave one alive to go home and ferry all 30+ remaining ground units, but lo and behold, when the last one died, victory!

    Must be late, that rambled longer than intended. Anyway, hope someone finds it useful.
     
  4. Raliuven

    Raliuven Chieftain

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    Clearbeard -

    I was going through some old threads and someone that actually looked at the code (?, protocol, whatever) said that it is not true that the King counters your build up appropriate units. It is all randomized. It may seem like it counters you at times, but it really doesn't. Logically, it makes sense. The computer would have no way of knowing how many dragoons and soliders you plan to make out of the horses and rifles you have in stock. How would it know how many cannons to build?

    One note about killing off the King's navy, though - you can catch his ships in port if they have captured a city. Take the city and you kill the ships.
     
  5. clearbeard

    clearbeard Chieftain

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    Figured you could kill his ships that way. In my one game to date, he never took any of my cities, so it never came up. :D
     
  6. spiritross

    spiritross Chieftain

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    Thanks for all the tips

    Definitely would not have won the WOI on my first try without them.

    I played on Normal Speed - with the Western Hemisphere board on Pioneer

    Decided on doing the two continent strategy.

    North America was my main 2 cities and 2 inland cities as support

    South America had 1 main coastal city and and inland.

    One thing I didn't do was fight any Native. I sent two scouts exploring everywhere and got so much gold from them and as the game went on thanks to missionaries I sent out they kept on sending me more converts.

    Gained battled experience by fighting the Spanish on North America and killing off the French early in my game. I traded with the Dutch on the south continent.

    I didn't think the game was going to go anywhere because I was constantly adjusting good manufacturing and trade and with 60 turns left my Rebel support was less than 10% but then I just put everyone on liberty bell creation and then I started to get all the political founding fathers. My support skyrocketed very quickly and I started to buy cannons in Europe and build some in the colonies. Able to declare independence with maybe 20 turns left.

    I think the 2 continent strategy made it possible. The king landed all his troops at first in South America, I let him easily take my coastal city but then came at him in the jungle tiles and was able to wreck shop - especially with Ethan Allen so every troop had forest attack defense bonus.

    He finally landed in North America but was down to only half his army and once again I let him easily take my coastal city but just came out with the cannons and dragoons.

    I didn't bother building a navy except for a galleon and a couple of caravels and it never seemed to matter. I was always able to sail my galleon to avoid the man-of-wars to send troops from South to North America - just had to sail via the Gulf of Mexico to avoid the Atlantic barricade.

    So a game that I thought I didn't have a chance ended up in victory. The key above everything was the native support, I think in the old Col game I would always kill the natives but the benefits of getting them on your side just makes everything easier. One weird thing was eventually they started to just give me their cities and land as gifts but after I accepted it the city had disappeared.

    Also I never gave the king money but I did always allow him to raise the tax rate except if the tea party was a raw goods - since I could just sell him the manufactured good. Though i made sure to get the founding father than would match religious sentiment with your tax rate so you get cross bonus every time the tax rate is raised.

    great stuff though

    thanks again.
     
  7. dalgo

    dalgo Chieftain

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    Congratulations on your win spiritross and welcome to the forum.
     
  8. Trogi

    Trogi Chieftain

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    SINK ALL OF THE KING'S SHIPS AND HE MAKES PEACE - YOU WIN

    While I was playing this time and my very first colony had a lot of spare resources and working power I was able to build 3 ships of the line before declaring independence.

    However - I was able to sink all of the king's ships. Although I read enough of not building war shipsh at all I did so.
    I should propably mention that I was playing on average difficulty and playing a Spanish leader (Jose de San Martin -50% experience for unit promotion)

    What I did was just to use the great generals in colonies I had those ships, to give them XP so the were stronger than the king's. I had to fight about 100 of the 150 REF soldiers. But after sinking the last of the king's ships he made peace and I won.
     
  9. dalgo

    dalgo Chieftain

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    Welcome to the forums Trogi
    :hammer2::woohoo::band:[party]:popcorn:

    Combining San Martin and your GG's is certainly a good tactic, congratulations on your win.
     
  10. drwcody

    drwcody Chieftain

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    I have written the Colonization development team at 2k games about producing another colonization game. As Im sure you probably know, Civ 4 Col is the result of heavy pressure from fans to develop another Colonization game.

    I ask all current players to contact 2k games and request yet another Colonization game!

    This is the reply sent to me by 2k games...

    Raul G, Apr 18 05:59 (PDT):

    Hey Andrew,
    Thank you for contacting 2k Support, and many apologies for taking so long to get back to you. At the moment we have no information on any Colonization game coming out, but I will definitively tell our team that there is interest for another one."
    http://www.facebook.com/2kgames
    Best regards, and thanks for your support.
    Raul G

    You may contact 2k about making the next Colonization game at.... support@2k.com

    Lets make it known that There is a huge fan base for this game and we'd love to see more done with the series! And feel it makes sense for 2k games to pursue the next
    installment.

    Thankyou TAC team for MANY hours of great games :)
     

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