____ _ _ __ __ _ _ / ___|(_) __| | | \/ | ___(_) ___ _ __( )___ \___ \| |/ _` | | |\/| |/ _ \ |/ _ \ '__|// __| ___) | | (_| | | | | | __/ | __/ | \__ \ |____/|_|\__,_| |_| |_|\___|_|\___|_| |___/ ____ _ _ _ _ _ _ _____ __ / ___(_)_ _(_) (_)______ _| |_(_) ___ _ __ |_ _\ \ / / | | | \ \ / / | | |_ / _` | __| |/ _ \| '_ \ | | \ \ / (_) | |___| |\ V /| | | |/ / (_| | |_| | (_) | | | | | | \ V / _ \____|_| \_/ |_|_|_/___\__,_|\__|_|\___/|_| |_| |___| \_/ (_) ____ _ _ _ _ / ___|___ | | ___ _ __ (_)______ _| |_(_) ___ _ __ | | / _ \| |/ _ \| '_ \| |_ / _` | __| |/ _ \| '_ \ | |__| (_) | | (_) | | | | |/ / (_| | |_| | (_) | | | | \____\___/|_|\___/|_| |_|_/___\__,_|\__|_|\___/|_| |_| Author: Warfreak Version: 1.2 Day Started: 26/9/08 ------------------------------------------------------------------------------ Table of Contents [1] Introduction [1.01] Introduction [1.02] Version History [2] The General Plan [2.01] Starting Out [2.02] Starting Nations and Leaders [2.03] The Right Place [2.04] Building a Nation [2.05] Independance [3] Colonisation [3.01] Setting Up [3.02] Import/Export [3.03] Building [3.04] Crosses and Liberty Bells [3.05] Natives and Other Nations [3.06] Native Leaders and Tribes [4] Terrain and Bonuses [4.01] Bananas [4.02] Corn [4.03] Cotton [4.04] Crab [4.05] Deer [4.06] Fish [4.07] Fur [4.08] Iron [4.09] Silver [4.10] Sugar [4.11] Tobacco [4.12] Coast [4.13] Desert [4.14] Grassland [4.15] Ice [4.16] Marsh [4.17] Ocean [4.18] Plains [4.19] River [4.20] Tundra [4.21] Forest [4.22] Ice [4.23] Jungle [4.24] Light Forest [5] Resources [5.01] Cigars [5.02] Cloth [5.03] Coats [5.04] Cotton [5.05] Crosses [5.06] Education [5.07] Food [5.08] Fur [5.09] Guns [5.10] Horses [5.11] Liberty Bells [5.12] Lumber [5.13] Ore [5.14] Production Hammers [5.15] Rum [5.16] Silver [5.17] Sugar [5.18] Tobacco [5.19] Tools [5.20] Trade Goods [6] Occupitations [6.01] Colonial Jobs [6.02] Military Jobs [6.03] Native Jobs [7] Colonial Units [7.01] Normal Colonists [7.02] Other Colonists [7.03] Experts [7.04] Trade Units [8] Military Units [8.01] Ground Units [8.02] Naval Units [9] Founding Fathers [9.01] Founding Fathers [9.02] Trade [9.03] Political [9.04] Religious [9.05] Exploration [9.06] Military [10] Buildings [10.01] Buildings [11] Improvements [11.01] Improvements [11.02] Ancient Ruins [11.03] Burial Grounds [11.04] Farm [11.05] Lodge [11.06] Mine [11.07] Roads [12] Military Promotions [12.01] Unit Promoted [13] Independance [13.01] Winning the Revolutionary War [14] Constitution [14.01] Your Constitution [14.02] Stance on Slavery [14.03] Stance on Land Security [14.04] Stance on Elections [14.05] Stance on Natives [14.06] Stance on Religion [A] Contact Information [B] Webmaster Information [C] Credits [D] Sites FAQ is on [E] Copyright ------------------------------------------------------------------------------ [1.01] Introduction Welcome to my 41st guide, and the 4th in the Civ 4 series, behind the Civ 4 game itself, Warlords and Beyond the Sword, which is probably the best expansion pack I've seen in my life. Anyway, this is for Colonisation, a remake of the 1994 version done by Sid Meier himself. This does not require the base game (Civ 4) to play, so don't fret there. This is going to be a dream for me in terms of writing, I always wanted to write for Colonisation, the DOS version, but I'll just do the updated version now. Enjoy! ------------------------------------------------------------------------------ [1.02] Version History Version 0.0 [26/9/08] Started this guide. Version 0.1 [27/9/08] Started with Table of Contents. Version 0.2 [9/10/08] Completed Chapter 2. Version 0.3 [10/10/08] More on Chapter 2. Version 0.4 [13/10/08] Added ASCII. Completed Chapter 3. Version 0.5 [15/10/08] Started on the Founding Fathers. Version 0.6 [16/10/08] All the Founding Fathers are complete. Version 0.7 [17/10/08] Tidying up. Version 0.8 [19/10/08] Completed more about the Indian leaders. Version 0.9 [22/10/08] Update on the terrain and resource bonuses. Completed that as well. Version 1.0 [23/10/08] Completed Chapter 5 and 14. 6, 10 and 11 tomorrow hopefully. Version 1.1 [24/10/08] Completed Chapters 6, 10, 11 like I promised. 7, 8, 12, 13 to go, should be finished in two updates. Version 1.2 [25/10/08] Guide is now complete. All chapters complete, so happy reading. ------------------------------------------------------------------------------ [2.01] Starting Out Well, when you start out, you get to choose what type of map you get to play with. I Suggest that you play on either the Western Hemisphere or the Caribbean map. The Western Hemisphere Map will cover both North and South America, as well as the little islands in between. It will, essentially, cover, the continent from the north to the south pole with pretty good detail. Though you are taking millions of square kilometers of land in a few tiles. Imagine how much land would be taken up by a single pixel. This is found under custom Scenarios as you can imagine. The Caribbean map is there with some pretty good detail as well, featuring a good chunk of South America as well as Cuba. No sign of North America, such as most Golden Age based games. Otherwise, there isn't much that you can do. The other maps are more random and harder to play with, but that is up to you. Thats pretty much it for starting out. ------------------------------------------------------------------------------ [2.02] Starting Nations and Leaders When you start, you have the choice to start from 4 large empires, the same as last time. You get to either be in charge of the Dutch, English, French or Spanish colonies. People were angry because Portugal weren't included, but to be honest, they weren't in the first Colonisation game, and this is, in essence, a remake, so I don't see what people are whining all over about. Anyway, all colonies will start with a Caravel ship (the Dutch get a Merchantman instead), a Colonist with tools and Soldier. The English get two free colonists instead, a pioneer and a soldier. The Spanish get a normal pioneer and Veteran Soldiers, and the French get Hardy Pioneers and normal soldiers. There are two leaders for each nation, who each have a different trait that will alter how their empire is run. There is also a trait for the empire in general, the Dutch are more enterprising, while the Spanish are a bit more warlike. --==~~The Dutch~~==-- Special Trait - Mercantile Market prices are less sensitive This is a useful trait to play with because market prices, will, be a massive source of income in the game. Once you have extremely efficient colonies, you are able to produce more and more goods, and as you send these back to Europe for sale, the price will drop as supply is increased and demand is furfilled. For example, say you want 10 oranges at 2 dollars. I deliver 15. You will buy the 10, but unless I drop the price, you don't buy any more. That will happen in Europe. More on that later. But these prices are extremely sensitive and if you sell too much, that price drops, and this prevents it for a while. --==Leaders==-- Peter Stuyvesant - Industrious +25% Hammer Production in all Settlements This is quite useful. Hammers are needed from your colonies to be used to make buildings, which is relatively important, as you can imagine, as well as being used to generate Founding Father points. This will increase production by a quarter, and while that may not seem like a lot, over the course of the game, that means 25% extra founding father points, which is rather useful. Thevenon Vivien sent in the following: "I would just like to add to what you already said that the production bonus is really great when you get founding fathers who increase hammer production as well, especially Alexander Hamilton (+3 hammers in every colony), as it results in all colonies having decent production even without any carpenters or lumber; pretty convenient for the founding father points you mentioned getting with those hammers." Andiaen Van Der Donck - Charismatic +100% Time between Tax Increases When the King from your home nation sees that you have been doing rather well and making a lot of money, he will decide that it is a good time to tax your colony. The more money you make, the faster he will tax you. This will make the time needed to tax your further even longer, which is even more useful since taxes will slowly eat away at your profits. 10% taxes on 100,000 means 10,000 and that could buy you several new cannons. --==~~The English~~==-- Special Trait - Tolerant -25% Crosses needed for Immigration The problem with this trait is that while it does get you more free units at docks at Europe, the fundamental problem is that you don't know and you don't get to control what type of people you will have at the Docks of England. This is a nice method of getting free units, but no control of what type of units they are is pretty annoying. You don't want any more criminals or servants, but those experts are always sought. Problem is, do you need them, there is no point of having an expert sitting around doing bugger all. --==Leaders==-- George Washington - Disciplined -50% Soldier Equipment required Well, you get the founding father for the United States, what more could you want. Well, this is extremely useful if you are going to take on Europe for the final push of independance. You want to arm your own soldiers for starters because it will get more and more expensive to arm them at the docks of Europe, and you can easily breed your own horses and make your own muskets. This reduces the cost of arming soldiers, normally 100 of each, by 50. John Adams - Libertarian +25% Liberty Bells Generation in all Settlements This is one of the best traits that you can have. Rebel sentiment is harder to generate, and there are benefits to generating more and more Liberty Bells such as increased production. You need at least 50% Liberty Bells in order to declare independance, no taxation without representation. These bells take a long time to generate, so the more the better. After all, if a show about this man can win awards, he must be important. --==~~The French~~==-- Special Trait - Cooperative Natives are more tolerant towards territory encroachment -50% time spent Living Among Natives to Learn a new skill Well, for a nation that has been classed as everything possible, since they apparently can't win a war by themselves to having a dead langugage, they do have some pretty good traits. The ability to have natives no get really annoyed that you have taken their land as well as the ability to decrease the time needed to learn a new skill, it is rather useful. After all, some skills such as Fur Trapping and Cotton Farming aren't available to be purchased in Europe. And only the Natives can teach you. --==Leaders==-- Samuel De Champlain - Enterprising +100% Conversion Rate from Missions Well, missions are a good way to get converted natives, which are good for field skills, such as fur trapping, but not as good as an expert. The problem with this trait is that you don't need it when you have the experts flowing through your colonies, and that means that you won't need this trait, the problem with this leader is just that. Reader Thevenon Vivien disagrees with my opinion, here it is. "Once again, I partly disagree. In some games, it is strictly impossible to find a specific raw material expert, and in those cases, converted natives come pretty handy. Also, note that all the converted natives you get first appear in the indian village they come from, so you can instantly train them to become whatever expert the village trains. If that particular expert isn't needed, you can always turn all those trained natives into free colonists, so a LOT of new soldiers with this trait and a few missions. Also, they can learn a new speciality in school faster than natives." Louis de Frontenac - Militaristic Free Promotion (Grenadier I) - Mounted Units - Gunpowder Units While this may be useful, after all, more damage from your units are more than welcome, the problem is that there are other traits from other leaders that are far more useful. Practical applications for your colonies is a far more useful ability than the promotion of a few units. But then again, the fight for independance requires you to pull no punches. ---==~~The Spanish~~==-- Special Trait - Conquistador +25% Attack against Natives Well, the Spanish did have a nasty history against the Aztecs and the Mayans when they decided that a conquest of South America as in order, and I guess that this reflects that very nature to the core. Useful, except it doesn't say anything about killing other Spaniards when you declare independance. --==Leaders==-- Simon Bolivar - Determined +100% effect of Liberty Bells on Rebel Attack Well, this means that when you attack, your units get an even bigger boost from the generation of the Liberty Bells than before. That means, more Liberty Bells means even more damage, which is exceptionally useful when it comes to Independance, since you are guaranteed to have a large generation of Liberty Bells then. Jose De San Martin - Resourceful -50% XP Needed for Unit Promotions This is useful if you are going to have a very skilled but limited ground force. You want your ground force, when you are going to kill the mother country, to be the best that it can be, and given that the natives are only going to give very limited experience, so you need to make the most out of it while you still can. Reader Theovenon Vivien has a slight disagreement with me on San Martin: "Ha! Trust me, it is also extremely useful with a very large but totally untrained ground force. This trait makes all your soldiers gain their first promotion with only 1 experience point. Just one fight and they get promoted. Even better: Use a great general in a spot where you just put 20 free colonists freshly turned into soldiers. You will get 20 promotions. Although there are many uses for this, one of my favorites is doing this right after getting the last military founding father, Dom Pedro. You can then give all those new soldiers the second level of Minuteman. In seconds, 20 soldiers with +45% settlement defense! Also, this leader trait is your best bet if you want to get the high level promotions. It makes aiming for level 6 Veteran with more than one unit realistic. I often end up with a group of 5 to 8 dragoons with Veteran VI, 4 power +75%. Extremely powerful, can take over entire empires remarkably fast, as well as quickly get rid of the fearsome royal artillery (the only thing that can really kick your ass even if you have one extremely well defended colony)." ------------------------------------------------------------------------------ [2.03] The Right Place When you start to establish your first colony, there are some things that you want to keep an eye out for. The first is any bonuses on the land, such as cotton, wheat, fur, anything, and that would make a good start, since those resources will be useful for manufactured products. Also, since the first city needs to be a port based city, you want to have access to items such as fish or crabs so your fishermen from Europe, with a dock, can harvest those tiles, since they provide a good source of food. Also, make sure that you aren't too close to them Indians, even though they might be nice, they will attack, sooner or later, if you aren't going to be very nice to them. Remember, you want to be a good distance, because if you use their tribal lands, they will fine you and you need to pay money for the land, lest you want to fight them for it. Finally, look for a point where you can easily control ships to and from England. Because odds are, ships containing men are going to land here when you declare independance. But thats the basics, look for resources and take over. ------------------------------------------------------------------------------ [2.04] Building a Nation When you start placing more colones, while you want secure access to food, you can easily send Wagon Trains to supply more and more food to those colonies that are in need. The money that you have is very important. When you trade off all your nice, valuable goods, you will got gold for it. That gold is important, you need it to hire specialists from Europe, to purchase new ships and cannons from Europe, well, it is currency, and the more you have, the better. However, the more you sell, the more the king will tax you. Remember, if you decide to not pay the tax and have a tea party, you will never be able to trade that commodity again, so be careful when you want to throw parties left, right and centre. Soon, you are going to look for new resources. Cotton fields need to be taken for cloth, fur for coats, tobacco for cigars, and the like. But what you really want to take over are iron mines. These are important because if you have control of Iron, you have the ability to make tools, that are very, very useful as well as the power of Muskets, to arm your soldiers. You want to have Pioneers to make some roads to connect the inland cities with the port cities so you can get rid of the goods as well, that is rather important. Improvements should be built to make your land more productive, and that is always a good thing. Those are the basics for a big empire, how you build it, thats up to you. ------------------------------------------------------------------------------ [2.05] Independance When all your colonies have at least 50% rebel sentiment, that is, half the population want independance, you will be able to declare that you want independance. Well, this is a risky more, since the King will send in his troops. This is quite hard in this game to win at this point since the King will respond with overwhelming force. To win, I'll detail how to do so in its own section, such is the complexity. At least you get a constitution to draft, so that is rather interesting. ------------------------------------------------------------------------------ [3.01] Setting Up When you set up your colony, you need to bear in mind that this is not like the original game of Civ 4, you can only harvest 9 tiles in total for your city, regardless of the culture of your city. Culture really doesn't do much, except define how much land you control. This is fundamentally different in how you gather resources. First of all, you can only gather one type of resource on a tile. Unlike Civ 4, you don't get to place any person to gather all. There are various resource collectors here and they each have different abilities. Servents and criminals tend to do a lot worse, while colonists will be the average wherever they are placed. The converted natives are better than colonists on the field, but worst in the manufacturing positions, and the experts are experts in doing what their profession requires, obtaining double productivity over a colonist, but will act like a normal colonist when placed in a profession they are not expert in. Also, unlike Civ 4, you have buildings that you can place colonists in to refine your resources. Every turn, you will get resources from your tiles equal to the amount that your colonist can produce. That is, if your colonist is able to produce 5 tobacco, then you add 5 tobacco to your stockpile. There are many buildings that will turn the raw materials from the field into valuable goods that will sell for more in Europe. In the case of Iron Ore, tools that are produced are used by your colonies as well as the muskets that are generated by tools. It will be in your best interest to settle near areas where there is a land bonus for a certain resource. Seeing a resource on the map means a very good boost to harvesting that resource, and that means a lot more money. You will want to develop and build new buildings, but the first is going to be the warehouse to increase the amount of resources you can hold. Then, depending on the type of resources that you can gather, you want to develop more efficient and bigger buildings for processing. That is, you want a bigger lumber mill, you want a bigger coats factory, because not only will it suck more raw resources, which means less goes back as a waste, but you will transform more raw resources into final, and expensive, manufactured goods. ------------------------------------------------------------------------------ [3.02] Import/Export At the start, you are going to be short on money, but you need to build up money to purchase experts and more importantly, military equipment from your mother country. Sure, they obviously don't suspect the hiring of several Dragoons and thousands of horses and muskets as a bold military move. Anyway, you need to be able to purchase and sell goods to the mother country. First, you are going to need a colony, and given the small amount of spending money that you have to play with, you are obviously going to need to export something for some money. This is why it is important to settle near some source of resources, this allows you to harvest those resources and sell them raw back to Europe as a source of money. When you place the items on your ship, bear in mind that it needs to be in port in order to load up the ship, and send it back to Europe, which, depdning on your map, may be quite a long wait, but thats a nice amount of time to build up your resource stockpile. What you want to pay attention to is the price of the goods that you are able to sell. Food, Lumber, Horses, Tools and Muskets generally sell for low prices, below 5 gold per item. Unprocessed items, Tobacco, Cotton, Fur, Sugar and Ore generally sell for just a bit about 5 gold per item, but not too much. The processed items such as Rum, Coats and Cigars sell for about 10 and the rarest item of them all, Silver, sells for nearly 20 at the start. The game has the process of supply and demand. Over time, the price of the goods will get higher and higher as more and more people will demand those types of goods. However, as more and more of your goods flood the mother country, the price will drop and drop, but you will always be able to sell for some amount of money. As you send more and more goods back, you need more ships as your colonies expand. You have really, two choices. Ships of the Line are nice options since they have 4 cargo slots and 4 movement, but the Galleon has slightly more carrying capacity but less movement. A balance between the two should be a good idea. ------------------------------------------------------------------------------ [3.03] Building You need to build more and more colonies as you expand. You can't, however, all have them on the coast, you are, sooner or later, going to need to expand inland. If you do, you need two have several things. First, you are going to need pioneers to build more and more roads for faster travel. For what? Well you want to have wagon trains to transport goods to your port cities so you can send your goods back to the motherland. The best type of colony, therefore, is Silver mining. Silver mining is only going to be found inland, where mountains are, and that is the most profitable type of resource. Roads make your units travel faster. Well, they don't give more moves, per se, but they do reduce the amount of movement points that is required for your units to travel across the tile. Therefore, it is important that you expand, since you are not going to get silver near the coast. Also, you want to build up your colonies. You want to build up the economy of your colonies first, because more money means that you can hurry production further, which will be building more and more improvements. But after a while, you want to focus on building more and more military based buildings. Stockades will be useful at the start to fortify your base, but what you really want is going to be a drydock. You want to build more and more of your ships, because when you declare your independance, you will need to have an extremely strong navy. Although the war, will be won on the land, control of the seas will limit the amount of ground forces that you need to control the imperial forces. There is also a reason that you want to send more and more colonies inland because you will find that the king will send forces to your port cities and if they fall, you need something to fall back on. Inland colonies will provide resources to fall back on, as well as production on military forces to repel the invaders. More on that later though. ------------------------------------------------------------------------------ [3.04] Crosses and Liberty Bells There are two buildings that you need to keep an eye on, that is, the church and the town hall. Why? They produce Crosses and Liberty Bells, that is very important. But you can't sell them, you can't eat them, what do you do with them? Crosses are important if you don't want to pay for new colonists and you want a lucky pick. Colonists will be generated on the docks of Europe and if you have enough, which can be seen on the meter on the bottom of the Europe screen, you will get a new colonist. The problem is, you don't have a choice on what is generated in Europe, it can be a scout, an expert farmer or a convicted criminal, you don't have a choice. Generally, this is more or less useful in the beginning, but in the late game time, this isn't as useful since you get to train or hire new experts, rather than wait. Liberty Bells are a completely different matter, and they are the most important resource in the game. Why? Well, first, lets go through the basics. Liberty Bells are generated from the town hall as well as the media buildings such as the printing press. This is beneficial if you have the Elder Statesman generating more Liberty Bells from the town hall, double the amount a normal colonist can. Liberty Bells are important, they will generate rebel sentiment and if you go and generate enough, you will be able to declare independance. The rule is that as long as that there is at least half your population that supports the idea for independance, you can declare it. Also, Liberty Bells will generate founding father points. These points can be used to generate your founding fathers, special people, that will only offer their services once to you, and to the highest bigger first, that will provide a massive effect on the whole colony, since they effect all the colonies, not just one. Finally, Liberty Bells for Rebel Sentiment is important. Low rebel sentiment will give you a disadvantage in production, while a higher rebel sentiment will give you more productive workers since they have an idea of you working for your country. Also, Liberty Wells is basically culture. The more you can generate, the more land that you will have cultural control over, which is quite important. ------------------------------------------------------------------------------ [3.05] Natives and Other Nations There are many people or figureheads that you are going to be meeting over the course of the game. First, you are going to encounter the natives. There are many native tribes here, but where they spawn appear to be random. Natives are going to be quite nice to you, they will trade with you as well as head to your town to give you gifts when you start out, which is more than helpful. However, you should send your scouts out to their burial grounds when you have a strong military. The reason is that a strong army will be able to defend against anything that decides to go wrong. Natives are useful for their trade goods, but they are even more useful for their treasure. You can sack enemy cities and their burial mounds for treasure units. These will require you to send a galleon or borrow one of the king's galleons to transport back to Europe for the money, but they do haul a lot of cash. Natives, if stealing horses and muskets, are going to be quite strong, so don't let them raid your encampments or trade those items to them, because the last thing you want are angry natives armed with muskets that are going to shoot at you. You need to contain them. If you plan to attack them, send in your troops to take down their units and use Artillery to blow up their villages if need be. Artillery is one of the better attacking units that you will have. Other nations, on the other hand, are going to be harder to combat. They will be the same as you, but they will lack the numbers in the beginning to pose a really big threat to you, but they will build up their numbers. It is important to figure out what happens in Europe. Wars that will happen there will effect you since there are going to be strong odds that it will effect wars in the colonies. That is why you should have armed forces at all times, in case those little enemies come a knocking. Finally, there is your king. Your king is going to be the biggest pain that you will ever encounter. First of all, they will tax you for making money till they can tax you no more, at 99%. Also, they will always demand tribute which you can reject and they will get annoyed, so when you need those military forces, they won't lend them to you. Your king is the one that you are going to need to fight later on, so make sure that you keep an eye on the Royal Expeditionary Force, because you are going to have to try to match those numbers. ------------------------------------------------------------------------------ [3.06] Native Leaders and Tribes There are 8 native tribes and there are going to be 8 seperate leaders for those tribes. They all have some benefit to you. They have two traits each, and they all have benefits for you. Since there is going to be a lot of double dipping here, I'll be rather nice to you. --==~~Agueybana~~==-- Cacique of the Arawaks --==Impressionable==-- - +100% Conversion Rate from Missions - Free Promotion - Grenadier 1 - Mounted Units - Melee Units - Gunpowder Units --==Gracious==-- - +100% Gold at first European contact with Native Villages - Free Promotion - Ranger 1 - Mounted Units - Melee Units - Gunpowder Units This is an interesting leader. Basically, for you, you will get a higher conversion rate from the missions from this guy than normal missions belonging to the other tribes. Also, the first type of European colonist that meets this guy will give you more gold than he will give to other Europeans when they visit his villages. --==~~Cunhambebe~~==-- Leader of the Tupi --==Prosperous==-- - Yields +100% Treasure when villages are captured - Free Promotion - Minuteman I - Mounted Units - Melee Units - Gunpowder Units --==Indulgent==-- - -50% Cost of Native Land Purchasing - Free Promotion - Formation - Mounted Units - Melee Units - Gunpowder Units This leader will be one that you want to be at peace first, then strike without any sort of warning. You get some cheaper land to start off, and then when you decide to plunder them, you get double the amount of gold. What a life that is, so you get all the money that you spent on their land back. --==~~Huayna Capac~~==-- Leader of the Incan Empire --==Prosperous==-- - Yields +100% Treasure when villages are captured - Free Promotion - Minuteman I - Mounted Units - Melee Units - Gunpowder Units --==Mentor==-- - -50% time spent Living Among Natives to Learn a New Skill - Free Promotion - Mountaineer I - Mounted Units - Melee Units - Gunpowder Units This is rather interesting. Again, this is good for your colonists to live among the natives to learn a new skill. This will be rather fast. When you have either enough colonists to fill the vacant positions that the tribe can help you fill or have a developed education system and have no more use for the Incans, you can do what the Spanish did and loot them for all they are worth, because they are worth a lot. Double gold. --==~~Logan~~==-- Chief of the Mingo --==Indulgent==-- - -50% Cost of Native Land Purchasing - Free Promotion - Formation - Mounted Units - Melee Units - Gunpowder Units --==Mentor==-- - -50% time spent Living Among Natives to Learn a New Skill - Free Promotion - Mountaineer I - Mounted Units - Melee Units - Gunpowder Units Another interesting set of traits that you can use to your advantage. This is a tribe that you can to be peaceful with. You get relative cheap land and you also get a nice set of skills from them as well, so this is going to be a nice tribe to ally with, and not to plunder and loot from. --==~~Mangas Coloradas~~==-- War Chief of the Apache --==Impressionable==-- - +100% Conversion Rate from Missions - Free Promotion - Grenadier 1 - Mounted Units - Melee Units - Gunpowder Units --==Indulgent==-- - -50% Cost of Native Land Purchasing - Free Promotion - Formation - Mounted Units - Melee Units - Gunpowder Units Well, this isn't as useful as Logan is, but the Conversion Rate is rather useful for pumping out more colonal soldiers. This will mean that you get rather cheap land, as well as a nice source of converted natives, who you can arm with guns when they are of no more use to you in the colonies on the field, toiling away on the land. --==~~Montezuma~~==-- Aztec Emperor --==Prosperous==-- - Yields +100% Treasure when villages are captured - Free Promotion - Minuteman I - Mounted Units - Melee Units - Gunpowder Units --==Gracious==-- - +100% Gold at first European contact with Native Villages - Free Promotion - Ranger 1 - Mounted Units - Melee Units - Gunpowder Units Ah, the perfect type of native that you want to target in this game. What you want to do, when you are building up your forces, is to use some scouts and visit their village for the gifts that they will give you. Then, you can epically betray them and steal all their nice loot. Ah, the art of backstabbing is surely not lost in this game. --==~~Oconostota~~==-- War Chief of the Overhill Cherokee --==Impressionable==-- - +100% Conversion Rate from Missions - Free Promotion - Grenadier 1 - Mounted Units - Melee Units - Gunpowder Units --==Gracious==-- - +100% Gold at first European contact with Native Villages - Free Promotion - Ranger 1 - Mounted Units - Melee Units - Gunpowder Units See the leader of the Arawaks for the same comment. --==~~Sitting Bull~~==-- War Chief of the Hukapapa Sioux --==Impressionable==-- - +100% Conversion Rate from Missions - Free Promotion - Grenadier 1 - Mounted Units - Melee Units - Gunpowder Units --==Mentor==-- - -50% time spent Living Among Natives to Learn a New Skill - Free Promotion - Mountaineer I - Mounted Units - Melee Units - Gunpowder Units Well, this is one of the most famous Indian leaders that you can get. Anyway this is an interesting leader, you want to seriously have missions in his villages and then send in your own colonists for training. This is one guy you want to keep at all costs since converted natives make good soldiers and half the time to learn a new skill is good as well. ------------------------------------------------------------------------------ [4.01] Bananas +2 Food Bananas are the worst of the food bonuses, the will provide the least amount of food alone with deer. These are found in warmer or more tropical parts of the map. For the Western Hemisphere map, they are found in the South America parts of the map, in particular, parts of Brazil. ------------------------------------------------------------------------------ [4.02] Corn +3 Food It is best to settle in places where this is closeby, it will give you three food per turn, but remember that you also will see it most commonly on plains or grassland, and also on a river, which means even more food. More on that later, but the Corn resource is one of the most useful food resources, it is only surpassed by one. ------------------------------------------------------------------------------ [4.03] Cotton +2 Cotton This is a bonus where you want to have. This can be used in two ways. This should be taken by a colony where your intentions are to make it into cloth or have access to export it to a colony so you can export the cotton to another city for cloth production or back to Europe. ------------------------------------------------------------------------------ [4.04] Crab +3 Food This is why port cities are going to be the ones with the highest population. There are only two bonuses for the sea, and they give the same amount of food as the corn bonus. That being said, the sea gives a lot more food, or more food than the land tiles in most cases. ------------------------------------------------------------------------------ [4.05] Deer +2 Food Deer should have a fur bonus as well, but the problem with that is that you can only harvest a single type of resource on a tile at one given time, which is one of the bad features that should have been changed, using the Civ 4 system, but it is more realistic this way. After all, a farmer can't chop down trees, trap deer, farm the land all at the same time. Or can he? ------------------------------------------------------------------------------ [4.06] Fish +4 Food This is the best food bonus in the game. This provides the highest yield for any food bonus in the game, and this is what you want to be looking for when you settle, but that is provided that you can get the docks up and running fast so you can make the most out of your food tiles when you can. ------------------------------------------------------------------------------ [4.07] Fur +2 Fur Technically, they are beavers, but anyway. The problem with this resource is that it isn't very evenly spread. It is going to be found near the North Pole at most times, so on the Western Hemisphere map, think Canada. Most commonly found on Tundra tiles, which is useful for fur production as well. However, there are rare instances where it is found all over the place, think of it as rabbits that are the fur. ------------------------------------------------------------------------------ [4.08] Iron +2 Ore This is the product that you want when you want to think about revolution. You somehow make guns out of tools, maybe you hollow out a hammer and use the wood stock as a barrel, I don't know. This is going to be found in hilly tiles or in the desert, but I hope you find it on the hills, because the desert doesn't really support life. ------------------------------------------------------------------------------ [4.09] Silver +2 Silver This bonus is totally useless unless it is found on a mountain tile because you can only mine silver on the mountain tiles, no exceptions. That means, if you want silver, head to the mountains. On the Western Hemisphere map, there is a mountain range called the Rocky Mountains. Don't know if you heard of it before. ------------------------------------------------------------------------------ [4.10] Sugar +2 Sugar Rum, Rum and more Rum. That is what Sugar is good for, RUM! They are more likely to be found in the Caribbean, where Jack Sparrow loves his rum. While this may be useful, you will probably need docks to ensure that you can survive on the food that you will gather there since those islands don't count as a lot of land. Cuba isn't all that big on the map you know. ------------------------------------------------------------------------------ [4.11] Tobacco +2 Tobacco Ah, the bane of society, with them cancer sticks and all. I don't mind if you smoke them, don't give it to me. Anyway, despite my rambling, it is quite a profitable business. Cigars are the best type of manufactured goods, but Tobacco is normally found inland, not near the sea, so it will need to be sent to the port via wagon train. ------------------------------------------------------------------------------ [4.12] Coast +1 Food Defending units get +10% Strength Cannot build settlements here Well, this is good for your basic fishing trip, I mean, you can't build settlements on water anyway. This will be useful if you can land near these tiles since they do give a nice boost, and they are all over the place. ------------------------------------------------------------------------------ [4.13] Desert +2 Ore Improvements take +25% time to build This is an interesting situation you've got here. The Desert tile will make more ore for you, BUT, if you are on desert tiles, the odds are that you aren't going to have great sources of food, which means that you are more than likely to export all the ore to another city to have production of tools and muskets from ore. ------------------------------------------------------------------------------ [4.14] Grassland +3 Food +3 Tobacco This is nice. Well, you get a choice of what type of production you have. Generally speaking, you want this to be tobacco production since that is a good you can sell back to Europe for a high price, but the problem is that you might want to take this tile for the food value. But that is totally up to you, you might use the tile to get food, then switch, run at loss of food, make tobacco, and change. ------------------------------------------------------------------------------ [4.15] Ice +2 Fur Improvements take +50% time to build This is a different tile to the Ice below. This ice is still a part of land while the ice below is on the water. That is, the ice below is water with a chunk of ice, while this one is ice on some terra firma. Anyway, this is more common as you head north, and this is where you will be placing your colonies for the fur and coats. ------------------------------------------------------------------------------ [4.16] Marsh +2 Food +3 Sugar Improvements take +25% time to build A useful place to start looking for if you are going to make some Rum. This with a Sugar bonus on it is looking pretty damn good if you ask me. This is quite hard to use properly though, because Marsh doesn't provide as much food as the Plains and Grassland do, even though they have the same trade off but for a different resource. Well, maybe growing corn on some swampy bayou isn't a good idea. ------------------------------------------------------------------------------ [4.17] Ocean Cannot build settlements here Well, this is where your units travel to and from Europe. Technically, you shouldn't see this in your colonies, after all, you should be seeing all the coastline instead. Maybe you did something that you shouldn't have with the WorldBuilder, otherwise known as cheating. ------------------------------------------------------------------------------ [4.18] Plains +3 Food +3 Cotton A classic tradeoff between Food or King Cotton. While the land does look kind of arid, it is good for crop growing. Again, you can just alternate between food and cotton production. Switch to food to build up a surplus, and then farm cotton while depleting that surplus. Useful if you are effected by the Liberty Bell disadvantage. ------------------------------------------------------------------------------ [4.19] River +2 to ANY Resource The River is the best terrain you can have. This will give +2 to whatever resource you are gathering on the while. After extensive testing, I've seen that you get +2 Silver from the Mountain, +2 Food from farmland, and so on, which is quite a boon to your economy. I suggest that this, and a mountain range, will be extremely useful for your economy. ------------------------------------------------------------------------------ [4.20] Tundra +2 Food +2 Fur The same as Ice, it is found in the northern areas where you get a fair amount of fur there. This is useful for fur, and well, more useful for food production. I am just wondering what type of crops grow in those icy conditions, maybe potatoes? ------------------------------------------------------------------------------ [4.21] Forest -2 Food +6 Lumber -2 Cotton +3 Fur -3 Sugar -2 Tobacco Movement Cost - 2 Defending Units get +50% Strength Well, Forests are good if you want a lumberjack and carpenters to produce the hammers which in turn produce the buildings and produce, well, everything, from units and founding father points. Also good for fur production, but if you are trying to farm crops, try demolishing the forest. Do you think it is easy to farm crops in a forest, I mean, seriously, it isn't that easy. ------------------------------------------------------------------------------ [4.22] Ice ZIP Ice is impassible, you cannot pass it, which means it will be found near the North and South Pole. Not very useful, but then again, you shouldn't be this far up anyway. ------------------------------------------------------------------------------ [4.23] Jungle +4 Lumber -2 Sugar -2 Cotton -2 Tobacco Movement Cost - 2 Defending Units get +50% Strength The Jungle, unlike the Civ 4 game, doesn't try to kill your population. At least you don't suffer a food disadvantage here, but the odds are, if you get this type of Jungle on it, you will probably find a source of tasty and yummy BANANAS! So there's a bonus right there. ------------------------------------------------------------------------------ [4.24] Light Forest -1 Food +2 Lumber -1 Cotton +2 Fur -1 Tobacco Movement Cost - 2 Defending Units get +25% Strength A light forest is a lite forest. You get less lumber, but you will get a nice fur bonus for it. This is the good part, but still, if you are in a farming community, this would be a nice thing to chop down for the time being since it won't be useful in the long run for resource production. ------------------------------------------------------------------------------ [5.01] Cigars Tobacconist's House = 3 Cigars per Citizen Tobacconist's Shop = 6 Cigars per Citizen Cigar Factory = 6 Cigars per Citizen Cigar Factory = +50% Cigar Production Cigars are used on a 1 to 1 ratio with Tobacco. Where would society be without Cancer Sticks? Anyway, this is one of the more stable goods in Europe. The price is consistant with the price of manufactured goods, they are about the low teens, dipping with excess supply, but these generally sell higher than the other manufactured goods, despite the amount of supply. ------------------------------------------------------------------------------ [5.02] Cloth Weaver's House = 3 Cloth per Citizen Weaver's Shop = 6 Cloth per Citizen Textile Mill = 6 Cloth per Citizen Textile Mill = +50% Cloth Production Again, this requires Cotton to produce a manufactured good, and these will sell for in their low teens, however, these are more prone to have their price drop when the supply exceeds the demand from Europe. It is best to focus on Cigar production rather than cloth production. ------------------------------------------------------------------------------ [5.03] Coats Fur Trader's House = 3 Coats per Citizen Fur Trader's Shop = 6 Coats per Citizen Coats Factory = 6 Coats per Citizen Coats Factory = +50% Cloth Production Coats are the worst type of manufactured good to send back to Europe en masse because these have the lowest threshold before the price of the item will drop and they will drop fast. I've experimented a bit with the trading volumes, and while I did tweak production, Coats ended up dead last. Cloth fairs a bit better, then Rum, then Cigars. Coats, well, you should only have a single colony that is that far north anyway. ------------------------------------------------------------------------------ [5.04] Cotton Cotton is the type of crop that doesn't sell that highly when you have it shipped back to Europe. At first, you are more likely than not to actually IMPORT cotton from Europe, process it into cloth at your colonies and then send it back. That is a nice tip if you want one, but they sell for their low single digits, about 3-5 at most. ------------------------------------------------------------------------------ [5.05] Crosses Church = +3 Crosses per Citizen Cathedral = +6 Crosses per Citizen Crosses are used for Immigration. On your Europe Screen, there is a bar on the bottom for Immigration. It will show the amount of Crosses that you need to generate for a new immigrant on the shores of Europe. The more that you generate, the more immigrants that will be in Europe that you can ship over to your colonies for production purposes. Even the criminals and servants have their uses, and can be useful, see below. ------------------------------------------------------------------------------ [5.06] Education Schoolhouse = +3 Education per Citizen College = +6 Education per Citizen University = +12 Education per Citizen Education works differently. What you need to do is to send in a Colonist without a trade, Free Colonists, Servents, Criminals and Natives to the Schoolhouse, and they will generate Education Points for themselves. Once they have achieved a certain amount, you can assign them a job. That job is assigned from the available experts in the colony. So for a colony with Expert Farmers and Fishermen, your new students will either be Farmers or Fishermen. Thats the choice. Of course, all other classes other than free colonists will generate their points a fair bit lower, but that is the general jist of things, the Civilopedia does a better job than me. ------------------------------------------------------------------------------ [5.07] Food Food is one of the items that you cannot live without. Food is needed by all your colonist. Each colonist will consume 2 food per turn, and failure to ensure that they have their need complete will ensure in their starvation and their death, which is not a good thing. For a developed colony, there will be a fair amount of excess food. You need to look at either exporting the food back to Europe for money or using the food to produce Horses. Horses are useful, since they make normal soldiers into the powerful dragoons. Selling the food back the Europe is really not for a lot of money, they sell for 1 Gold most of the time, but to purchase it, well that's just daylight robbery. Once your colonies have reached a certain level of food in the colony, that is, a certain level of stored food, a new colonist will be born, so to speak, and ready for new orders from their boss. Give them some guns and make them man the fort. ------------------------------------------------------------------------------ [5.08] Fur Fur is one of the most valuable basic or raw resources, they generally sell better than any of the crops since they have the value of being furs. The conversion into Coats isn't so bad, but like I mentioned above, Coats aren't there to make a lot of money, but some it better than none, isn't it? If you have excess fur production, either find another colony to make coats out of it or you can ship it back. They hover about 5-7, whereas the normal crops get 3-5 on average. ------------------------------------------------------------------------------ [5.09] Guns Armoury = 3 Guns per Citizen Magazine = 6 Guns per Citizen Arsenal = 6 Guns per Citizen Arsenal = +50% Guns Production Guns, Guns and more Guns. These require tools to produce, they require 1 tool for 1 gun. Don't ask on how they make guns out of tools, and nothing else, I really don't know. You seriously don't want to sell these back to Europe. And the reasons are twofold. First, they have a low selling point of about 2 to 3 on average, and secondly, what are your troops going to fight with. Better to slowly arm your forces over time rather than sell the guns. ------------------------------------------------------------------------------ [5.10] Horses Stable = 2 Horses per Citizen Horse Pasture = 2 Horses per Citizen Horse Pasture = +100% Horse Production HORSES = +1 Horse Ranch = +4 Horses per Citizen Horses are the other item that you want to keep for your own colonies rather than selling them back to Europe. They will be generated from food, each horse will take 2 food per turn for a horse to be generated. While they sell back at Europe for about 3, you can use these to have some Dragoons to fight for your colonies instead. That is certainly far more useful. ------------------------------------------------------------------------------ [5.11] Liberty Bells Town Hall = 3 Liberty Bells per Citizen Printing Press = +50% Liberty Bells Generated Newspaper = +100% Liberty Bells Generated This is what your colonies will need to generate to declare their independance from the Crown. "No taxation without represention" as they would say. And Liberty Bells are important as they will increase production for your colonies and decrease your production rate if you citizens are Tories, that is, loyalists to the Crown. They will also provide a benefit on the battlefield, as they will increase the firepower of your troops. "Give me Liberty or Give me Death" ------------------------------------------------------------------------------ [5.12] Lumber Lumber is one of the cheapest resources you can sell back to Europe, they sell for quite low, but they are needed for the production of, ironically, production itself. Production Hammers are produced by Carpenters, which require Lumber to create. No need for tools, or anything else, just Lumber. It will be hard for a colony to be able to find excess Lumber, it is quite rare indeed. ------------------------------------------------------------------------------ [5.13] Ore Ore is one of the strangest commodities. If you look at the trading prices, it has a higher, if not, equal, trading price to the more developed products from Ore. Tools and Guns both sell for roughly the same price, so if you don't have the colonial power to manufacture the Ore into something useful, then ship it back, but otherwise, use the Ore to make Tools, which are needed for the production hammers, and more importantly, guns. ------------------------------------------------------------------------------ [5.14] Production Hammers Carpenter's Shop = 3 Hammers per Citizen Lumber Mill = 6 Hammers per Citizen These hammers are produced directly from Lumber. They are on a one to one ratio for lumber, and these are used in nearly everything. The hammers are needed for the production of buildings, for units and for Founding Father points themselves. This is why it is important for your colonies to have a nice source of lumber in every colony, they need to produce new buildings to ensure that they will be able to become self-sufficient and able to produce useful things for the empire. ------------------------------------------------------------------------------ [5.15] Rum Rum Distiller's House = 3 Rum per Citizen Rum Distillery = 6 Rum per Citizen Rum Factory = 6 Rum per Citizen Rum Factory = +50% Rum Production Rum is the second most stable manufactured good, after Cigars. It seems that society's vices are good sellers, but warmth seems to come a distant second. Anyway, Rum is one of the better sellers, due to the problem of actually finding the Sugar needed for Rum. There are a lot of jokes I can make about rum (Don't you dare tell them - SBAllen), but as you can see, I can't. ------------------------------------------------------------------------------ [5.16] Silver Silver is the most valuable product that you can find. They are mined in the Mountains, at extremely low levels, you can manufacture about 2 per turn on a nice day, sometimes, if you are lucky, even more, which is a bonus. The low production rate is reflected in the price, they will sell for about 19 per Silver, but they have one of the highest dropping rates. That is, silver will have its value drop extremely fast if you sell them in vast quantities. I somehow rigged my city, using Worldbuilder, to get 24-32 Silver per turn, and after a few trades, whereas the price of manufactured goods dropped about 2, the price of Silver dropped about 10, but they seem to level out about 7-9, and they won't lose any more value after that. What country would have Silver selling cheaper than food? ------------------------------------------------------------------------------ [5.17] Sugar Finding Sugar is the problem, they are found in the more tropical areas but once you find them, Sugar is quite useful. Rum is a good seller, and Sugar itself generally sells for more than the other crops, such as Tobacco and Cotton, since it takes longer to generate the same amount of Sugar as Tobacco and Cotton, look at the Grasslands, Plains and then Marsh, and look at the difference in Sugar and the rest. Once you find it, Sugar is valuable. It is one of the more stable crops that you can sell back to Europe, so if you have excess, which I doubt, but if you do have excess, then sell it, or best, make more RUM! ------------------------------------------------------------------------------ [5.18] Tobacco Tobacco, despite being a cash crop, doesn't seem to sell to highly back in Colonization, despite what Customs keep telling us with duties and levies here and taxes there. Tobacco should almost always be used to make Cigars, they are a very stable manufactured product, and since that is always a good thing, you should have extra cities to make sure all the Tobacco is processed, even if it is just a tiny amount that is produced. ------------------------------------------------------------------------------ [5.19] Tools Blacksmith's House = 3 Tools per Citizen Blacksmith's Shop = 6 Tools per Citizen Ironworks = 6 Tools per Citizen Ironworks = +50% Tools Production Tools are the most important good in the game after food. They are needed for the clearing of forests, the crafting of roads, the production of the more impressive buildings. However, they are even more useful to be produced into guns, boomsticks, firesticks, whatever. That is what makes Tools so useful. However, they have the same selling price as Guns, and that is almost always either the same as Ore, which means that you should keep the tools here, and not send them back. ------------------------------------------------------------------------------ [5.20] Trade Goods Trade Goods are bought from Europe and they are used directly to trade with the natives. While this is a relatively cheap commodity to purchase off Europe and convert into more valuable items with the Natives, the problem is that in the long run, you don't need to rely on Trade Goods for money or trade, you can just sell off some Guns or some Horses and they'd be more than pleased to trade with you. ------------------------------------------------------------------------------ [6.01] Colonial Jobs These are a list of all the jobs in the game, and where they work, and what they would consume. Nothing to it really. The Field technically means the 8 squares that you can send your units on, to extract raw resources. --==Blacksmith==-- Consumes = Ore Produces = Tools Works In = Blacksmith's House, Blacksmith's Shop, Ironworks --==Carpenter==-- Consumes = Lumber Produces = Production Hammers Works In = Carpenter's Shop, Lumber Mill --==Cigar Maker==-- Consumes = Tobacco Produces = Cigars Works In = Tobacconist's House, Tobacconist's Shop, Cigar Factory --==Coat Maker==-- Consumes = Furs Produces = Coats Works In = Fur Trader's House, Fur Trader's Shop, Coat Factory --==Colonist==-- Melee Unit Strength = 2 Movement = 1 Can Found Colonies Can Only Defend --==Cotton Planter==-- Produces = Cotton Works In = The Field --==Distiller==-- Consumes = Sugar Produces = Rum Works In = Rum Distiller's House, Rum Distiller's Shop, Rum Factory --==Farmer==-- Produces = Food Works In = The Field --==Fisherman==-- Produces = Food Works In = Sea Tiles --==Fur Trapper==-- Produces = Furs Works In = The Field --==Gunsmith==-- Consumes = Tools Produces = Guns Works In = Armoury, Magazine, Arsenal --==Lumberjack==-- Produces = Lumber Works In = The Field --==Missionary==-- Melee Unit Can Establish Missions Can Found Colonies --==Ore Miner==-- Produces = Ore Works In = The Field --==Pioneer==-- Melee Unit Can Build Improvements Can Found Colonies Requires 50 Tools --==Preacher==-- Produces = Crosses Works In = Church, Cathedral --==Rancher==-- Consumes = Food Produces = Horses Works In = Stable, Horse Pasture, Ranch --==Silver Miner==-- Produces = Silver Works In = The Field --==Statesman==-- Produces = Liberty Bells Works In = Town Hall --==Student==-- Produces = Education Works In = Schoolhouse, College, University --==Sugar Planter==-- Produces = Sugar Works In = The Field --==Tobacco Planter==-- Produces = Tobacco Works In = The Field --==Weaver==-- Consumes = Cotton Produces = Cloth Works In = Weaver's House, Weaver's Shop, Textile Mill ------------------------------------------------------------------------------ [6.02] Military Jobs Military Jobs are those you can have your colonists become by giving them the right equipment. After they get their equipment, they will become units in these jobs. --==Dragoon==-- Mounted Unit Strength = 4 Movement = 2 Can Found Colonies Doesn't Receive Defensive Bonus Requires 50 Horses Requires 50 Guns +30% Withdrawal Chance +50% Attack on Cannon --==Scout==-- Mounted Unit Strength = 2 Movement = 2 Can Found Colonies Doesn't Receive Defensive Bonus Requires 50 Horses --==Soldier==-- Gunpowder Unit Strength = 3 Movement = 1 Can Found Colonies Requires 50 Guns ------------------------------------------------------------------------------ [6.03] Native Jobs Native Jobs are those that the natives can adopt for themselves, normally adopted because someone was kind enough to give them some horses and some nice boomsticks. --==Armed Brave==-- Gunpowder Unit Strength = 3 Movement = 1 Doesn't Receive Defensive Bonus Requires 25 Guns --==Armed Mounted Brave==-- Mounted Unit Strength = 3 Movement = 2 Requires 25 Guns Requires 25 Muskets --==Brave==-- Melee Unit Strength = 2 Movement = 1 Can Found Colonies --==Mounted Brave==-- Mounted Unit Strength = 2 Movement = 2 Doesn't Receive Defensive Bonus Requires 25 Horses ------------------------------------------------------------------------------ [7.01] Normal Colonists There is only a single type of colonist, the Free Colonist. These are the jack of all trades. They can do everything. They can produce all types of goods, all values in this guide are based of what the normal, or free colonist will be able to produced, any deviations will be noted on the other units. --==Free Colonist==-- Strength = 0 Movement = 1 Can Found a New Settlement ------------------------------------------------------------------------------ [7.02] Other Colonists There are other units that are able to produce goods in your colonies. These are obtained from the shores of Europe or from missions. To establish a mission, you need to send a missionary into a native village, and over time, they will pump out some converted natives, which is listed right below. --==Converted Natives==-- Strength = 0 Movement = 1 Can Only Defend Can Found a New Settlement +1 Production on Food, Lumber, Silver, Cotton, Tobacco, Sugar, Ore, Horses and Furs -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses --==Indentured Servants==-- Strength = 0 Movement = 1 Can Found a New Settlement -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats, Liberty Bells, Education, Crosses --==Petty Criminal==-- Strength = 0 Movement = 1 Can Found a New Settlement -2 Production on Liberty Bells, Education and Crosses -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns and Coats These units are going to be the mainstay of your colonial production while you wait till you get access to some experts that will make your production better. Criminals aren't all that useful, they should be replaced by the normal Free Colonist. Converted Natives are much better on the field, and they are better at obtaining raw materials than your normal colonists, whilst the Servants are normal Free Colonists, just don't send them to the manufacturing positions which you leave for your Free Colonists. ------------------------------------------------------------------------------ [7.03] Experts Experts are the best of their trade. They will act like normal colonists in all respects of the game, they are normal free colonists. However, if you put them in a building or tile where they need to perform what their job title ensues, such as a Fisherman on an ocean tile, or Lumberjack to produce Lumber, then they will double production. That being said, the most productive colony is run totally by experts. --==Expert Worker==-- Strength = 0 Movement = 1 Can Found New Settlement Elder Statesman = +100% Production of Liberty Bells Expert Cotton Planter = +100% Production of Cotton Expert Farmer = +100% Production of Food (Land Tiles) Expert Fisherman = +100% Production of Food (Water Tiles) Expert Lumberjack = +100% Production of Lumber Expert Ore Miner = +100% Production of Ore Expert Silver Miner = +100% Production of Silver Expert Sugar Planter = +100% Production of Sugar Expert Tobacco Planter = +100% Production of Tobacco Expert Trapper = +100% Production of Fur Firebrand Preacher = +100% Production of Crosses Hardy Pioneer = +100% Production of Land Improvements on Land Tiles Jesuit Missionary = +50% Effectiveness of Native Village Missions Master Blacksmith = +100% Production of Tools Master Carpenter = +100% Production of Production Hammers Master Distiller = +100% Production of Rum Master Fur Trader = +100% Production of Coats Master Gunsmith = +100% Production of Guns Master Rancher = +100% Production of Horses Master Tobacconist = +100% Production of Cigars Master Weaver = +100% Production of Cloth Do bear in mind that while they are experts when they are in their field, they will act like normal free colonists whilst they are placed elsewhere. ------------------------------------------------------------------------------ [7.04] Trade Units There is really a single trade unit that belongs to the Colonial forces and isn't military, the Wagon Train, which doesn't have any guns on them. --==Wagon Train==-- Strength = 0 Movement = 2 Cost = 40 Production Hammers Cargo Space = 2 The Wagon Train is pretty much essential for inland cities. These are required for you to bring in goods, such as Food, to inland cities, that don't have access to the ocean for extra food. They are also needed for the return trip to take the produced materials back to the ports for either manufacture or selling back to Europe. It is best that you build roads between the port cities and the inland cities because that will allow you to travel 200% further whilst not consuming any extra turns. After all, movement is 2, while the road allows for all movement between squares to be 1/3, which means 6 movement on roads. ------------------------------------------------------------------------------ [8.01] Ground Units As a note, military units have their basic unit, which what is listed below, and then you add in their job. That is, if you have a soldier, you add in the benefits of Soldier, and their job, which is Soldier. So a Regular Dragoon will need to add the stats of the Regular and the job of Dragoon. --==Artillery==-- Strength = 4 Movement = 1 Cost = 200 Production Hammers 40 Tools Unique to all European Empires (Colonies do not get these) Doesn't Receive Defensive Bonus +150% Settlement Attack +50% Settlement Defence Can Bombard Settlement Defences (-20% a Turn) Requires Armoury, Magazine or Arsenal --==Cannon==-- Strength = 3 Movement = 1 Cost = 200 Production Hammers 40 Tools Doesn't Receive Defensive Bonus +100% Settlement Attack +50% Settlement Defence Can Bombard Settlement Defences (-12% a Turn) Requires Armoury, Magazine or Arsenal --==Colonist==-- Strength = 2 Movement = 1 Can Found Colonies Can Only Defend These are the units you get giving Guns to your Colonists --==Great General==-- Strength = 0 Movement = 2 Can Provide 20 EXP to Units on the Same Tile Provides Free Upgrades when attacked to a unit These guys are generated from normal battles. The more EXP your units game from battle, the more Great General Points that your colonies will gather. After a certain limit in General Points, a Great General will emerge to rally your troops. However, once they come out, the General Points are reset and the amount needed for the General to appear are doubled. --==Native==-- Strength = 0 Movement = 1 Cost = 50 Production Hammers Unique to All Native Empires Can Found a New Settlement +25% Marsh Attack +75% Jungle Attack +75% Forest Attack +50% Light Forest Attack +1 Production of Fur +2 Production of Silver --==Regular==-- Strength = 0 Movement = 1 Soldiers of the Royal Expeditionary Force Can Found a Settlement Doesn't Receive Defensive Bonuses +50% Settlement Attack Starts with Veteran I and Veteran II Promotions --==Seasoned Scout==-- Strength = 0 Movement = 1 Better Results from Ancient Ruins Can Found a Settlement Must be trained, cannot be built --==Treasure==-- Strength = 0 Movement = 1 Must be transported to Europe via Galleon Exchaged for Gold in Europe Found in Ancient Ruins, Burial Grounds and Plundering Villages --==Veteran Soldier==-- Strength = 0 Movement = 1 Can Found a Settlement Starts with Veteran I and Leadership Promotions These Soldiers are Improved forms of Colonists ------------------------------------------------------------------------------ [8.02] Naval Units Naval units are going to be the most important factor when you decide to declare your independance from the mother country. Since all the troops will be coming in ships, you get controls of the sea, you get control on how many reinforcements the Expeditionary Froce are going to get. --==Caravel==-- Strength = 3 Movement = 3 Cost = 100 Production Hammers 30 Tools Cargo Space = 2 Can Only Defend Chance to escape to Drydock or Shipyard after losing a Battle Requires Drydock --==Frigate==-- Strength = 8 Movement = 5 Cost = 300 Production Hammers 200 Tools 200 Guns Can Bombard Settlement Defences (-8% a Turn) Requires Shipyard --==Galleon==-- Strength = 5 Movement = 3 Cost = 300 Production Hammers 100 Tools Cargo Space = 6 Can only Defend Can be used to transport Treasure Units Requires Drydock --==Man-O-War==-- Strength = 12 Movement = 4 Cost = 400 Production Hammers 300 Tools 300 Guns Unique to the Royal Expeditionary Force Cargo Space = 4 +50% Attack Against Frigate Can Bombard Settlement Defences (-12% a Turn) --==Merchantman==-- Strength = 4 Movement = 4 Cost = 200 Production Hammers 60 Tools Cargo Space = 4 Can Only Defend Chance to escape to Drydock or Shipyard after losing a Battle Requires Drydock --==Privateer==-- Strength = 5 Movement = 4 Cost = 200 Production Hammers 100 Tools 60 Guns Cargo Space = 2 (Goods ONLY) Can Attack without Declaration of War Captures Cargo of Defeated Transports Attacks without revealing Nationality of Unit Starts with Navigation I Promotion Requires Drydock --==Ship of the Line==-- Strength = 8 Movement = 4 Cost = 400 Production Hammers 300 Tools 300 Guns +50% Against Frigates Can Bombard Settlement Defences (-12% a Turn) Requires Shipyard Note that all Cargo Spaces means that it can be substituted for units instead, except the Privateer, which can only carry goods, no units. ------------------------------------------------------------------------------ [9.01] Founding Fathers Founding Fathers are significant people in history that have contributed during the golden age, which is about 1400-1800. These people are quite famous and some moreso than others, their names will give them away. Anyway, you can generate founding father points from the production of liberty bells. There are five types of founding father points, one for each type of founding father, and these points are all generated from liberty bell production. Your cities can also set aside production to create such points when not building buildings or creating units. Actions such as military actions will create extra or bonus military points, trading will make trade points, generation of crosses will help with making more religious points and exploration of the unknown will create more exploration points. There is no bonus for Political points. When you have acquired a set number of points required for the founding father, you will be able to accept or decline the offer of them joining your colonies. If you reject them, bear in mind that you can NEVER rehire them. Note that the first colony to get enough points will have the opportunity to hire them first, and if they reject, then the next person to get the points and so forth. Other than that, the founding fathers are extremely useful in the game since they will provide a permanent boost to your colonies, and in some cases, make your units more effective, or increase production. These are very useful so you want to grab as many as you can. ------------------------------------------------------------------------------ [9.02] Trade Trade Founding Fathers are extremely useful for making money, they will help you in increasing production in your colonies, even decreasing the build times of your buildings, extremely useful. --==Adam Smith==-- Requires: 5610 Trade Points 3366 Political Points "50% Faster Production of Textile Mill, Coat Factory, Rum Factory, Cigar Factory." The writer of the "Wealth of Nations", the four factories will take half the amount of time it normally requires, which really means that about half of the production required is needed for the completion of the building, which isn't all that bad. But it is only for those buildings, none else. --==Alexander Hamilton==-- Requires: 7573 Trade Points 4488 Political Points "+3 Hammers per Town Hall" Well, that means that when you start a colony with Alex, you will always get three hammers produced from the town hall. Since the town hall is given to you from the start, which isn't such a bad idea in the first place. That can be then used to produce more founding father points. --==Cyrus McCormick==-- Requires: 17671 Trade Points 10659 Political Points "+1 Food on Plots with 2 Food +50% Sugar Production in all Settlements" An inventor in agriculture, this guy effectively gives you more food on the tiles that you harvest food from, which means quite a lot. Also, he is a god- send for the sugar plantations and rum production. 50% more sugar means quite a fair amount in the long run, enough to get more colonies in rum production to send back to Europe. --==Eli Whitney==-- Requires: 13464 Trade Points 7854 Political Points "+50% Cotton Production in all Settlements" Like the above founding father, this will pretty much increase all production of cotton, which again, is extremely useful for weaving cloth, and more cotton means more cloth, which then means more money for you, and if you have access to cotton, this isn't a bad choice. --==Jan De Witt==-- Requires: 4207 Trade Points 2524 Political Points "-50% Tools required for buildings" One of the more measly effects that you can have in the game, this will pretty much reduce the amount of tools that you need, but then again, the tools that are needed for the production of buildings is relatively minor, but saving tools is good, use them to make muskets. --==John Jacob Aster==-- Requires: 10098 Trade Points 5890 Political Points "+50% Fur Production in all Settlements" This is useful if you have settled in the polar areas of the map, where there is plenty of Tundra to play around with that requires you to make the most out of fur. This is quite useful since Coats is one of the more valuable resources since they are only plentiful in the polar regions, and that means price is going to be higher with less demand. --==John Rolfe==-- Requires: 2244 Trade Points 1542 Political Points "+25% Tobacco Production in all Settlements" This isn't as useful as the other founding fathers since it is only a 25% boost instead of a 50% boost but then again, Tobacco is quite plentiful on the map regardless, so it isn't such a bad idea. But then again, the trading founding fathers are all about making a lot of money. --==Lord Baltimore==-- Requires: 3085 Trade Points 1963 Political Points "Increases Cross production by the tax rate" This pretty much means that the amount your are tax is the percentage that the production is increased by. But if you think about it, tax rates are only increased when you make a lot of money, and cross production is there for making immigrants on the shores of Europe, so this is only useful for you if you hope for some decent immigrants or you are low on experts. --==Peter Minuit==-- Requires: 1683 Trade Points 1122 Political Points "-25% Cost of Recruiting Units in Europe" Believe it or not, 25% is quite a large amount considering the average expert is in the thousands of gold. That means that in the long run, you can save a lot of gold when you recruit units from Europe. Europe is really only useful with skilled labour, since horses and muskets and free colonists you can produce yourself. Plus, this guy was from the original DOS game. ------------------------------------------------------------------------------ [9.03] Political Political Founding Fathers are some of the most important in the game, they are useful in all aspects as well as the points that they generate, since the political points are needed for all other founding fathers as well. The political points are the most important type of points that you can get, so use them well. --==Alexis De Tocqueville==-- Requires: 44880 Political Points "+50% Education Points Production in all Settlements +3 Liberty Bells per University" This is extremely useful if you want to train your workers into skilled labour with the University, as well as the Liberty Bells production since it is needed to generate more points for you to play with. Since by the time you are able to acquire this guy, you will have universities everywhere, this is quite a useful founding father. --==Ben Franklin==-- Requires: 4488 Political Points "+3 Liberty Bells per Printing Press +3 Liberty Bells per Newspaper" This is an extremely useful founding father. Printing Press and the Newspaper are the most important boosts that you can have in the terms of Liberty Bell production. That being said, 6 extra Liberty Bells, made from such an early point in the game, there should be a rush to get this guy into your team. At all costs. --==Betsy Ross==-- Requires: 25245 Political Points "+3 Cloth Production per Weaver's House +3 Cloth Production per Weaver's Shop +3 Cloth Production per Textile Mill" This is one of the better founding fathers, or mothers in this case, because this will create cloth for your colony, AND DOES NOT REQUIRE ANY INPUT. That right, you get 3 extra cloth for no input, they just come out of no where, and while a total of 9 cloth isn't a lot, over time, that means a lot of money. --==James Madison==-- Requires: 19074 Political Points "+3 Muskets per Armory +3 Muskets per Magazine +3 Muskets per Arsenal" One of the best founding fathers if you do not have any access whatsoever to iron to make muskets. This ensures that you will have muskets for your colony all the time, regardless of whether you have access to tools because you don't need tools to make these muskets, they're magic muskets. --==John Jay==-- Requires: 10659 Political Points "+25% Liberty Bell Production in all Settlements" This is an extremely useful effect for you to have, more liberty bells means that you get a lot more political points to play with. That pretty much means that this guy is a must, if you can get him, you will want to hire him straight away. Seriously, the effect is massive. --==John Winthrop==-- Requires: 2524 Political Points "+1 Cross Production per Town Hall" In all seriousness, this is quite a useless ability to be honest. Why? Because cross production is 1 cross for just having a Church, so this is quite a lowsy boost. Also, you need experts for that kind of business, not just small 1 cross production boosts. I suggest that you skip this guy and head for Mr Jay. --==Patrick Henry==-- Requires: 7854 Political Points "+3 Liberty Bells per Town Hall" A nice boost for you if you can get this guy, three liberty bells for several colonies will mean quite a lot, but if you decide to skip this guy as well as John Winthrop, you will be able to get John Jay, which is one of the more useful Political Founding Fathers in the game. --==Pocahontas==-- Requires: 3366 Political Points "Strengthens Relations with the Natives" No, it isn't a damned Disney movie, this princess is able to improve your relations with the natives, which is quite useful of you don't want them to accidently fire their weapons at your colonists, but isn't going to be too useful if you decide that their land is perfect for a new colony and you are going to take it using a fair bit of force. --==Samuel Adams==-- Requires: 5890 Political Points "Increase Liberty Bell Production by the tax rate" Quite useless early in the game where your tax rate is relatively low, but when you get more and more money in your colony, this is a very, very useful effect since the maximum the tax rate will get up to is 99% and near double production of liberty bells is handy in any situation. If you can get him, try and get him. --==Thomas Paine==-- Requires: 14025 Political Points "Increases Hammer Production by the tax rate" Another useful one since the hammer production is effectively linked to your points production since it is an option that you can choose. This makes it a very useful situation so you should really hire this guy as well. Wow, so many founding fathers you should hire, guess you really want as many founding father points as fast as possible. --==Washington Irving==-- Requires: 33660 Political Points "+1 Liberty Bell per Schoolhouse +2 Liberty Bells per College +3 Liberty Bells per University" Quite a useful ability, but if you think about it, Ben Franklin is a better choice. There, you have the ability of two media buildings producing more and more Liberty Bells, and that totals to 6. This also totals to 6, but these don't normally produce Liberty Bells. This all depends on whether you decide to use education buildings or not. ------------------------------------------------------------------------------ [9.04] Religious Religious Founding Fathers are all to do with the church and add on buildings and that is all. They will have some nifty boosts, some including liberty bells from church, which is neat. You need Religion Points for this, but these founding fathers are more or less, less useful than the others, in particular, Political and Military. Political Points are what you should be generating a lot of, no question there. --==Bartolome De Las Casas==-- Requires: 1262 Religion Points 1122 Political Points "+50% Native Conversion Rate from Missions" This does sound like a good deal if you want more Converted Natives to take over resource production given that you are short on experts, or want some more colonists to be cannon fodder for your military, this is quite useful if you use missions. I generally don't, but it is completely your choice. Missions are quite useful, until they are expelled by the natives. --==Gabriel Lallemant==-- Requires: 5329 Religion Points 4488 Political Points "50% Faster Production of Church, Cathedral" If you want a bigger church, then this is quite useful for you, but otherwise, this is one founding father that is quite a useless waste of points. However, generation of immigrants are quite useful if you need some workers, and on the rare occasion, you might even get an expert that you desperately need, Elder Statesman are quite useful, well, not quite, they are always useful. --==Gregorio De Mattos E Guerra==-- Requires: 16830 Religion Points 14025 Political Points "+2 Liberty Bells per Church +3 Liberty Bells per Cathedral" This is one of the more useful founding fathers in the religion section, shown in the cost of the founding father. This allows for your church buildings to generate more political points and Liberty Bells for your nation, which is always welcome. However, if you want liberty bells, you might want to get Mr Ben Franklin first, he is quite useful, well, extremely useful. --==John Harvard==-- Requires: 9537 Religion Points 7854 Political Points "Free Schoolhouse in Every Settlement" This is useful if you are planning to use the Education System to educate your colonists into skilled labour. Well, this is expected, since Mr Harvard's name is the same copy as the name of the world's most famous University, Harvard University. However, I don't see why he would be in the Religious section, they must be missing an Education Founding Father. Well, 1 isn't really a lot. --==Juan De Sepulveda==-- Requires: 1683 Religion Points 1542 Political Points "Provides 2 Converted Natives" If you have the points to play with, this isn't such a bad idea, because 2 converted natives, at the early stage in which this Founding Father can be obtained, is quite useful. They will be useful in replacing the free colonists on the field and holding their position until you will replace them with the experts. Until then, this is a welcome addition to your colonies. After you replace them, give them some Guns and make them hold their position. --==Nathaniel Hawthorne==-- Requires: 22440 Religion Points 19074 Political Points "Provides 3 Elder Statesmen" What a wonderful ability. However, this must be measured against the points cost. If you are able to get to him first, this might be useful if you lack Elder Statesmen. However, by the time you are able to get this founding father, you should have a decent income and that would allow you to hire the Elder Statesmen from Europe. So it is completely up to you if you want this Founding Father or not. --==Roger Williams==-- Requires: 3927 Religion Points 3366 Political Points "+25% Native Conversion Rate from Missions Strengths Relations with the Natives" Personally, I like killing the natives with my guns since they are a good source of training, but if you want decent relations with the Natives, this might be just the thing for you. Natives are better on the land than your own untrained colonists, so that is an upside, and stronger relations means that when the mother country comes along, you can have some extra firepower on your side. --==Sor Juana==-- Requires: 12622 Religion Points 10659 Political Points "+3 Crosses Per Church +3 Crosses Per Cathedral" In my opinion, this isn't as good. The cost is quite excessive, but increased cross production means that you will get some extra units on the shores of Europe faster than before. However, my main issue is that it is completely random what type of unit you get, so you really need some luck. It all depends on what type of player you are. If you need the experts, all the help you can get is a nice idea. --==Thomas Hooker==-- Requires: 3085 Religion Points 2524 Political Points "Provides 3 Jesuit Missionaries" No, he isn't the illicit type (You're FIRED Warfreak, worst joke all year - SBAllen) but he is quite useful. Jesuit Missionaries are extremely useful if you are going to establish missions because they have a much higher success rate in getting the Converted Natives to join you than normal colonists trying to be a missionary. Up to you really. --==William Brewster==-- Requires: 2244 Religion Points 1963 Political Points "-25% Cost of Native Land Purchasing" No, he isn't bribing the natives with beer (I TOLD YOU, WORST JOKES EVER, YOU'RE SERIOUSLY FIRED WARFREAK! - SBAllen), but rather, with gold. The problem here is that the natives demand this and that, but you are better off using them boomsticks and pointing it at them and killing them, taking their land, and that would be a better solution. I suppose if you want to be nice and all, this might be useful, but military power always wins. --==William Penn==-- Requires: 7012 Religion Points 5890 Political Points "+3 Crosses per Town Hall Strengths Relations with the Natives" Well, if you really are desperate for them crosses, then this might be a good idea, or you have seriously pissed off those natives, then this might be a decent founding father. But in reality, I don't think that this is a good idea at all, but it is up to you who you hire, I'm just babbling here to boost my ego. Warfreak's Ego, colonization style. ------------------------------------------------------------------------------ [9.05] Exploration Exploration Founding Fathers are generally there to provide extra units for your colonies or little bonuses relationing to your colonies your those little burial plots that seem to be discovered and lead to war. Hey, if I decide to pillage your graveyard where your ancestors are buried, I think you'd try to bomb me, I would think. --==Alexander Von Humboldt==-- Requires: 16830 Exploration Points 7012 Political Points "50% Faster Production of College, University" Well, you build your Colleges and Universities faster, but this comes pretty late in the game, and by then, your colonies are pretty much set anyway and don't benefit from education. However, faster production, in combination with effects that give Liberty Bells, means more liberty bells. MOAR I SAY. MOAR! The more liberty bells the better. --==Giovanni Da Verrazano==-- Requires: 5329 Exploration Points 2244 Political Points "Provides 1 Caravel" Well, ships are pretty expensive and you want to have more ships so you can trade, so this is a pretty good for a starting colony. After all, when your colonies grow, so does the amount of material that needs to be sent back to Europe to make a profit, and this is a surefire way to improve your abilities to send it back to Europe. --==Gonzalo Jimenez De Quesada==-- Requires: 3085 Exploration Points 1402 Political Points "Reveals all Tiles with Burial Grounds Reveals all Tiles with Ancient Ruins" This is one of the most useful exploration abilities that one person can have because this will reveal all the plots you want to explore. This is because that these plots nearly always contain something nice, but may have adverse effects, and some are downright nasty, such as making your unit disappear into thin air, which isn't nice. The ability to see where they are is not helped if they happen to be in spaces where your units aren't welcome. --==Jacques Marquette==-- Requires: 12622 Exploration Points 5329 Political Points "+1 Movement for Scout" I'm not too sure about this one, the Scout is pretty fast, but more movement at that many points isn't all that good. At that point in time, you should have more money, more than enough to stop your reliance on the pieces of treasure that you send home on your Galleon. It is up to you, but I'd assume that you would, at that point, have better things to spend your points on. --==John Smith==-- Requires: 9537 Exploration Points 3927 Political Points "-50% Cost of Native Land Purchasing==-- This is just a bigger version of Mr William Brewster, so I don't think that this is too good of an idea. I'm more for a bigger military to take what you want, and if anyone complains, you have a massive army to take down any person that will complain. Land purchasing, if you take the peaceful path, can get very expensive, so you might want to consider this if you don't like big boomsticks. --==Juan Ponce De Leon==-- Requires: 2244 Exploration Points 1122 Political Points "2 times as likely to get Treasure from Ancient Ruins" Quite useful at the beginning of the game, where treasure means a big boost to your colonies, it is useful in addition to Quesada who can reveal where all the ancient ruins are. However, you might want to invest in a Galleon straight away, you don't want all that reasure that you are obtaining to go mainly to that arrogant windbag that they call King. --==Juan De Bermudez==-- Requires: 7012 Exploration Points 3085 Political Points "+1 Movement for Caravel +1 Movement for Merchantman +1 Movement for Galleon" This is one of the better founding fathers for Exploraiton, since you want as much movement as possible. Depending on the map, your units will have problems moving since there is a considerable distance between Europe and your colonies. For example, on the Huge Western Hemisphere map, if you start where New York currently lies, there is a long, long distance from Europe to New York. Several turns, so any help is more than welcome. --==Lewis and Clark==-- Requires: 22440 Exploration Points 9537 Political Points "-50% Pioneer Equipment Required +1 movement for Wagon Train" Well, these should be Founding Fathers, since they were a pair. Anyway, this is quite useful, but there is a problem. It is a long time before you are able to hire these two, and by then, Wagon Trains are operating fine and the pioneers have made roads everywhere. So, it is up to you, as the player, whether you want to hire these guys or not. --==Pedro Alvares Cabral==-- Requires: 1683 Exploration Points 841 Political Points "-50% Travel Time to Europe" This is one founding father that you want to hire straight away. This is exceptionally useful, this makes it easier on your ships. Given that on large maps, travel time back to Europe is extremely long, this is very useful. Even on smaller maps, this is useful. This will save turns upon turns for your ships, and you can easily turn those turns into a lot of money, or gold. --==Vasco Nunez De Balboa==-- Requires: 3927 Exploration Points 1823 Political Points "+25% Defence in all Settlements" This should be in military, but oh well. Anyway, this will improve the defence of your colony, which makes the troops defending it stand more of a chance against the invaders. But given that you can spend these points on actually improving the units so they can do something on the field, this might be more or less worthless compared with the military founding fathers. ------------------------------------------------------------------------------ [9.06] Military Finally, the military founding fathers, these guys are there for the sole reason of boosting the raw firepower of your units, which is quite a good idea to be quite honest. These guys are going to be more and more important as the game ticks on and you start to build up a powerful force to keep that demanding piece of crap that you call a king at bay. All in all, these are guys you ultimate are going to fight for. --==Chief Powhatan==-- Requires: 2244 Military Points 4488 Political Points "+50% Attack Power for Converted Native" So, when you have all those experts on the fields toiling away, making more raw resources appear out of no where than the converted natives can, this is one person that you want on your team, this is useful since they make decent troops. I personally don't have any problems with using the other Founding Fathers to get converted natives, and then making them cannon fodder. Also, he wears a Top Hat. Come on, a Top Hat. --==Diego Velazquez De Cuellar==-- Requires: 1122 Military Points 1963 Political Points "Provides 3 Indentured Servants" Well, the reason why this is in the military section is because the servants, while they are more or less inefficient in production, they make good forms of cannon fodder. Yep, like the episode in the Simpsons, they make damn good Frontline Infantry. Frontline Infantry. Frontline Infantry. Well, that what they are for. Any immigrants in Europe you don't want. FRONTLINE INFANTRY. --==Dom Pedro I==-- Requires: 10098 Military Points 33660 Political Points "+50% Great General Emergence Free Promotion - Veteran I, Minuteman I - Mounted Units - Gunpowder Units" One of the most useful Founding Fathers, military wise anyway, because first of all, more promotions means that your units have the extra edge against your enemies which is always a good thing. Also, emergence of the Great General means stronger troops, and that is even better, stronger and better troops. Its a battle between the hardened veteran or the fresh, green recruit. No contest. --==Ethan Allen==-- Requires: 4207 Military Points 10659 Political Points "Free Promotion - Ranger I, Mountaineer II - Gunpowder Units" Even more promotions, this is even better. More promotions, like I said, is good for your troops. They make them stronger and better, and in this case, better without having to do anything but to exist. The least I can say about this is that you want this. Your foot soldiers are going to be the most important ground unit. Your mounted units might be powerful, but you can't have too many of them since horses do take time. However, foot soldiers are going to be everywhere. --==Francisco Pizarro==-- Requires: 841 Military Points 1542 Political Points "Free Promotion - Looter - Gunpowder Units" This is a nice promotion, looter does give more gold for you for burning all that crap the enemy has to the ground. This is why this unit is pretty good in the long run. Any fight that you have with an enemy, don't forget to pillage their land, and make the most of your incursion in their land, here, why don't you take some gold to remember them by? --==Francisco De Coronado==-- Requires: 1683 Military Points 3366 Political Points "+1 Movement for Dragoon" This is an interesting ability. Dragoons are the mounted troops, those with guns and horses. They are quite powerful, since they can move pretty damn far, so they are going to serve as the powerhouse. If you want them to be extremely powerful, this might be just the ticket for you. After all, you can have all the foot soldiers you want, but it ain't special till the tanks roll in. --==Hernan Cortes==-- Requires: 561 Military Points 1122 Political Points "Free Stockade in Every Settlement" This is relatively useful for the small fee that you have to pay to hire this founding father. The Stockade acts as a wall, this fortifies your units while they are in the settlement, so this is extremely useful. You also save on the cost of building one, so it is, in all counts of the terms, win win. Small cost for such a large gain. Hey, even I can be a stock trader. --==Hernando De Sato==-- Requires: 1402 Military Points 2524 Political Points "Free Promotion - Grenadier I - Gunpowder Units" Another promotion for your foot soldiers, my, if you have all these founding fathers, your frontline infantry is going to be something to be reckoned with, for sure. Like I said before, any boost that you can give to your frontline infantry is a good one, regardless. And the points cost for this upgrade isn't all that high, so a good choice. --==John Paul Jones==-- Requires: 5610 Military Points 14025 Political Points "Provides 1 Frigate" Well, a Frigate is rather expensive, so this one is where you need to weigh up the cost. If you can't afford to get a Ship of the Line, than this isn't such a bad choice, but Frigates aren't good for anything but war, their cargo carrying skills is poor to say the least. This is up to you, and how desperate you are to get an extra ship. Remember, the control of the seas is EXTREMELY important when you declare revolution. --==Marquis De La Fayette==-- Requires: 7293 Military Points 25245 Political Points "Increases Musket Production by Tax Rate" Well, this is the Frenchman that helped the Americans. This is quite a powerful ability that he has there. You see, the more you get taxed, the more you want to declare revolution. And more you want to do that, the more guns you want to fight off the invaders. And this helps greatly. This will increase musket production by a fair amount, and considering that you will have a high tax rate before revolution, this means a lot more muskets than you know what to do with. --==Paul Chomedey De Maisonneuve==-- Requires: 3085 Military Points 5890 Political Points "Free Promotion - Formation - Gunpowder Units +1 Movement for Converted Native" Finally, the last of the founding fathers, this man is quite useful as well. Formation is a relatively useful bonus to have, and the extra movement for the converted native is quite useful as well. Like I keep going on and on, Converted Natives are extremely useful as cannon fodder, and why not give them a good promotion to make them feel a bit safer when they go to sleep at night. ------------------------------------------------------------------------------ [10.01] Buildings Buildings are the lifeblood of the colonies, you need more and more buildings to build more and more new items. I'll list all the buildings below and what they will do. For the production of each item, it will require 1 unit of input of the processing material. Read the Resources section for a clearer understanding. You will normally start with all the House's, the Carpenter's Shop, Church and Town Hall. --==Armoury==-- Cost = 100 Production Hammers 0 Tools Produces = 3 Guns per Citizen Required to Train Artillery and Cannons Required to Build Magazine --==Arsenal==-- Cost = 900 Production Hammers 100 Tools Produces = 6 Guns per Citizen +50% Gun Production Replaces Armoury, Magazine Required to Train Artillery and Cannons Requires Magazine, Lumber Mill --==Blacksmith's House==-- Cost = 50 Production Hammers 0 Tools Produces = 3 Tools per Citizen Required to Build Blacksmith's Shop --==Blacksmith's Shop==-- Cost = 150 Production Hammers 50 Tools Produces = 6 Tools per Citizen Replaces Blacksmith's House Required to Build Ironworks Requires Blacksmith's House --==Carpenter's Shop==-- Cost = 50 Production Hammers 0 Tools Produces = 3 Production Hammers per Citizen Required to Build Lumber Mill --==Cathedral==-- Cost = 150 Production Hammers 50 Tools Produces = 6 Crosses per Citizen Replaces Church Requires Church --==Church==-- Cost = 50 Production Hammers 0 Tools Produces = 3 Crosses per Citizen Required to Build Cathedral --==Cigar Factory==-- Cost = 270 Production Hammers 100 Tools Produces = 6 Cigars per Citizen +50% Cigar Production Replaces Tobacconist's House, Tobacconist's Shop Requires Tobacconist's Shop, Lumber Mill --==Coat Factory==-- Cost = 270 Production Hammers 100 Tools Produces = 6 Coats per Citizen +50% Coats Production Replaces Fur Trader's House, Fur Trader's Shop Requires Fur Trader's Shop, Lumber Mill --==College==-- Cost = 150 Production Hammers 50 Tools Produces = 6 Education per Citizen Replaces Schoolhouse Required to Build University Requires Schoolhouse --==Dock==-- Cost = 25 Production Hammers 0 Tools Water Tiles +2 Food Required to Build Drydock --==Drydock==-- Cost = 75 Production Hammers 50 Tools Water Tiles +2 Food Replaces Docks Required to Build Shipyard Can Build Merchantman, Caravel, Privateer, Galleon Requires Docks --==Fort==-- Cost = 90 Production Hammers 50 Tools Replaces Stockade 100% Defence Required to Build Fortress Requires Stockade --==Fortress==-- Cost = 270 Production Hammers 100 Tools Replaces Stockade, Fort 150% Defence Requires Fort, Lumber Mill --==Fur Trader's House==-- Cost = 30 Production Hammers 0 Tools Produces = 3 Coats per Citizen Required to Build Fur Trader's Shop --==Fur Trader's Shop==-- Cost = 90 Production Hammers 50 Tools Produces = 6 Coats per Citizen Replaces Fur Trader's House Required to Build Coat Factory Requires Fur Trader's House --==Horse Pasture==-- Cost = 20 Horses Produces = 2 Horses per Citizen Unique to ALL NATIVE EMPIRES. Replaces Stable Required to Build Ranch --==Ironworks==-- Cost = 450 Production Hammers 100 Tools Produces = 6 Tools per Citizen +50% Tool Production Replaces Blacksmith's House, Blacksmith's Shop Requires Blacksmith's Shop, Lumber Mill --==Lumber Mill==-- Cost = 150 Production Hammers 80 Tools Produces = 6 Production Hammers per Citizen Replaces Carpenter's Shop Required to Build Textile Mill, Coat Factory, Shipyard, Cigar Factory, Ironworks, Arsenal, University, Warehouse Expansion, Fortress, Rum Factory Requires Carpenter's Shop --==Magazine==-- Cost = 300 Production Hammers 50 Tools Produces = 6 Guns per Citizen Replaces Armoury Required to Train Cannon, Artillery Required to Build Arsenal Requires Armoury --==Newspaper==-- Cost = 180 Production Hammers 50 Tools Produces = +100% Liberty Bells Production Replaces Printing Press Requires Printing Press --==Printing Press==-- Cost = 60 Production Hammers 20 Tools Produces = +50% Liberty Bells Production Required to Build Newspaper --==Ranch==-- Cost = 90 Production Hammers 100 Horses Produces = 4 Horses per Citizen Replaces Stable, Horse Pasture Requires Stable --==Rum Distiller's House==-- Cost = 30 Production Hammers 0 Tools Produces = 3 Rum per Citizen Required to Build Rum Distiller's Shop --==Rum Distiller's Shop==-- Cost = 90 Production Hammers 50 Tools Produces = 6 Rum per Citizen Replaces Rum Distiller's Shop Required to Build Rum Factory Requires Rum Distiller's Shop --==Rum Factory==-- Cost = 270 Production Hammers 100 Tools Produces = 6 Rum per Citizen +50% Rum Production Replaces Rum Distiller's Shop, Rum Distiller's House Requires Rum Distiller's Shop, Lumber Mill --==Schoolhouse==-- Cost = 50 Production Hammers 0 Tools Produces = 3 Education per Citizen Required to Build College --==Shipyard==-- Cost = 225 Production Hammers 100 Tools Replaces Docks, Drydocks Water Tiles +2 Food Required to Build Frigate, Ship of the Line Required Drydock, Lumber Mill --==Stable==-- Cost = 30 Production Hammers 50 Horses Produces = 2 Horses per Citizen Required to Build Ranch --==Stockade==-- Cost = 30 Production Hammers 0 Tools 50% Defence Required to Build Fort --==Textile Mill==-- Cost = 270 Production Hammers 100 Tools Produces = 6 Cloth per Citizen +50% Cloth Production Replaces Weaver's House, Weaver's Shop Requires Weaver's Shop, Lumber Mill --==Tobacconist's House==-- Cost = 30 Production Hammers 0 Tools Produces = 3 Cigars per Citizen Required to Build Tobacconist's Shop --==Tobacconist's Shop==-- Cost = 90 Production Hammers 50 Tools Produces = 6 Cigars per Citizen Replaces Tobacconist's House Required to Build Cigar Factory Requires Tobacconist's House --==Town Hall==-- Produces = 3 Liberty Bells per Citizen --==University==-- Cost = 450 Production Hammers 100 Tools Produces = 12 Education per Citizen Replaces Schoolhouse, College Requires College, Lumber Mill --==Warehouse==-- Cost = 30 Production Hammers 0 Tools +100 Goods Storage Required to Build Warehouse Expansion --==Warehouse Expansion==-- Cost = 90 Production Hammers 20 Tools +200 Goods Storage Replcaes Warehouse Goods over capacity are sold at 50% of Europe Prices Requires Warehouse, Lumber Mill --==Weaver's House==-- Cost = 30 Production Hammers 0 Tools Produces = 3 Cloth per Citizen Required to Build Weaver's Shop --==Weaver's Shop==-- Cost = 90 Production Hammers 50 Tools Produces = 6 Cloth per Citizen Replaces Weaver's House Required to Build Textile Mille Requires Weaver's House ------------------------------------------------------------------------------ [11.01] Improvements Improvement are little things that are on the tiles that will help or hinder your colonies. Most of these are built, but two of them aren't and they are randomly generated by the map. Note that this is SEVERELY lacking compared to Civ 4, but then again, this is just a stand alone version of Civ 4 as well as a weaker one. Also, here is where I put in one of my trivial points. On the game box, it mentions Civ 4 not required for play. Why leave that there, sucker more people to buy more games. Wait, we aren't dealing with another certain company that likes money. Activision *cough*. Why Activision? They make more money than EA. ------------------------------------------------------------------------------ [11.02] Ancient Ruins Ancient Ruins are little tiles on the map where you can explore with your units. Scouts tend to have a better time here. Here, you might get anything and everything. You can have your units go missing, which isn't nice, since they disappear from the game. You can have some hostile natives attack you. You can have the ability to reveal some of the map. You can find treasure to ship home or some gold to add to your treasury. You can also get some Converted Natives or Colonists out of these as well. Quite nice, considered them the Pandora's Box. You never know what you are going to get. ------------------------------------------------------------------------------ [11.03] Burial Grounds These are more dangerous to play with. The sole reason is that they are Burial Grounds, and if you are unlucky, you might suffer some adverse consequences. The Adverse Consequences is the ability for the local Natives to get really pissed off that you've just dug up their ancestors for their money. They will sour relations and they will attack you on sight. That is, it is a declaration of War if you are unlucky. However, the good thing is that you can get some treasure out of this. The treasure you get though, requires you to have a Galleon to ship the treasure back to Europe. Or you could just get the King to give you a ship to get the treasure back, but you will have to pay a significant part of the treasure to the king for the ship hire. ------------------------------------------------------------------------------ [11.04] Farm +1 Food +1 Cotton +1 Tobacco +1 Sugar Can only be built on Flatlands Pillage yields 5 Gold on average Farms need to be built on each farming type for the extra food. In the long run, with an expert, you want a Farm because an expert can get an extra 2 food out of the farm, which means that you can support another person in your colony, which surely has to be a good thing. Also, this will increase the production of all your crops, so on your colonies, you can produce more Rum, Cloth and Cigars because that extra unit of raw material can mean a fair amount of money over time. ------------------------------------------------------------------------------ [11.05] Lodge +1 Lumber +1 Fur Pillage yields 5 Gold on average This is useful if you need a Lumberjack. This will also increase your fur production, which means that you can get an extra coat at least out of this little bonus. For Lumber, this is even more important because Lumber means more production hammers, and that means more units being built. ------------------------------------------------------------------------------ [11.06] Mine +1 Silver +1 Ore Pillage yields 5 Gold on average This is extremely useful in the case of Silver. That extra silver can go a long way, since Silver is the most expensive material that you can sell back to Europe, though you need to build it on a mountain, since the silver can only be mined from Mountains. ------------------------------------------------------------------------------ [11.07] Roads Roads are useful for a single reason, increased travel. The travel on the roads will allow for a single movement to turn into three movements to three. That is, on a road, you only consume 1/3 of a turn on the road compared to the usual 1 movement when travelling over terrain. Too bad you don't get the nice railway, because that would be 6 tiles per movement. ------------------------------------------------------------------------------ [12.01] Unit Promoted Promotions are granted to your unit after a period of time in battle. The more battles that they win, the more promotions. Promotions start off with experience. To get promotions, you need experience. For every level that you gain on a single unit, the more promotions that you will be able to get. I'll list all of them below, and trust me, these give your units that little edge in combat that means victory. Some also require a Great General to led them. For this, the Great General needs to attack itself to a unit, and these units will have the ability to get promotions that normal units cannot get. Also, the abilities from the other badges stack. Remember that. --==Amphibious==-- Requires = Veteran II Available to : Mounted Units Melee Units Gunpowder Units * No Combat Penalty for Attacking from Sea * No Combat Penalty for Crossing River --==Bomb I==-- Available to : Siege Weapons * +20% Settlement Attack --==Bomb II==-- Requires = Bomb I Available to : Siege Weapons * +25% Settlement Attack --==Bomb III==-- Requires = Bomb II, Led by Great General Available to : Siege Weapons * +30% Settlement Attack --==Canister Shot I==-- Available to : Siege Weapons * +5% Attack against Gunpowder Units --==Canister Shot II==-- Requires = Canister Shot I Available to : Siege Weapons * +10% Attack against Gunpowder Units --==Canister Shot III==-- Requires = Canister Shot II, Led by Great General Available to : Siege Weapons * +15% Attack against Gunpowder Units --==Charge==-- Requires = Veteran I Available to : Mounted Units Melee Units Gunpowder Units * +25% Attack against Siege Weapons --==Explorer I==-- Available to : Mounted Units * -1 Terrain Movement Cost --==Explorer II==-- Requires = Explorer I Available to : Mounted Units * +1 Visibility Range --==Explorer III==-- Requires = Explorer II, Led by Great General Available to : Mounted Units * Can Use Enemy Roads * +1 Movement Range --==Formation==-- Requires = Veteran II Available to : Mounted Units Melee Units Gunpowder Units * +25% Attack against Mounted Units --==Grenadier I==-- Available to : Mounted Units Melee Units Gunpowder Units * +20% Settlement Attack --==Grenadier II==-- Requires = Grenadier I Available to : Mounted Units Melee Units Gunpowder Units * +25% Settlement Attack --==Grenadier III==-- Requires = Grenadier II, Led by Great General Available to : Mounted Units Melee Units Gunpowder Units * +30% Settlement Attack * +10% Attack against Gunpowder Units --==Leadership==-- Requires = Led by Great General Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * Gains +100% Experience from Combat --==Led by Great General==-- Requires = Great General Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * Free Upgrades --==Looter==-- Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units * +50% Gold Yield from Pillaging --==Minuteman I==-- Available to : Melee Units Gunpowder Units * +20% Settlement Defence --==Minuteman II==-- Requires = Minuteman I Available to : Melee Units Gunpowder Units * +25% Settlement Defence --==Minuteman III==-- Requires = Minuteman II, Led by Great General Available to : Melee Units Gunpowder Units * +30% Settlement Defence * +10% Attack against Melee Units --==Mountaineer I==-- Available to : Melee Units Gunpowder Units * +15% Hills Attack * +15% Hills Defence --==Mountaineer II==-- Requires = Mountaineer I Available to : Melee Units Gunpowder Units * +25% Hills Attack * +25% Hills Defence * Double Movement in Hills --==Mountaineer III==-- Requires = Mountaineer II, Led by Great General Available to : Melee Units Gunpowder Units * +35% Hills Attack * +35% Hills Defence * Can Attack Multiple Times per Turn --==Navigation I==-- Available to : Naval Units * +1 Visibility Range --==Navigation II==-- Requires = Navigation I Available to : Naval Units * +1 Movement Range --==Navigation III==-- Requires = Navigation II Available to : Naval Units * +1 Movement Range --==Ranger I==-- Available to : Melee Units Gunpowder Units * +20% Forest Attack * +20% Forest Defence * +20% Light Forest Attack * +20% Light Forest Defence --==Ranger II==-- Requires = Ranger I Available to : Melee Units Gunpowder Units * Double Movement in Forest * Double Movement in Light Forest * +25% Forest Attack * +25% Forest Defence * +25% Light Forest Attack * +25% Light Forest Defence --==Ranger III==-- Requires = Ranger II, Led by Great General Available to : Melee Units Gunpowder Units * Can Attack Multiple Times per Turn * +30% Forest Attack * +30% Forest Defence * +30% Light Forest Attack * +30% Light Forest Defence --==Skirmisher I==-- Available to : Mounted Units Melee Units Gunpowder Units Naval Units * +10% Withdrawal Chance --==Skirmisher II==-- Requires = Skirmisher I Available to : Mounted Units Melee Units Gunpowder Units Naval Units * +20% Withdrawal Chance --==Skirmisher III==-- Requires = Skirmisher II, Led by Great General Available to : Mounted Units Melee Units Gunpowder Units Naval Units * +30% Withdrawal Chance --==Solid Shot I==-- Available to : Siege Weapons * +5% Settlement Bombard Damage --==Solid Shot II==-- Requires = Solid Shot I Available to : Siege Weapons * +10% Settlement Bombard Damage --==Solid Shot III==-- Requires = Solid Shot II, Led by Great General Available to : Siege Weapons * +15% Settlement Bombard Damage --==Surgeon I==-- Requires = Veteran I Available to : Mounted Units Melee Units Gunpowder Units * Heals Units in Same Tile an Extra 10% Damage per Turn --==Surgeon II==-- Requires = Surgeon I Available to : Mounted Units Melee Units Gunpowder Units * Heals Units in Adjacent Tiles an Extra 10% Damage per Turn --==Surgeon III==-- Requires = Surgeon II, Led by Great General Available to : Mounted Units Melee Units Gunpowder Units * Can Heal while Moving * Heals Units in Same Tile an Extra 15% Damage per Turn * Heals Units in Adjacent Tiles an Extra 15% Damage per Turn --==Swamp Fox I==-- Available to : Melee Units Gunpowder Units * +20% Marsh Attack * +20% Marsh Defence * +20% Jungle Attack * +20% Jungle Defence --==Swamp Fox II==-- Requires = Swamp Fox I Available to : Melee Units Gunpowder Units * Double Movement in Marsh * Double Movement in Jungle * +25% Marsh Attack * +25% Marsh Defence * +25% Jungle Attack * +25% Jungle Defence --==Swamp Fox III==-- Requires = Swamp Fox II, Led by Great General Available to : Melee Units Gunpowder Units * Can Attack Multiple Times per Turn * +30% Marsh Attack * +30% Marsh Defence * +30% Jungle Attack * +30% Jungle Defence --==Veteran I==-- Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +10% Strength --==Veteran II==-- Requires = Veteran I Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +10% Strength --==Veteran III==-- Requires = Veteran II Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +10% Strength --==Veteran IV==-- Requires = Veteran III Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +10% Strength * Heals Extra 10% Damage a Turn in Neutral Lands --==Veteran V==-- Requires = Veteran IV Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +10% Strength * Heals Extra 10% Damage a Turn in Enemy Lands --==Veteran VI==-- Requires = Veteran V, Led by Great General Available to : Mounted Units Melee Units Siege Weapons Gunpowder Units Naval Units * +25% Strength ------------------------------------------------------------------------------ [13.01] Winning the Revolutionary War When you declare independance, which is available after you have reached the threshold of 50% Rebel Sentiment throughout your colonies, you can declare your independance from your mother country, and don't think that they will take this lying down, they will send troops at you. For this, you should build up a lot of units to defend your colonies before you will declare your independance. You want an extremely large navy at the least, as well as a LOT of ground forces to defend your port cities, and more ground forces at your inland cities. You also want roads linking your inland cities with your port cities, for reinforcement. Set all your colonies to produce Guns, which is the most important thing at the moment, and Horses for your ground troops. Cannons are also quite useful, but make sure that you put most of them in your inland cities, a few in your port cities. Make sure your cities all have Fortresses in them, that would seriously help. Before you declare independance, you want to have the following. Good relations with as many people as possible. A large amount of colonies, at least one third of your colonies should be inland for protection. After all, losing your colonies will end in failure. You also need a large navy, at least half the size of the Royal Expeditionary Force's navy, and a large army, at least 60% of the size of the Expeditionary Force. At this point, you want as many soldiers as you can. All your unwanted colonists need to bear arms and get ready to fight. Most need to head to the port cities, and some need to defend your inland cities. -==The Foreign Invasion==-- The first thing the empire is going to send at you are Man-O-War ships are your colonies, most filled with 4 units inside, ready to fight. This is where control of the Seas are quite important. You can to make sure that your Warships, all of them, are there to attack the enemy warships first. If you sink a Warship, you will eliminate 4 units that were with the warship as well, so that places a smaller strain on your ground forces. Do not use Frigates against the Man-O-War, they are more effective against Frigates, send your Ship of the Lines at them, and then clean up with Frigates if they still stand. This is where control of the sea is important. It is highly unlikely that your naval forces are going to win. The Expeditionary Force simply has too many warships for you to even consider a victory. However, although you will lose a navy, you will severely cripple a ground force, which is extremely important, because war is ultimately won on the land. --==Rally Support==-- This is the time where you need to have good relations with the other Colonial empires and the Natives. The reason I keep stressing that you have good relations will come out now. Get as many people as you can to declare War on the bastard they call a King. Make sure that you have their support, and you seriously don't want another enemy right now, the King is tough enough as it is. Allies are need now, so while you are fighting a naval battle, rally support. It is best to have 3 empires and a colonial force, with some natives, fighting an empire. --==Land Forces Arrive==-- Once your navy is beat and lumbering back to the shipyards for repairs, you will need to start fighting a ground war. The enemy will land at the closest port city, and they will start to attack the nearest settlement. Use all your troops to defend the city, and only move out to attack any artillery unit that comes too close. The reason for the defence is that the settlement has a nice defence bonus. That means that any soldier that decides to attack the settlement is pretty much fighting an uphill battle. In the meantime, get several regular soldiers to that position and support the settlement while you move your Dragoons out of the city. Why? They don't have the pleasure of Settlement Defence, they don't have the bonus, so you need to move them out. Move them behind the city, or use them to attack the enemy units. Your Dragoons have the strength to beat them, beat them and then retreat to heal. Meanwhile, have your Cannons, well a few of them, shifted to the settlement that is under siege. They will have an extra defence bonus while in the settlement, so that would be rather helpful. In the meantime, get all your colonists that are working the fields outside the settlement the right to bear arms, and make them the last line of defence for the city. The odds are, this city will fall or the enemy invaders will land near another port. When your regular colonists that you have removed from the field are sent to fight the invading forces, that is the time that you need to get out of the city. Move ALL the colonists to another city, using as many of the Guns and the Horses that you have, and using what is left of your navy to get all the goods out of the colony into another colony. That will help, for now anyway. --==The Battle for Freedom==-- The reason you take all the colonists out of your cities and escape is to give the invaders a city, a target to attack, but at the same time, make sure that they get nothing. Now that a city has fallen, you need to get it back. You need to arm all the unused colonists and make them useful. Meanwhile, you need to start to heal those veterans of the battle, they are going to be extremely useful for your colonies. The Veterans of battles should be rested, and then used, since they are greatly superior to your raw recruits. After the first settlement has fallen, you need to start to use some Roadblocks, and find some more troops for yourself. Since you don't get to do anything after the win for victory, you should arm all your colonists, except those that produce food, lumber, production hammers and Liberty Bells to fight the enemy. Those that produce ore, tools, guns and horses should stay as well. The reason for those is that you need food for new colonists, guns and horses for the troops, and production hammers to build new units. You should have a lot of valuable talent right there, but its all or nothing, and you with the inability to play after independance, use all the troops you can. Now, this is where your own initiative comes in. You need to defeat all the enemy forces, down to the part where they surrender and give you what you want, your freedom, and if you need to beat every single one of them, then so be it. The hard part is keeping your colonies, but if you have some good friends, you can rely on them for some support. Other Colonies lending their troops and ships to you is a good start and it reduces the amount of units that you need to take down yourself. At the end of the day, it will take a fair amount of time to win your victory of your old country. Many players will lose at least twice before they can win for one. You need to keep up the skeer, you need to harass and win via unconventional tactics. Ambush from the hills, the forests, attack when they aren't expecting it, attack when they are fleeing. But most important, attack when you can win. You don't have unlimited forces, so you want to win when it is possible, you don't lose settlements for no reason. If you lose your settlement, make sure all your colonists are gone, make sure they get nothing, and then, counter attack. And remember, if the Americans did it in real life with a much smaller force than the Expeditionary Force, surely you can do it as well. ------------------------------------------------------------------------------ [14.01] Your Constitution When you declare independance, you will have to draft your own constitution to determine how your new country would run, if you manage to succeed in making sure that your motherland doesn't get too angry at you. Anyway, these stances, well, you have two options for each stance, will effect your entire colonial empire. Choose carefully, it will determine how you will use a lot of the useless features in your colony since Europe is gone. ------------------------------------------------------------------------------ [14.02] Stance on Slavery --==All Men Are Free==-- +2 Population per Settlement This isn't as useful production wise, but given that you have use declared independance from the motherland, you need one thing, troops. This population boost will give more colonists that you can use to turn into soldiers and defend your colonies. Give them guns, and they will become soldiers, but give them guns and horses, and they become dragoons, albeit some rather inexperienced ones, but dragoons none the less. --==Slavery==-- +25% Food, Lumber, Silver, Cotton, Fur, Sugar, Tobacco and Ore Production in all Settlements. This isn't that useful if you can use those items to trade and make money with it in the first place. Also, you need to remember that to declare independence, it is generally a good idea to have a big bank balance to bribe other nations or tribes on the map to fight for you. However, if you think that you can bribe another nation with trade goods, go right ahead, I don't plan to stop you. --==Summary==-- I would like the All Men Are Free stance better. Not because I dislike Slavery per se, a production bonus is useful, but now, this part of the game is where you are going to be fighting troops, and more troops are always needed to replace those who have fallen for their country. Therefore, the first Stance is more useful than the second, in my opinion. ------------------------------------------------------------------------------ [14.03] Stance on Land Security --==Controlled Arms==-- +50% Liberty Bells Production in All Settlements This is rather useful, Liberty Bells are still needed as they give a nice boost to your fighting troops as well as provide more founding father points as well. This is a nice bonus to your colonies, but maybe, for once, the second stance might be a better idea. --==Right to Bear Arms==-- +1 Strength for all Colonists This will give an attacking boost to all your colonists. If you get the All Men Are Free stance, you have plenty of colonists lying around and more attack force means that you can better defend your nation. Given that your naval forces won't be able to repel all invading Imperialist soldiers, you need more attack to fight them off on land, and this is one such way. --==Summary==-- The Right to Bear Arms is definitely going to be a better boost on the battlefield, over the Liberty Bells Production. Sometimes, you need sheer manpower and raw firepower over tactics. You can't employ the Snipers that the American forces employed against the British during the Revolutionary War, so you need to think about that. Though that would have been a great addition, the colonial forces get Snipers. ------------------------------------------------------------------------------ [14.04] Stance on Elections --==Elections==-- +100% Founding Father Point Rate Well, this will generate all forms of Founding Father points twice as quick. So where you got a single point, you now get two, which is an extremely nice addition since by the time you can declare independance, you will be needing a lot of founding father points to get the next founding father, hopefully, military since you are in a military conflict. --==Monarchy==-- Can continue Trade with Europe This isn't as useful as you will think. Given that you have just declared independance, you need all the fighting ships that you have to fight off all the invading naval forces that are carrying troops from Europe. Also, you should have a fair amount of Gold before you decide to declare your independance in the first place, so make sure that you have enough gold to have elections. --==Summary==-- I generally prefer Elections over Monarchy, because you don't need to trade with Europe for the money, and you surely don't need to waste all your naval forces on trade when there is a war to be fought. However, what are you going to do with all the excess production from your colonies. Maybe the other colonies will buy some of your items, or maybe those natives might be interested. ------------------------------------------------------------------------------ [14.05] Stance on Natives --==Manifest Destiny==-- +50% vs Natives Colony borders dominate native borders Well, I really don't like this one at all. If you think about it, you are fighting all the King's men, and you need all the help that you can get at this point. Surely you don't have that many troops to fight both the natives as well as the King's men? If you do, well, the Natives, I guess, are a good source of experience for your troops, but I don't think you have that many troops. The King does have a fair amount. --==Native Rights==-- Strengthens Relations with the Natives I would seriously choose this one. I would rather arm the natives with the Muskets and Horses from my colonies if they would mean that they will fight on my side. Of course, you're not worrying about what happens after the revolution, but this would be better than trying to kill them. Even if the Natives don't kill the King's Men, wounded would still be nice. --==Summary==-- I would choose Native Rights, the sole reason is because they can help you out when you are fighting the King, which is a seriously hard thing to do on a good day, or even on the easy mode. Once the King makes landfall and takes some of your cities, you want to reclaim them, and if you have some more backup, then that is a good thing. Seriously, you don't want to have to shift all your forces from your other colonies to defend one when the natives could do it for you. ------------------------------------------------------------------------------ [14.06] Stance on Religion --==Seperation of Church and State==-- Converts Immigration Crosses into Liberty Bells Strictly speaking, I support this one for my religous background, that is, I don't like religion at all, and Seperation of Church and State should always be the case, but I'm not here to preach. Anyway, this is relatively useful if you want the Liberty Bells, but unfortunately, the stance that I morally hate has a better advantage. Curse you Sid Meier, why did you do this to me? Why? (Because he doesn't like you - SBAllen) --==Theocracy==-- Converts Immigration Crosses into Production Hammers This is the better stance, even though Theocracy nowadays instantly means countries such as Iran, which is relatively dangerous, to have a country ruled by faith. Anyway, this is better since those Production Hammers can be used to build more ships, more troops, more cannons to fight off the evil invaders and send them back to their homeland, and saying they're not welcome. --==Summary==-- Theocracy is technically the better, yet more unmoral choice. It allows for the production of more armed forces, but all that depends on your Cross production. If you didn't have a lot, no one working for Crosses, it really doesn't matter where you convert them to, but if you have a lot, it is a tough decision. ------------------------------------------------------------------------------ [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that c,h,e,a,t,c,c.c,o,m. Remove the commas. ****************************************************************************** Before you E-Mail me, read the guide first. If the answer is not in here, then E-Mail me. If it is, don't bother as I won't reply. ****************************************************************************** To contact me, e-mail me at hillsdragon13 [at] hotmail [dot] com Replace at with @ and dot with . Don't add me to MSN Messenger List because if I don't know you, I won't accept you, simple as that. E-Mail me (and anyone else you want to e-mail) with courtesy and respect as we are living people like you. Have a title of what you are sending so I know what is going on. If you try to send attachments, I won't open them so stick the information in the E-Mail. Please write in English or anything close to it. It can't understand foreign languages so please don't give me a page long quite in Mexican or Antarctic penguin language cause I don't understand. Don't write in sloppy English. I mean, who the hell would understand "Hwo Od Yoi Di Tjih Ni Cvilztin Flr?" 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I didn't design the game so I shouldn't know what's wrong with it, its your game not MINE. ------------------------------------------------------------------------------ [B] Webmaster Information ONLY GAMEFAQS WILL HOST THIS FAQ UNTIL OTHERWISE STATED BELOW GAMESFAQ WILL ALWAYS HAVE THE LATEST VERSIONS, MY FAQ ON OTHER SITES MY BE OUTDATED YOU CANNOT HOST THIS DOCUMENT WITHOUT ASKING. SIMPLE AS THAT. YOU CANNOT MAKE A PROFIT FROM THIS DOCUMENT LIKE SELLING IT. ------------------------------------------------------------------------------ [C] Credits This section is where you see your name. It will be long. The names are either Board Names from the Boards or your e-mail so if your name is Bob Rob and another Bob Rob posted the message, the First Bob Rob will not be credited so in short, someone around the world who shares the same name as you will not be credited for your work. CJayC for the Memories SBAllen for the administration of Gamefaqs Thevenon Vivien for the insight on the world leaders and corrections on start Me for writing it Firaxis Games for developing it 2K Games for distribution Hotmail for giving me the e-mail account http://www.rootsecure.net/index.php?p=ascii_generator for the ascii art You for reading it ------------------------------------------------------------------------------ [D] Sites FAQ is on Current FAQ is On www.gamefaqs.com will always have the latest versions May be Outdated www.neoseeker.com will have a version of this FAQ www.supercheats.com ------------------------------------------------------------------------------ [E] Copyright This game is Copyright 2008 Firaxis Games and 2K Games. All Rights Reserved This document is copyrighted by US and Canadian and Australian Laws. This FAQ is for personal use only. This is not to be used for commercial or personal gain. 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