Why do I suck so much as this game?

WaxonWaxov

Warlord
Joined
Oct 26, 2005
Messages
229
Location
Charlotte, North Carolina
First of all, there is always, and I do mean always at least one type of manufacuring specialist (weaver, distiller, tobbaconist, etc) that Europe absolutlely reufses to give me no matter how many crosses I'm producing.

Secondly, if I have even close to enough troops to win the war, I can never reach 50% rebel sentiment no matter what I do.

If I have few enough troops to keep the population low enough to acheive enough rebel sentiment to delcare independence, then I immediately get my ass handed to me by the REF which always outnumbers me at least 4 to 1.

Also, my tax rate is usually around 33% by the year 1600.

Keep in mind that, YES, I am playing the lowest difficulty.

I am a veteran of the original Colonization and been playing Civ since 1991... I should not suck so much at this game.
 
Umm...take a look at the strategy articles, for example Isi's "Strategy guide how to win on patriot in 200 turns" and Draken's "Guide to Win on Revolutionary.- The Spanish Conquistadors." Both of those strategies work fine, one pacific and one aggressive.

BTW, first time out there's no need to try these at Patriot and Revolutionary.

Oh, and if you want to win at Revolutionary in 45 turns, try Turinturambar's strategy...and then move on to really playing the game, that's just for grins.

If you want something simple to get a win or two under your belt, here's what I wrote to a frustrated friend:



Let's see if I can give you some ideas and a suggested strategy for Explorer level. I've been playing at Conquistador and Governor, and things do indeed get harder, but let's go with a basic strategy that should work at many levels. After you have a victory at Explorer you can explore alternate strategies (and of course you can ignore this one!!) Okay, let's go, remembering that there are many other ways:

Basic Keys: Win fast with early scouting, only two or three Towns, and late Liberty Bells.

Faction and Leader: perhaps the best choice is the Dutch with Van der Donck as that gives you a merchantman and cuts in half the rate of tax increases. (With John Adams, be cautious to avoid premature generation of Liberty Bells. Champlain is a poor choice.) Besides, it would seem that the Dutch are your natural choice!

Towns: Starting location isn't as critical as you might think, but ideally one city is on the coast with lots of food. You want to have about two finished exports (better yet, silver), but you probably won't have time or need for factories. I want the second (and third) city inland leaving the one port as the target of the REF. Ideally, build next to an inland forested hill (and don't cut down those trees), this can be your defensive base.

Scouting: Get a scout ASAP. Sell your tools to the nearest natives and send the former pioneer out on foot. At Explorer you can safely--if nervously--sell your starting guns for starting capital. (I have yet to get burned selling them at Conquistador.) Have your "non-colonist" start scouting while you scurry back to Europe to grab a seasoned scout, or if none are available grab whoever showed up on the docks and convert them right there to a scout. Send the scout off in the other direction. When you run out of land ship your scout to another land mass, preferably one without European colonists (and their scouts). The goal of course is to visit as many villages as possible to get money and treasure. Unless you find a lot of treasure you probably shouldn't pay for a galleon since you have to find 6,000-worth to break even compared to giving the King his piece of the action. [Treasures on other land masses are problematic, since you don't have a town there for the King's galleons. If you're pumping out goods then a galleon may have a dual purpose.]

Cash: Use your cash to get your economy humming quickly, then build (or hurry) a school and college. Buy an Elder Statesman (and cheer if one turns up on the docks). Use the rest of the money to buy a bunch of cannon (6-10), and enough guns and horses to equip 10-15 dragoons (plus a token garrison--one soldier--in each town).

Education: Statesmen, only Statesmen. Put your first Statesman in the town with the college then slap three colonists in there, making sure that you have enough cash at the right time to pay for each graduation. [That's one of my favorite mistakes!] Then put in two more students to give you the six Elder Statesmen that you need for two cities. If you nine Statesmen you will probably have to buy some, and that's a good reason to limit yourself to two towns.

Meanwhile...build printing presses and newspapers in all your towns (and build roads in all the tiles within two of the coast).

Once you have the elements in place (Statesmen, Newspapers, Cannon, Guns, and Horses), put the Statesmen in the Town Halls. You will go rapidly to 50% and declare independence while the REF is small, perhaps 10 regulars, 10 dragoons, and 8 artillery. [If sentiment is rising slowly you can dismiss surplus population, I stop accepting converts (dismiss them) late in the game.]

Once you declare, convert almost all your population to dragoons and pull them inland, one or two tiles away from your coastal city. If the REF takes that city they are sitting ducks for your counterattack, but you can handle the ones that land elsewhere. You should wipe out each wave as they land, or perhaps one turn later for stragglers.

Rinse, repeat.

This should work on any map size, probably even in a Quick game (though I've never played at Quick). It may fail if you have only a bunch of islands where the scout can't make enough money.

Give it a try and let me know how it works.

-- Ed

Oh, there's a trick that makes it even easier: initially build Political Points and defer everything else until you get Pedro Alvares Cabral (-50% Travel Time to Europe) and Peter Minuit (-25% Cost of Recruiting Units). It won't take long (even at Revolutionary!) and gives you a leg up.

Yet another: buy guns and horses and sell them to the natives until they run out of cash, that will give you a lot of quick cash to accelerate your development. If you do this be sure to build stockades and keep a garrison in each town. [Don't try this with hyper-aggressive tribes like the Inca, the Aztecs, and the Apache...unless they are close to other Europeans, preferably on a different land mass!]

p.s. None of this is original with me, others spent the time, blood, and treasure to work out the strategies!!!
 
First of all, there is always, and I do mean always at least one type of manufacuring specialist (weaver, distiller, tobbaconist, etc) that Europe absolutlely reufses to give me no matter how many crosses I'm producing.

You do know that you can buy them directly, don't you? The only tricky part is being sure you find the native villages allowing you to train all the planter-type specialists.

Secondly, if I have even close to enough troops to win the war, I can never reach 50% rebel sentiment no matter what I do.

In vanilla Civ4Col, your rebel sentiment is calculated based on your total pop - including all your troop units outside the colonies. If you have too many active troops, you can never reach 50%. The solution is to have lots of units working in the cities, with loads and loads and loads of guns (and a few horses) waiting in extra wagons or ships. As soon as you declare independence, you have a couple turns during which you'll want to change as many of those guys as possible into infantry and dragoons. Remember that your commodity production becomes largely irrelevant during the final war of independence stage. Sure, you can sell to indians, but you're probably better off just fighting the King's army, and forgetting about juggling resources.

YMMV, --- Wheldrake
 
You do know that you can buy them directly, don't you?

um... NO! fock me! Where the heck is that button?

The solution is to have lots of units working in the cities, with loads and loads and loads of guns (and a few horses) waiting in extra wagons or ships.

Gotcha... makes sense... the people grabbint their guns the smack the poop out of the torreys.
 
A good strat on the specialists is to buy one and use your schools to replicate them.

When you're on the Europe screen, at the top left corner there's a button to buy... they sell all kinds of good stuff!!
 
um... NO! fock me! Where the heck is that button?

Found it... boy and I stupid... that's what I get for not reading the manual.

Seems to me if you have enough commerce to support purchase specialists, and enough growth to "grow" people for apprenticeship, then why make any crosses at all?
 
I reckon it depends on your strategy. I like to build a quick church early and put a preacher in it, even if I have to buy him. Those "free" people from the crosses add up quick, especially if you upgrade the church.

If I happen to get a specialist I don't want, I strip his specialty and stick him in the school, or later on, I turn him into a soldier or dragoon. Typically I either turn the indentured servants and criminals into soldiers or send them off to study with the Indians because they take too long in my schools.

By using the crosses to get the free emigrants, it frees up my money to buy other stuff - guns, horses, ships, veteran soldiers.
 
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