AncientPlayer
Warlord
This got circulated years ago when Col was new. Not sure how useful it would be to anyone but who knows, can't hurt much. Just don't take it as gospel--your mileage may vary 
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Getting Started
Although it resembles Civ in many ways, when you first open the game box you are going to notice a couple differences right away. Gone are the slip cover boxes and multi-color printed manuals. The manual is smaller and both the text font and the graphics are smaller. But who reads manuals anyway!? Well, if you do read this one you'll find that its adequate, if not awe inspiring--covers the essentials of you'll need to know and has the usual set of short background articles about the history behind the game. However, as the manual points out, if you've played Civ, then just skip it and get started--go back and read it when you wish to or need to look up something specific because otherwise you'll not need it.
Okay, you set the manual aside and pick up the "Technical Supplement" and get to work installing it. This process is pretty painless as such things go, but you will need to know some details on your sound card. Most should find the process easy. You'll need a little over 5MB of hard drive space.
Installation tip: a DOS batch file will be installed that will invoke an opening logo screen and then the program itself. If you want to bypass this opening, just run "VICEROY.EXE" or edit the batch file to do so and skip "OPENING.EXE".
Once in the program, Civ veterans will feel right at home--start a game a prestored map, make a random map, customize a random map, or load a saved game are your choices. The random map building process is also much like Civ where you can set various climate factors to vary the map and influence the amount of land area that will be present. Before Version 3 the only prestored map was the historical Americas map. With Version 3 you can build your own maps with the separate map editor utility--something I've wanted for Civ and RRT for a very long time (thank you Brian Reynolds, the main programmer for Col). Once that's done you'll choose one of five difficulty levels and which European nationality you want to be (English, French, Dutch or Spanish). Unlike Civ, your choice of nationality has some real consequences other than just what your cities will be named. Each has some advantage over the others (the English get new colonists faster than the others, the Spanish get a bonus when attacking native villages for instance). Then the map will be generated and you'll find yourself placed on the map's eastern edge with a ship, one colonist and one soldier. Actually the colonist is a "pioneer" which is a colonist who has been equipped with "tools", just one of over twenty types of colonists. And the soldier is a colonist equipped with muskets, one of three basic military units (artillery, infantry and cavalry).
Once you're playing, whats it like? One of the common complaints about Col is that, at first, the many types of unit icons I mentioned above can be hard to tell apart. I found this to be true and its mainly due to MPS' limiting the game to a generic VGA resolution. Not many pixels can be devoted to an individual unit icon, so it is likely to take a little time before you remember that if those few pixels that make up his shirt are green, then he's a tobacconist. But after awhile I found it to be no problem at all. The graphics werent the strength of Civ or RRT, and Col won't win awards there either. The maps are more detailed and contain more information than in either Civ or RRT, but arent particularly impressive. Still, the map and icon graphics are functional and serve their purposes. Besides, at least in my case, all the graphics glitz in the world can't make up for a poor game system (can anyone say "Outpost"?) and a really good game can shine through mediocre graphics.
Now just because Civ and Colonization seem so much alike, don't assume that beating Colonization will be a snap if you're a Civ expert. It won't be for two reasons--first, Colonization is not an easy game to win at first, and second because your Civ experience is likely to lead you to play it too much like Civ, and that's a dandy recipe for losing the game in Colonization. This is a different game even if it has a great deal in common with Civ and needs new strategies to be successful.
The Goal
Unlike Civ or RRT, the goal in Colonization is not to conquer the world, to achieve some great technological feat or to accumulate huge wealth. Your goal is to establish a viable, independent nation. To do so, you must build up a colonial economy and government, declare independence and then defend yourself against your sovereign's attempts to crush your rebellion. There is but one way to victory in game terms--defeat the expeditionary force in the field and control every one of your colonies (cities). You can "win" with one colony or many. You can be the dominant force in the New World, or a minor player. You can be enormously wealthy or cash-poor. These things will influence only the level of your victory but they will not determine whether you win or lose by the game's definition. Lose sight of this and you will find it hard, if not impossible, to win. That doesn't mean that the game can't be enormous fun to play, but you will have defined "victory" conditions other than what the game measures.
Getting Started
Like Civ, your first concern is where to put that initial city/colony. Good starting sites in Colonization need four characteristics: direct access to the ocean, an ore source available (mountain, hill, mineral site), at least one forested square and at least one square that will allow high production rates of food. Food and lumber are the critical resources to start with and good supplies of both are vital. You can build a colony in a site without an ore or lumber source, but it is so severe a disadvantage that you shouldn't consider it for the first colony at all. Ideally you want that first colony to not overlap with an Indian village's resource areas, but this is less important than having all the right resources. Fortunately, its not normally difficult to find a site that is at least minimally suitable. Ideal sites will also include at least one of the prime resource types: wheat, fishery, prime lumber, ore deposit. If you can also include one of the prime cash crop resources (tobacco, cotton, silver, etc), so much the better. If forested, you should take the time to clear the site and plow the square before or after building on it. This enables maximum food production and usually generates a cash crop in the same square--the only time you'll get two things from one square. (Exception: if you choose a site with the minerals icon, or one is revealed when you clear the site, don't plow it because that will destroy the minerals, just build on it and reap the benefits of your good luck.) Finally, if I have a choice between two areas or land masses I will pick the area with the highest native tribe civilization level--the higher that level, the larger the cash value of their initial gifts.
Colony Development
What things you build within your colonies will somewhat depend on your own style of play, but some basic ground-rules seem to apply. For any site that will allow it, building Docks first is what the game will select and either that or a Lumber Mill is the right choice. Docks let you use ocean/lake squares for high production rate food squares without having to spend the time and tools to improve land squares. Having the Lumber Mill in place will speed the process of building everything else. If this is an inland site, then the game will normally select a Warehouse as the first build. However, I prefer to change that to a Lumber Mill if I have the minimum population level of 3 to qualify for it. My preferred pattern of building the first few items is: Docks/ Lumber Mill, then Printing Press/Blacksmith Shop--the order for each pair isn't terribly important and most colonies will need these four as their initial builds. After these are in place, next will come either a warehouse, fortification improvement, or one of the specialist's "houses."
Long term development is very dependent on your own style of play, but here are a few thoughts. Fortifications are needed in every colony and every port should eventually be built up to the Fortress level. Having the School-College-University group in at least one colony is more useful that it might appear because it can develop many of those expensive but high-productivity specialists. Factory-level improvements are useful, but only when you can keep them busy and supplied with raw materials which usually means having a couple sources of supplies with at least one of them being a "prime" site. Set up a dedicated trade route or two to bring in supplies for the factory, add a Customs House to the colony and you'll have a steady flow of cash with virtually no action on your part. Churches and Cathedrals are normally not very good investments. They are used to create missionaries and accumulate "crosses" that trigger new colonists by religious discontent. However, you can create missionaries on the docks without a church and except at the very beginning, your population will grow much faster internally and through recruitment. Early in the game when you don't have tools to spare and you don't have anything else useful to build, go ahead and make a church, but otherwise, invest the resources in an armory and lots of artillery.
More Colonies
Once your initial colony is established, your next goal is exploration. For this you'll need a Scout. First priority is to explore the land mass your initial colony is on. You need to know whether any of the other European powers are in the area, which native tribes are present and where the attractive colony sites are. In the process, you'll may want to trigger the "Lost City Rumors" for cash, and an occasionally colonist, but theres also a reason to wait (below). You should visit every native village to find out what their specialty is and collect anything they may give you. No matter what your ultimate intentions may be, you want keep the peace with the natives at this point so you can explore the area and collect the "freebies" they offer. In the process you're also likely to become aware of other nearby land masses, so a second ship and another scout will be valuable. However, I will often delay exploring outside my immediate surroundings until after I have Cortes and De Soto Congress and can affort to buy a Privateer. That maximizes the likely cash that ends up in the bank from "Lost City Rumors". The Privateer is used to rapidly explore, moving a scout or two from land mass to land mass. The usually results in a vastly increased bank balance and many more colonists. Later, this Privateer can go hunting cargo, especially those inbound to the other colonies since these will carry the horses, tools and muskets I need to equip all those colonists and found new colonies.
Choosing sites for those next few colonies will be driven mainly by the availability of suitable nearby locations. Keep them close, but spaced out enough to avoid any overlap--those nine developed squares are all you'll have and you want to think hard about any overlaps. Look for locations with "prime" resources, oasises, and silver deposits. If you're on a large land mass, mentally stake out the area you want to claim and plan for a nice compact group of colonies. Unlike Civ, more is not necessarily better--either in territory or colonies. In fact, large numbers of colonies can prove a big headache during the War of Independence later and trigger the unit limit (below) troubles. Plus, when your colonies are spread out over a large area or several land masses, defending it all can become difficult. Remember, you must control EVERY colony to win--even that one on that great little island a few hundred miles away--and he needs to seize and control only ONE of them to defeat you (three guesses which one he'll go after). Resist the Civ/RRT temptation to spread out from "sea to shining sea" and pole-to-pole, or at least resist it if you want to take the game to a victory as the game has defines victory. Clusters of 4-6 colonies seem to work well for me with each cluster being compact enough to facilitate my War of Independence tactics (see below). A total count of more than about 15-20 colonies is probably too many to defend and you're virtually certain to run into the units limit. If I'm planning to play this game through the War of Independence, then I will normally set a target about a dozen colonies, excluding of course, the temporary outposts I will establish and then abandon to collect specific resources or as a base for exploration.
Liberty Bells
One of the key elements of the game is Liberty Bell production. Its easy to overlook or underestimate the importance of this factor--but don't do it. Achieving a 50% rebel sentiment in a colony confers a +1 to the production level of every colonist in the city and a 100% sentiment confers a +2 bonus. The impact of these bonuses is enormous and the sooner they are achieved, the bigger the cumulative impact. In addition, the allowed size of the colony before the "inefficient government" penalty is imposed is determined by the rebel sentiment level. Like railroads in Civ, Liberty Bells are a key to the game and everything you can do to promote their development will have profound effects on the game--and your success!

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Getting Started
Although it resembles Civ in many ways, when you first open the game box you are going to notice a couple differences right away. Gone are the slip cover boxes and multi-color printed manuals. The manual is smaller and both the text font and the graphics are smaller. But who reads manuals anyway!? Well, if you do read this one you'll find that its adequate, if not awe inspiring--covers the essentials of you'll need to know and has the usual set of short background articles about the history behind the game. However, as the manual points out, if you've played Civ, then just skip it and get started--go back and read it when you wish to or need to look up something specific because otherwise you'll not need it.
Okay, you set the manual aside and pick up the "Technical Supplement" and get to work installing it. This process is pretty painless as such things go, but you will need to know some details on your sound card. Most should find the process easy. You'll need a little over 5MB of hard drive space.
Installation tip: a DOS batch file will be installed that will invoke an opening logo screen and then the program itself. If you want to bypass this opening, just run "VICEROY.EXE" or edit the batch file to do so and skip "OPENING.EXE".
Once in the program, Civ veterans will feel right at home--start a game a prestored map, make a random map, customize a random map, or load a saved game are your choices. The random map building process is also much like Civ where you can set various climate factors to vary the map and influence the amount of land area that will be present. Before Version 3 the only prestored map was the historical Americas map. With Version 3 you can build your own maps with the separate map editor utility--something I've wanted for Civ and RRT for a very long time (thank you Brian Reynolds, the main programmer for Col). Once that's done you'll choose one of five difficulty levels and which European nationality you want to be (English, French, Dutch or Spanish). Unlike Civ, your choice of nationality has some real consequences other than just what your cities will be named. Each has some advantage over the others (the English get new colonists faster than the others, the Spanish get a bonus when attacking native villages for instance). Then the map will be generated and you'll find yourself placed on the map's eastern edge with a ship, one colonist and one soldier. Actually the colonist is a "pioneer" which is a colonist who has been equipped with "tools", just one of over twenty types of colonists. And the soldier is a colonist equipped with muskets, one of three basic military units (artillery, infantry and cavalry).
Once you're playing, whats it like? One of the common complaints about Col is that, at first, the many types of unit icons I mentioned above can be hard to tell apart. I found this to be true and its mainly due to MPS' limiting the game to a generic VGA resolution. Not many pixels can be devoted to an individual unit icon, so it is likely to take a little time before you remember that if those few pixels that make up his shirt are green, then he's a tobacconist. But after awhile I found it to be no problem at all. The graphics werent the strength of Civ or RRT, and Col won't win awards there either. The maps are more detailed and contain more information than in either Civ or RRT, but arent particularly impressive. Still, the map and icon graphics are functional and serve their purposes. Besides, at least in my case, all the graphics glitz in the world can't make up for a poor game system (can anyone say "Outpost"?) and a really good game can shine through mediocre graphics.
Now just because Civ and Colonization seem so much alike, don't assume that beating Colonization will be a snap if you're a Civ expert. It won't be for two reasons--first, Colonization is not an easy game to win at first, and second because your Civ experience is likely to lead you to play it too much like Civ, and that's a dandy recipe for losing the game in Colonization. This is a different game even if it has a great deal in common with Civ and needs new strategies to be successful.
The Goal
Unlike Civ or RRT, the goal in Colonization is not to conquer the world, to achieve some great technological feat or to accumulate huge wealth. Your goal is to establish a viable, independent nation. To do so, you must build up a colonial economy and government, declare independence and then defend yourself against your sovereign's attempts to crush your rebellion. There is but one way to victory in game terms--defeat the expeditionary force in the field and control every one of your colonies (cities). You can "win" with one colony or many. You can be the dominant force in the New World, or a minor player. You can be enormously wealthy or cash-poor. These things will influence only the level of your victory but they will not determine whether you win or lose by the game's definition. Lose sight of this and you will find it hard, if not impossible, to win. That doesn't mean that the game can't be enormous fun to play, but you will have defined "victory" conditions other than what the game measures.
Getting Started
Like Civ, your first concern is where to put that initial city/colony. Good starting sites in Colonization need four characteristics: direct access to the ocean, an ore source available (mountain, hill, mineral site), at least one forested square and at least one square that will allow high production rates of food. Food and lumber are the critical resources to start with and good supplies of both are vital. You can build a colony in a site without an ore or lumber source, but it is so severe a disadvantage that you shouldn't consider it for the first colony at all. Ideally you want that first colony to not overlap with an Indian village's resource areas, but this is less important than having all the right resources. Fortunately, its not normally difficult to find a site that is at least minimally suitable. Ideal sites will also include at least one of the prime resource types: wheat, fishery, prime lumber, ore deposit. If you can also include one of the prime cash crop resources (tobacco, cotton, silver, etc), so much the better. If forested, you should take the time to clear the site and plow the square before or after building on it. This enables maximum food production and usually generates a cash crop in the same square--the only time you'll get two things from one square. (Exception: if you choose a site with the minerals icon, or one is revealed when you clear the site, don't plow it because that will destroy the minerals, just build on it and reap the benefits of your good luck.) Finally, if I have a choice between two areas or land masses I will pick the area with the highest native tribe civilization level--the higher that level, the larger the cash value of their initial gifts.
Colony Development
What things you build within your colonies will somewhat depend on your own style of play, but some basic ground-rules seem to apply. For any site that will allow it, building Docks first is what the game will select and either that or a Lumber Mill is the right choice. Docks let you use ocean/lake squares for high production rate food squares without having to spend the time and tools to improve land squares. Having the Lumber Mill in place will speed the process of building everything else. If this is an inland site, then the game will normally select a Warehouse as the first build. However, I prefer to change that to a Lumber Mill if I have the minimum population level of 3 to qualify for it. My preferred pattern of building the first few items is: Docks/ Lumber Mill, then Printing Press/Blacksmith Shop--the order for each pair isn't terribly important and most colonies will need these four as their initial builds. After these are in place, next will come either a warehouse, fortification improvement, or one of the specialist's "houses."
Long term development is very dependent on your own style of play, but here are a few thoughts. Fortifications are needed in every colony and every port should eventually be built up to the Fortress level. Having the School-College-University group in at least one colony is more useful that it might appear because it can develop many of those expensive but high-productivity specialists. Factory-level improvements are useful, but only when you can keep them busy and supplied with raw materials which usually means having a couple sources of supplies with at least one of them being a "prime" site. Set up a dedicated trade route or two to bring in supplies for the factory, add a Customs House to the colony and you'll have a steady flow of cash with virtually no action on your part. Churches and Cathedrals are normally not very good investments. They are used to create missionaries and accumulate "crosses" that trigger new colonists by religious discontent. However, you can create missionaries on the docks without a church and except at the very beginning, your population will grow much faster internally and through recruitment. Early in the game when you don't have tools to spare and you don't have anything else useful to build, go ahead and make a church, but otherwise, invest the resources in an armory and lots of artillery.
More Colonies
Once your initial colony is established, your next goal is exploration. For this you'll need a Scout. First priority is to explore the land mass your initial colony is on. You need to know whether any of the other European powers are in the area, which native tribes are present and where the attractive colony sites are. In the process, you'll may want to trigger the "Lost City Rumors" for cash, and an occasionally colonist, but theres also a reason to wait (below). You should visit every native village to find out what their specialty is and collect anything they may give you. No matter what your ultimate intentions may be, you want keep the peace with the natives at this point so you can explore the area and collect the "freebies" they offer. In the process you're also likely to become aware of other nearby land masses, so a second ship and another scout will be valuable. However, I will often delay exploring outside my immediate surroundings until after I have Cortes and De Soto Congress and can affort to buy a Privateer. That maximizes the likely cash that ends up in the bank from "Lost City Rumors". The Privateer is used to rapidly explore, moving a scout or two from land mass to land mass. The usually results in a vastly increased bank balance and many more colonists. Later, this Privateer can go hunting cargo, especially those inbound to the other colonies since these will carry the horses, tools and muskets I need to equip all those colonists and found new colonies.
Choosing sites for those next few colonies will be driven mainly by the availability of suitable nearby locations. Keep them close, but spaced out enough to avoid any overlap--those nine developed squares are all you'll have and you want to think hard about any overlaps. Look for locations with "prime" resources, oasises, and silver deposits. If you're on a large land mass, mentally stake out the area you want to claim and plan for a nice compact group of colonies. Unlike Civ, more is not necessarily better--either in territory or colonies. In fact, large numbers of colonies can prove a big headache during the War of Independence later and trigger the unit limit (below) troubles. Plus, when your colonies are spread out over a large area or several land masses, defending it all can become difficult. Remember, you must control EVERY colony to win--even that one on that great little island a few hundred miles away--and he needs to seize and control only ONE of them to defeat you (three guesses which one he'll go after). Resist the Civ/RRT temptation to spread out from "sea to shining sea" and pole-to-pole, or at least resist it if you want to take the game to a victory as the game has defines victory. Clusters of 4-6 colonies seem to work well for me with each cluster being compact enough to facilitate my War of Independence tactics (see below). A total count of more than about 15-20 colonies is probably too many to defend and you're virtually certain to run into the units limit. If I'm planning to play this game through the War of Independence, then I will normally set a target about a dozen colonies, excluding of course, the temporary outposts I will establish and then abandon to collect specific resources or as a base for exploration.
Liberty Bells
One of the key elements of the game is Liberty Bell production. Its easy to overlook or underestimate the importance of this factor--but don't do it. Achieving a 50% rebel sentiment in a colony confers a +1 to the production level of every colonist in the city and a 100% sentiment confers a +2 bonus. The impact of these bonuses is enormous and the sooner they are achieved, the bigger the cumulative impact. In addition, the allowed size of the colony before the "inefficient government" penalty is imposed is determined by the rebel sentiment level. Like railroads in Civ, Liberty Bells are a key to the game and everything you can do to promote their development will have profound effects on the game--and your success!