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-
- Colonization - The Civilopedia
-
- Copyright © 1994/95 Microprose Ltd.
- AmigaGuide Conversion © 1995 Sub Sonic Force
- All rights reserved.
-
- CARGO TYPES
- UNIT TYPES
- TERRAIN TYPES
- COLONIST PROFESSIONS
- COLONY BUILDINGS
- FOUNDING FATHERS
-
-
- CREDITS
- _______ __ __ ________ _______ _____ ______ ____ ______
- _/ _____)/ | \_____ \_ _/ _____)/ \/ ___ \____/ \_
- \_____ | \ _ __/ \_____ | \ / \ | _____/
- _/ \ | \ / \ _/ \ | \ / \ | / \
- \___________________________ \_______________________________________
- _______ ____ ________ ________ _________
- / ____) \_____ \_ \_ _____/
- / ___) | \ _ ___/ _____/ ______
- _/ |/ | \ | \ / \ \
- \___________________ \_________________
- ftL______e^D
-
- Author: PRiPPS
- Gamefreak #1: cYBERGOD!
- Gamefreak #2: NiCK
- Gamefreak #3: my brother (thanks for the beer!)
- Foodsupport: me, myself and mom (moneysupplier)
- Immoral Support: my neighbours
- Release date: 8th of July, 1995
- GO TO MAIN
-
-
- Economics & Trade Exploration Military
-
- ADAM SMITH FERDINAND MAGELLAN HERNAN CORTES
- JAKOB FUGGER FRANCISCO DE CORONADO GEORGE WASHINGTON
- PETER MINUIT HERNANDO DE SOTO PAUL REVERE
- PETER STUYVESANT HENRY HUDSON FRANCIS DRAKE
- JAN DE WITT LA SALLE JOHN PAUL JONES
-
- Political Religious
-
- THOMAS JEFFERSON WILLIAM BREWSTER
- POCAHONTAS WILLIAM PENN
- THOMAS PAINE FATHER JEAN DE BREBEUF
- SIMON BOLIVAR JUAN DE SEPULVEDA
- BENJAMIN FRANKLIN BARTOLOME DE LAS CASAS
-
-
-
- GO TO MAIN
-
- {Adam Smith (1723-1790)}
- British economist who published the first major work of political
- economy, "An Inquiry into the Nature and Causes of the Wealth of
- Nations," which was a detailed examination of the consequences of
- economic freedom.
-
- {Adam Smith allows factory level buildings to be built in the colonies.
- Factories allow the production of 1 and 1/2 units of manufactured goods
- for each unit of raw materials.}
-
-
-
- {Jakob Fugger (1459-1525)}
- Extremely successful German merchant active in early import and export
- business from the East Indies. Exceedingly rich, he loaned money to
- Emperor Maxmillian I of Germany.
-
- {When Fugger joins the Congress, all boycotts currently in effect are
- forgiven, without back taxes. Trade in these goods may be resumed at no
- cost.}
-
-
-
- {Peter Minuit (1580-1639)}
- Director-general of the Dutch West India Company's colony in America,
- he bought the Island of Manhattan from the Indians for $24....!
-
- {Once Peter Minuit joins the Continental Congress, the Indians no longer
- demand payment for their land.}
-
-
-
- {Peter Stuyvesant (1610-1672)}
- First successful governor of the Dutch colony of New Amsterdam (New
- York), he ruled harshly and promoted increased trade and increased
- protection of New World interests.
-
- {Peter Stuyvesant allows construction of the Custom House
- in your colonies which can streamline trade with Europe and allows
- European trade during the Revolution.}
-
-
-
- {Jan de Witt (1625-1672)}
- Dutch statesmen and Chief Minister of the United Provinces of the
- Netherlands, he sought to abolish the office of the stadtholder and to limit
- the power of the House of Orange.
-
- {When de Witt joins your Congress, trade with foreign colonies
- is allowed. In addition, your Foreign Affairs report becomes more
- revealing.}
-
-
-
- {Ferdinand Magellan (1480-1521)}
- Portuguese explorer who led the first European expedition to
- successfully circumnavigate the globe. Although Magellan himself did not
- complete the voyage, his leadership and daring made it possible.
-
- {With Magellan in the Congress, the movement allowance of all naval
- vessels is increased by one, and the time to sail from the west
- map edge to Europe is shortened considerably.}
-
-
-
- {Francisco de Coronado (1510-1554)}
- Spanish conquistador who led the first European expedition into the
- American southwest. He was the first to observe the Grand Canyon and the
- Pueblos of New Mexico. Coronado was a careful organizer and a great scout
- who gleaned valuable information about a wide area.
-
- {When he joins the Congress, all existing colonies and the area around
- them become visible on the map.}
-
-
-
- {Hernando de Soto (1500-1542)}
- Ruthless Spanish Conquistador who led the first European expedition into
- the southeastern areas of North America. He landed in Florida and
- explored much of Georgia, Tennessee, Alabama, Mississippi, Louisiana,
- and Arkansas.
-
- {With De Soto, results of exploring Lost City Rumors are always
- positive, and all units have an extended sighting radius.}
-
-
-
- {Henry Hudson (????-1611)}
- English explorer, in the service of the Netherlands, who explored
- Chesapeake and Delaware bays and the Hudson River as far north as
- present-day Albany. Hudson later discovered Hudson bay and was finally
- killed by mutineers. Hudson bay became a primary fur trapping
- preserve, and the Hudson Bay Company operated extensive trapping and
- processing facilities for many years.
-
- {Hudson increases the output of all Fur trappers by 100%%.}
-
-
-
- {La Salle (1643-1687)}
- French Explorer who sailed down the Mississippi River into the Gulf of
- Mexico and claimed for the French Crown all land drained by this mighty
- river. He was instrumental in establishing French dominance west of the
- Appalachians.
-
- {La Salle gives all existing and future colonies a stockade when the
- population of the colony reaches 3.}
-
-
-
- {Hernan Cortes (1485-1547)}
- Spanish conqueror of Mexico and destroyer of the Aztec empire, Cortes is
- the paradigm conquistador, a master of conquest and plunder.
-
- {When Cortes joins your Congress, conquered native settlements always
- yield treasure, in greater abundance, and the king's galleons transport the
- treasure free of charge.}
-
-
-
- {George Washington (1732-1799)}
- Commander of American revolutionary forces and first President of the
- United States, George Washington displayed a remarkable ability to train
- and inspire colonial forces to victory.
-
- {Once Washington joins the Continental Congress, every non-veteran
- soldier or dragoon who wins a combat is automatically upgraded.}
-
-
-
- {Paul Revere (1735-1818)}
- American patriot who served in the Continental Army during the War of
- Independence and roused the minutemen as British forces approached.
- Paul Revere's example as a patriot allows colonists working at productive
- duties to become minutemen, capable of rallying to the defense of the
- colony in times of danger.
-
- {When a colony with no standing soldiers is attacked, a colonist
- automatically takes up any stockpiled muskets in defense of the colony.}
-
-
-
-
- {Francis Drake (1540-1596)}
- England's greatest seaman of the Elizabethan period, Drake was a
- formidable privateer who terrorized the Spanish Main with a fleet of
- fifteen ships then rescued a floundering English colony.
-
- {When Drake joins the Congress, the combat strengths of all your
- privateers are increased by 50%%.}
-
-
-
- {John Paul Jones (1747-1792)}
- Daring Scottish naval commander who served for the colonies during the
- War of Independence, he demonstrated his incredible abilities in many
- daring exploits in battle.
-
- {When Jones enters the Congress, a Frigate is added to your colonial
- navy, without cost.}
-
-
-
- {Thomas Jefferson (1743-1826)}
- Great US statesman, framer of the Constitution, and third President of the
- United States, Jefferson promoted the development of democratic
- institutions within Colonial America.
-
- {Jefferson's presence in the Congress increases Liberty Bell production
- of statesmen by 50%%.}
-
-
-
- {Pocahontas (1595-1617)}
- Powhattan Indian princess who mediated tensions between the English
- colony at Jamestown and the Powhattan Confederacy of Virginia.
- Pocahontas married John Rolffe, an Englishman from Jamestown, which
- led to a period of peace between the Indians and the English.
-
- {When Pocahontas joins the Congress, all tension levels between you and
- the natives are reduced to content, and all Indian alarm is generated half
- as fast.}
-
-
-
- {Thomas Paine (1737-1809)}
- Englishman that migrated to Philadelphia and wrote the important,
- inflammatory pamphlet, "Common Sense," which strongly advocated total
- independence for the colonies. He later wrote "The Rights of Man" in
- favor of the French Revolution, and finally "The Age of Reason."
-
- {When Paine enters the Continental Congress, Liberty Bell production
- in all colonies is increased by value of the current tax rate.}
-
-
-
- {Simon Bolivar (1783-1830)}
- Organized and, in large part, conducted the rebellions in a vast area of
- northern South America, liberating current-day Venezuela, Colombia,
- Ecuador, Peru, and Bolivia.
-
- {When Bolivar is in the Congress, Sons of Liberty membership in all
- your colonies is increased by 20%%.}
-
-
-
- {Benjamin Franklin (1706-1790)}
- Colonial and later US Statesman who became the first Postmaster,
- printer, and foreign ambassador in the English colonies. He was also one
- of the first great American scientists. Franklin, as ambassador to Europe
- in the Continental Congress, brings coherence to the colonies' relations
- with foreign powers.
-
- {The King's European Wars have no further effect on the relations
- between the powers in the New World, and Europeans in the New World
- always offer peace in negotiations.}
-
-
-
- {William Brewster (1567-1644)}
- One of the Pilgrim Fathers and framers of the Mayflower Compact,
- William Brewster served as the first Pilgrim minister, and was
- instrumental in organizing the party that sailed on the Mayflower.
-
- {With Brewster in the Congress, no more criminals or servants appear
- on the docks, and you select which immigrant in the Recruitment Pool
- will move to the docks.}
-
-
-
- {William Penn (1644-1718)}
- English Quaker leader and founder of Pennsylvania, William Penn
- obtained a large land grant in North America for religious freedom. This
- land later became Pennsylvania.
-
- {With Penn, cross production in all colonies is increased by 50%%.}
-
-
-
- {Father Jean de Brebeuf (1593-1649)}
- French Jesuit Missionary who died at the hands of the Iroquois in the
- Huron country of Canada in a battle between the Hurons and Iroquois. He
- translated the Catechism into the Huron language and was canonized in
- 1930.
-
- {With de Brebeuf in the Congress, all missionaries function as experts.}
-
-
-
- {Juan de Sepulveda (ca. 1490-ca. 1573)}
- Spanish philosopher and "humanist" who argued for harsh treatment of
- the natives. He based his reasoning on the proposition that the Natives
- were incapable of ruling themselves because of their savagery; this was
- proved by their inability to resist Spanish invasion...
-
- {His presence in the Congress increases the chance that subjugated
- Indians will "convert" and join a colony.}
-
-
-
- {Bartolome de Las Casas (1474-1566)}
- The "Apostle of the Indians," Las Casas was a Spanish missionary who
- sailed with Columbus' third expedition. His efforts to protect the native
- population from slavery and abuse led him to speak on their behalf in the
- Spanish courts on several occasions.
-
- {With Las Casas, all currently existing Indian converts are assimilated
- into the colonies as free colonists.}
-
-
-
- FOOD HORSES
- SUGAR RUM
- TOBACCO CIGARS
- COTTON CLOTH
- FURS COATS
- LUMBER TRADE GOODS
- ORE TOOLS
- SILVER MUSKETS
-
-
-
-
-
-
-
-
-
-
- GO TO MAIN
-
-
- {FOOD}
- Food is one of the most valuable commodities your people
- produce. The survival of your colonies depends upon it. The best
- places to grow food are in {plains, grasslands, prairie, and savannah.}
- Plowing the land also increases food yield. {Fishing} is an excellent
- source of food, and {fisheries} are particularly productive.
-
- {Each colonist working inside a colony eats 2 food every turn.}
-
-
-
- {SUGAR}
- Sugar is a cash crop that can be sold in Europe for a handsome profit or
- converted into {Rum} by a {distiller} for sale at a better price.
-
- {Sugar grows most abundantly in Savannah, especially in Prime Sugar
- Land.}
-
-
-
- {TOBACCO}
- Tobacco is a cash crop that can be sold in Europe for a handsome profit
- or converted into {Cigars} by a {tobacconist} for sale at a better price.
-
- {Tobacco grows most abundantly in Grassland, especially in Prime
- Tobacco Land.}
-
-
-
- {COTTON}
- Cotton is a cash crop that can be sold in Europe for a handsome profit or
- converted into {Cloth} by a {weaver} for sale at a better price.
-
- {Cotton grows most abundantly in Prairie, especially in Prime Cotton
- Land.}
-
-
-
- {FURS}
- Fur is abundant in the Americas and there is a hungry market for it
- in Europe. Your {fur traders} can convert furs into coats for an even
- greater profit. {Woodlands} of all sorts are good for trapping, but
- even better are {game and beaver} squares in colder climates.
- Additionally, a {road} in a forest square increases fur output.
-
- {Fur is found most abundantly in all forested areas, but especially in
- colder terrains where there is Beaver.}
-
-
-
-
- {LUMBER}
- Lumber is one of the most valuable commodities you can produce. Your
- {carpenters} need lumber to build {buildings, ships, artillery, and
- fortifications.} Lumber is collected whenever your pioneers clear a
- forested square or when you have lumberjacks working the forests.
-
- {Woodland of all sorts is good for wood cutting, and roads in forests
- and Prime Timber increase lumber production.}
-
-
-
- {ORE}
- Ore is one of your most useful resources. It can be sold in Europe or
- converted into {tools} by your {blacksmiths.} Tools may then be changed
- into {guns,} by {gunsmiths.}
-
- {Ore is found in hills, mountains, and swamps.}
-
-
-
- {SILVER}
- Silver is one of the most valuable metals found in the New
- World. Silver can be mined from {mountain} squares, and some native
- civilizations have it in great quantity.
-
- {Silver is found in mountains, but these abundant sources will soon run
- dry if mined.}
-
-
-
- {HORSES}
- Horses are useful for aiding travel in the New World. {Scouts and
- Dragoons} move significantly faster than do colonists on foot. {Any
- colonist} may be mounted to create {scouts} and {any soldier} can be
- mounted to create {dragoons.}
-
- {Horses can be obtained only in Europe,} but once brought over, they
- may be bred. If you have {two or more horses} in a colony and {extra food}
- stored in your warehouse, your colony will {produce more horses}. If you
- construct stables, your horses will breed twice as fast.
-
-
-
- {RUM}
- Rum is the product of sugar processing in a distillery. It is usually of
- much greater monetary value than raw sugar.
-
- {Any colonist working as a distiller can convert sugar into rum.}
-
-
-
- {CIGARS}
- Cigars are the product of tobacco processing in a tobacconist's house or
- shop. Cigars are usually of much greater monetary value than raw
- tobacco.
-
- {Any colonist working as a tobacconist can convert tobacco into cigars.}
-
-
-
- {CLOTH}
- Cloth is the product of cotton processing in a weaver's house or shop. It
- is usually of much greater monetary value than raw cotton.
-
- {Any colonist working as a weaver can convert cotton into cloth.}
-
-
-
- {COATS}
- Coats are made from fur in a fur trader's house or shop. They are
- usually of much greater monetary value than unprocessed pelts.
-
- {Any colonist working as a fur trader can convert fur into coats.}
-
-
-
- {TRADE GOODS}
- Trade Goods can be obtained only in Europe or from other European
- settlements. These represent manufactured goods such as small tools,
- jewelry, and clothing, which the Indians may want to trade for. Most
- native tribes will gladly take trade goods, at least at first.
-
-
-
- {TOOLS}
- Tools are fundamental to successful colonial endeavors. You need tools to
- create {pioneers,} and only pioneers can {build roads, clear forests, and
- plow fields.} Additionally, tools are necessary to complete many
- {buildings} you construct inside your colonies. Finally, tools are
- converted into muskets by {gunsmiths.}
-
- {Tools may be bought in Europe or manufactured by blacksmiths, who
- convert ore into tools.}
-
-
-
- {MUSKETS}
- Muskets are necessary for defense of your colonies and for building a
- substantial military force. You need muskets to create soldier
- units. {Any colonist} may be given muskets to create {soldiers} and {any
- scout} may be given muskets to create {dragoons.}
-
- {Muskets may be purchased in Europe or manufactured at an armory,
- magazine, or arsenal.} Any colonist working as a gunsmith can convert
- tools into muskets.
-
-
-
-
-
- COLONISTS WAGON TRAIN
- SOLDIERS CARAVEL
- PIONEERS MERCHANTMAN
- MISSIONARIES GALLEON
- DRAGOONS PRIVATEER
- SCOUTS FRIGATE
- REGULARS MAN-O-WAR
- CONTINENTAL CAVALRY BRAVES
- CAVALRY ARMED BRAVES
- CONTINENTAL ARMY MOUNTED BRAVES
- TREASURE TRAIN MOUNTED WARRIORS
- ARTILLERY
-
-
-
-
-
-
- GOT TO MAIN
-
-
- {COLONISTS}
- These represent the various people that come to the New World. A single
- colonist in the game represents a number of people in real life, perhaps
- 100-200. There are four general types of colonists, each with different
- capabilities: petty criminals, indentured servants, free colonists, and
- specialists. Any of these colonists can do any job available in the
- settlement, but the experts do their particular jobs very well.
-
- Another type exists: Indian Converts. These represent Native Americans
- that join your settlements and become colonists. They're very effective at
- outdoors jobs, but are little suited for manufacturing.
-
-
-
- {SOLDIERS}
- Soldiers are created when you give a colonist {muskets.} A
- soldier may become a {veteran} as a result of winning battles or of
- education in a {college}. Additionally, {Expert soldiers (veterans)} may
- immigrate to the New World from Europe upon occasion, and may be hired
- from the {Royal University.}
-
-
-
- {PIONEERS}
- Pioneer units are created when you give a colonist {tools.}
- Pioneers have several important functions: they {clear woods, plow
- fields, and build roads.} In general, {Hardy Pioneers} perform their tasks
- faster than ordinary colonists working as pioneers.
-
-
-
- {MISSIONARIES}
- A missionary may be created at any site where there is a {church or
- cathedral.} This may be on the {Docks of Europe} or in a colony where a
- church or cathedral has been built. Missionaries perform the following
- important special functions: {create missions in native settlements} to
- counteract Indian anger; {denounce another European's mission} in a
- native settlement (which can result in the destruction of that mission),
- or {incite Indians to attack} another European power. {Jesuit
- Missionaries are particularly effective at these tasks.}
-
-
-
- {DRAGOONS}
- Dragoons are {soldiers mounted on horseback,} the colonial equivalent of
- cavalry. Any soldier may be converted into a dragoon if he is given horses.
- Dragoons can move farther during a turn, and they fight more effectively.
- {Veteran dragoons are more effective in battle than normal mounted
- soldiers.}
-
-
-
- {SCOUTS}
- Any colonist can become a scout if he is mounted on {horses.} Scouts
- can perform many valuable services to your cause: they {reveal}
- unexplored terrain faster, {move farther} in a turn, have better luck
- when {exploring Lost City Rumors,} can meet with and {talk to Indian
- chiefs,} {infiltrate enemy colonies} to see what's going on, and meet with
- enemy mayors in their colonies. {Seasoned scouts are better at all these
- tasks than regular colonists working as scouts.}
-
-
-
- {REGULARS}
- European regular infantry units are the Crown's regular army troops.
- They enter the game against you if you declare independence. Their only
- weakness is lack of training in the rough, wilderness terrain of the New
- World.
-
-
-
- {CONTINENTAL CAVALRY}
- Continental Cavalry is one step above your veteran dragoons in combat
- effectiveness. They know the backwoods, are veteran soldiers, and have
- received some military training.
-
-
-
- {CAVALRY}
- European regular cavalry units are the Crown's regular mounted soldiers.
- They enter the game against you if you declare independence. Their
- weakness is lack of training in the rough, wilderness terrain of the New
- World.
-
-
-
- {CONTINENTAL ARMY}
- Continental Army infantry is one step above your veteran soldiers in
- combat effectiveness. They know the backwoods, are veterans, and have
- received some regular military training.
-
-
-
- {TREASURE TRAIN}
- This wagon train carries {plunder,} usually gold and silver, precious
- stones, and rare fabrics. Treasure trains are used to cart away the
- plunder gleaned from a native settlement or lost city. A {Galleon} is
- always required to transport the contents of a treasure train by sea.
-
-
-
- {ARTILLERY}
- Artillery may be bought in {Europe} or constructed by the armories
- within your colonies. Artillery is very effective at {attacking and
- defending colonies,} and also at attacking fortified units and Indian
- settlements. However, when defending in unprotected terrain it is
- extremely vulnerable, and when attacking there it is ineffective. An
- artillery unit that is defeated in battle is damaged and loses some of its
- firepower; if defeated again, it is destroyed.
-
-
-
- {WAGON TRAIN}
- Wagon Trains are used for hauling goods and commodities {over land.} In
- order to trade most profitably with the Indians you should enter their
- settlements with wagons full of goods. A wagon train can transport any
- cargo a ship can, except colonists and artillery. Wagons have 2 cargo
- holds and can be assigned to {trade routes.} You may never build more
- wagon trains than you have colonies.
-
-
-
- {CARAVEL}
- A Caravel is an exploration ship designed to carry a small crew
- and adequate cargo for a few months of provisions.
-
-
-
- {MERCHANTMAN}
- A Merchantman is a medium-sized cargo ship. Its main function is to
- carry cash commodities to port for trade. It is a little larger than a
- caravel with more sail.
-
-
-
- {GALLEON}
- A Galleon is a large cargo vessel designed for long voyages and heavy
- transport. It is as large as a ship of the line, but not armed.
-
-
-
- {PRIVATEER}
- A Privateer is a ship owned by an individual that has obtained a "Letter of
- Marque" from his government, giving him the "right" to prey upon
- foreign shipping. Privateers can be very dangerous to your commerce
- because they observe no code of international behavior; the countries
- sponsoring them will likely claim no knowledge of their actions.
-
-
-
- {FRIGATE}
- Frigates are dangerous gunships, capable of sinking or damaging
- enemy vessels.
-
-
-
- {MAN-O-WAR}
- These powerful vessels appear in American waters when the War of
- Independence develops. Your mother country will send them against your
- forces, and, if foreign intervention occurs, you'll receive some to support
- your cause. They are heavily armed with cannon and capable of carrying
- large invasion forces or cargoes.
-
-
-
- {BRAVES}
- Braves are small groups of Native Americans. They represent Indians in
- their natural state, before receiving guns and horses from Europeans.
-
-
-
- {ARMED BRAVES}
- Native Americans become increasingly dangerous as they learn to use the
- deadly weapons of the Europeans. When a native tribe obtains guns from
- the Europeans, some braves will be armed with them. {This, combined
- with their knowledge of the wilderness, make them formidable opponents
- in the woods, hills, and mountains.}
-
-
-
- {MOUNTED BRAVES}
- Native American peoples did not have access to horses until the Spanish
- brought them in the late 15th century. In some cases, Indian culture
- changed considerably to incorporate the horse as a vital element. {Horses
- increase the mobility and combat power of the Indians.}
-
-
-
- {MOUNTED WARRIORS}
- Tribes that have horses and muskets are very dangerous. They are as good
- as any colonial dragoons -- even better when fighting in the wilderness.
-
-
-
- TUNDRA RAIN FOREST
- DESERT BORREAL FOREST
- PLAINS SCRUB FOREST
- PRAIRIE MIXED FOREST
- GRASSLAND BROADLEAF FOREST
- SAVANNAH CONIFER FOREST
- MARSH TROPICAL FOREST
- SWAMP WETLAND FOREST
- BORREAL FOREST RAIN FOREST
- SCRUB FOREST ARCTIC
- MIXED FOREST OCEAN
- BROADLEAF FOREST SEA LANE
- CONIFER FOREST MOUNTAINS
- TROPICAL FOREST HILLS
- WETLAND FOREST
-
-
-
- GOT TO MAIN
-
-
- {TUNDRA}
- This rather cold, open land can produce a minimal amount of food, but
- little other agriculture; however, you often find ore here.
-
-
-
- {DESERT}
- These dry, sparse areas are difficult places to grow food (although it is
- possible). You can sometimes mine ore here, though.
-
-
-
- {PLAINS}
- These are areas good for growing a wide variety of foods. You can
- grow a little cotton here as well.
-
- {Food grows most abundantly here.}
-
-
-
- {PRAIRIE}
- This is relatively flat, open land, ideal for production of cotton; you can
- also grow food crops here.
-
- {Cotton grows most abundantly here.}
-
-
-
- {GRASSLAND}
- Fertile soil in temperate areas, this is perfect for tobacco growing; you
- can also harvest food here.
-
- {Tobacco grows most abundantly here.}
-
-
-
- {SAVANNAH}
- Rich, moist soil specially suited for growing sugar cane; this land is
- good for food production, as well.
-
- {Sugar cane grows most abundantly here.}
-
-
-
- {MARSH}
- A wet, briny area, this is where the sea meets the land. You can grow
- some foods here, and you can find ore in abundance.
-
-
-
- {SWAMP}
- These low wetlands often harbor bog deposits of ore. You can grow a
- little food and some sugar cane here, as well.
-
-
-
- {BORREAL FOREST}
- This is cold wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Tundra (good for ore) if cleared.}
-
-
-
- {SCRUB FOREST}
- This is dry barren country with scattered vegetation. Some ore may be
- found in these areas.
-
- {Becomes Desert (good for ore) if cleared.}
-
-
-
- {MIXED FOREST}
- This is temperate wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Plains (good for food) if cleared.}
-
-
-
- {BROADLEAF FOREST}
- This is temperate wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Prairie (good for cotton) if cleared.}
-
-
-
- {CONIFER FOREST}
- This is temperate, wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Grassland (good for tobacco) if cleared.}
-
-
-
- {TROPICAL FOREST}
- This is humid wooded country that is good for woodcutting and trapping
- fur.
-
- {Becomes Savannah (good for sugar) if cleared.}
-
-
-
-
- {WETLAND FOREST}
- This is tropical wooded country that is good for woodcutting, trapping fur,
- and mining ore.
-
- {Becomes Marsh (good for ore) if cleared.}
-
-
-
- {RAIN FOREST}
- This is Tropical jungle country that is good for woodcutting, some
- sugar, and ore.
-
- {Becomes Swamp (good for ore) if cleared.}
-
-
-
- {BORREAL FOREST}
- This is cold wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Tundra (good for ore) if cleared.}
-
-
-
- {SCRUB FOREST}
- This is dry barren country with scattered vegetation. Some ore may be
- found in these areas.
-
- {Becomes Desert (good for ore) if cleared.}
-
-
-
- {MIXED FOREST}
- This is temperate wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Plains (good for food) if cleared.}
-
-
-
- {BROADLEAF FOREST}
- This is temperate wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Prairie (good for cotton) if cleared.}
-
-
-
- {CONIFER FOREST}
- This is temperate wooded country that is good for fur trapping and
- woodcutting.
-
- {Becomes Grassland (good for tobacco) if cleared.}
-
-
-
- {TROPICAL FOREST}
- This is humid wooded country that is good for woodcutting and some fur.
-
- {Becomes Savannah (good for sugar) if cleared.}
-
-
-
- {WETLAND FOREST}
- This is Tropical wooded country that is good for woodcutting, some fur,
- and ore.
-
- {Becomes Marsh (good for ore) if cleared.}
-
-
-
- {RAIN FOREST}
- This is Tropical jungle country that is good for woodcutting, some
- sugar, and ore.
-
- {Becomes Swamp (good for ore) if cleared.}
-
-
-
-
- {ARCTIC}
- Cold and icy, the arctic is almost incapable of supporting life.
-
-
-
- {OCEAN}
- This is the wide open water of the sea. It is useful for fishing,
- especially along the coasts, and in fisheries.
-
-
-
- {SEA LANE}
- This is open ocean that leads to standard sea routes from the New World to
- Europe, and vice-versa. To return to Europe, a ship only has to enter a
- sea lane then move toward the east (if exiting east) or west (if exiting
- west).
-
-
-
- {MOUNTAINS}
- These are large areas of mountainous terrain, difficult for travel, but
- likely sources of ore and silver. Colonies cannot be established in
- mountain terrain.
-
- {Silver and ore are abundant in these areas.}
-
-
-
- {HILLS}
- A gently rolling area that offers easy access to ore; you can also develop
- some agriculture here.
-
- {Ore is abundant here.}
-
-
-
-
-
- EXPERT FARMERS EXPERT BLACKSMITHS
- MASTER SUGAR PLANTERS MASTER GUNSMITHS
- MASTER TOBACCO PLANTERS FIREBRAND PREACHERS
- MASTER COTTON PLANTERS ELDER STATESMEN
- MASTER FUR TRAPPERS STUDENT
- EXPERT LUMBERJACKS FREE COLONISTS
- EXPERT ORE MINERS HARDY PIONEERS
- EXPERT SILVER MINERS VETERAN SOLDIERS
- EXPERT FISHERMEN SEASONED SCOUTS
- EXPERT DISTILLERS VETERAN DRAGOONS
- MASTER TOBACCONISTS JESUIT MISSIONARIES
- MASTER WEAVERS INDENTURED SERVANTS
- MASTER FUR TRADERS PETTY CRIMINALS
- EXPERT CARPENTERS INDIAN CONVERTS
-
-
-
-
- GOT TO MAIN
-
-
-
- {EXPERT FARMERS}
- Some of your people have a knack for growing food crops and an
- understanding of weather and seasons. These experts can be found in
- Europe as immigrants or trained at the Royal University. Some Native
- Americans are excellent farmers, as well, and can teach free colonists
- and indentured servants the secrets of agriculture. The best place for
- farming is in the plains.
-
- {Expert farmers grow 2 more food in a square than other farmers.}
-
-
-
-
- {MASTER SUGAR PLANTERS}
- Planting and tending of sugar cane is a complicated job that takes
- planning and special techniques. Only the Native Americans are
- knowledgeable enough to be called experts, and only they can teach your
- people to do it. However, a colonist that works at it long enough may
- become a master himself.
-
- {The best place for sugar cultivation is in the savannah.}
-
- {Master sugar planters are twice as productive as others.}
-
-
-
- {MASTER TOBACCO PLANTERS}
- Tobacco is found in great abundance in the New World. It is cultivated and
- used by the Native Americans for many ritual as well as leisure purposes.
- Some Indians have great knowledge of this mysterious weed and will help
- your people become masters at cultivating it.
-
- {The best place for tobacco cultivation is in the grasslands.}
-
- {Master tobacco planters are twice as productive at growing tobacco than
- others.}
-
-
-
- {MASTER COTTON PLANTERS}
- The cotton found in the New World is of high quality, capable of being
- spun into fine fabrics and garments. Master planters of cotton must be
- trained by the Native Americans who have learned through years of
- experience the best ways to cultivate this staple crop.
-
- {The best place for cotton cultivation is in the prairie.}
-
- {Master cotton planters are twice as productive at growing cotton than
- all others.}
-
-
-
- {MASTER FUR TRAPPERS}
- The New World is abundantly supplied with fur-bearing mammals whose
- pelts can be sold for a handsome profit in Europe. Native Americans have
- long studied and trapped these creatures for their fur and meat. Your
- people can learn the ways of the forest creatures and become master
- trappers only from the Indians.
-
- {The best place to find fur is in wooded country, especially in colder
- climates.}
-
- {A master trapper is twice as productive as other trappers.}
-
-
-
- {EXPERT LUMBERJACKS}
- Lumber has long been a necessity in both New and Old Worlds. Expert
- lumber men can be found on the docks of Europe or trained there.
-
- {The best places for lumber cutting are forests and woodlands.}
-
- {Expert lumberjacks are able to yield twice as much lumber as others.}
-
-
-
- {EXPERT ORE MINERS}
- Since the Iron Age, mining has been an important occupation in the Old
- World. There are many experts there who understand minerals and
- deposits, veins and mine construction. You can get expert miners from the
- European Docks or from training them.
-
- {The best places to find ore are mountains, hills, and swamps, especially
- where
- there are mineral deposits.}
-
- {Expert ore miners are twice as productive as others.}
-
-
-
- {EXPERT SILVER MINERS}
- Like ore mining, silver mining is an important and lucrative skill that is
- widely understood in Europe.
-
- {The best place to find silver is in the mountains, especially where there
- are deposits.}
-
- {Expert silver miners are twice as productive as others.}
-
-
-
- {EXPERT FISHERMEN}
- Fishing has long been a lucrative business in Europe, and many of your
- immigrants come with expertise in this area -- an understanding of the
- habits and habitats of fish. The best places to fish are along the coasts of
- the oceans and in the lakes.
-
- {In general the more land that borders the square in which a fisherman
- works,
- the more productive he is.}
-
- {Expert fisherman are twice as productive as others.}
-
-
-
- {EXPERT DISTILLERS}
- The craft of transforming raw {sugar into rum} and other spirits is as old
- as civilization itself. Some of the immigrants that come to your shores
- will have knowledge of these techniques.
-
- {An expert distiller is twice as productive as an ordinary colonist
- working as a distiller.}
-
-
-
- {MASTER TOBACCONISTS}
- After observing the Indians smoking tobacco and learning the many
- nuances of pipe and cigar construction, a small industry has risen in
- Europe to take advantage of this new market. Tobacconists convert
- {tobacco into cigars.} Master tobacconists appear on the Docks in Europe
- or can be trained there.
-
- {A master tobacconist is twice as productive as an ordinary colonist
- working as a tobacconist.}
-
-
-
- {MASTER WEAVERS}
- Weaving is an age-old craft that dates back as far as human memory.
- Weavers convert cotton into cloth and appear in Europe as immigrants, or
- can be trained there.
-
- {Master weavers are twice as productive as others at weaving cotton into
- cloth.}
-
-
-
- {MASTER FUR TRADERS}
- The abundance of fur in the New World has vitalized the fur industry in
- Europe, and many expert furriers are coming to the New World to make
- their fortunes. Fur traders convert furs into coats and you get expert fur
- traders from the docks, or you can train them.
-
- {Master fur traders are twice as productive as other colonists working
- as traders converting fur into coats.}
-
-
-
- {EXPERT CARPENTERS}
- The timberland of the New world provides the raw materials for a host of
- construction projects. A master carpenter is essential to the development
- of your colonial society. Master carpenters appear on the docks in Europe
- or can be trained there.
-
- {They are twice as productive as an ordinary colonistS working as
- carpenters,
- converting lumber into buildings.}
-
-
-
- {EXPERT BLACKSMITHS}
- Metal working is an essential ingredient to successful colonization.
- Blacksmiths can repair metal implements and create new ones.
- Blacksmiths transform {ore into tools.} Expert blacksmiths appear on the
- docks in Europe or can be trained there.
-
- {Expert blacksmiths are twice as productive as ordinary colonists
- working as blacksmiths.}
-
-
-
-
- {MASTER GUNSMITHS}
- The ability to arm your people with weapons is fundamental in your
- journey towards independence. Gunsmiths transform {tools into muskets.}
- Expert gunsmiths appear on the docks in Europe or can be trained there.
-
- {They are twice as productive as an ordinary colonist working as a
- gunsmith.}
-
-
-
-
- {FIREBRAND PREACHERS}
- Religious unrest in Europe is a catalyst for immigration to the New
- World and is increased by preachers in the new world. Preachers produce
- crosses, representing religious freedom in the New World. The more
- crosses produced in America, the faster immigrants flock to the docks in
- Europe.
-
- {A firebrand preacher produces twice the number of crosses as another
- colonists preaching in a church or cathedral.}
-
-
-
- {ELDER STATESMEN}
- Politicians are valuable members of your society, for they
- build your political infrastructure. Statesmen produce Liberty Bells,
- representing governmental sophistication and patriotic fervor. Elder
- statesmen can be trained in Europe or found on the docks there.
-
- {Elder statesmen produce twice the number of Liberty Bells as ordinary
- colonists working as statesmen in the Town Hall.}
-
-
-
-
- {Student}
-
- (There's all that was in the original file. Not authors mistake.)
-
-
-
- {FREE COLONISTS}
- Free Colonists are immigrants desiring to go to the New World as free
- men and women and willing to work for the good of their communities.
- Free colonists are productive in all spheres of work -- in the fields and
- in the cottages. Short of being specially trained in a trade, they are the
- most productive members of your society.
-
-
-
- {HARDY PIONEERS}
- A special breed of men and women come to the new world and carve a
- civilization out of the wilderness. Your pioneers are the advance guard of
- your new society. They build the roads, clear the land, and plow the fields.
- A pioneer can be created by giving any colonist tools, but hardy pioneers
- can be found on the docks of Europe, or trained.
-
- {Hardy pioneers perform all pioneer functions faster than ordinary
- colonists working as pioneers.}
-
-
-
- {VETERAN SOLDIERS}
- Any colonist can become a soldier if given muskets, but only experience in
- combat or training can create veterans. Veterans of European wars
- occasionally immigrate and appear on the docks, or you can train them in
- the Royal University. Additionally soldiers that win battles eventually
- become veterans.
-
-
-
- {SEASONED SCOUTS}
- Any colonists mounted on horses may act as scouts. They see farther, move
- faster, and have the ability to gather information about foreign
- settlements, including Indian towns and villages. Seasoned scouts do all the
- above more effectively and safely. Seasoned scouts sometimes appear as
- immigrants on the Docks in Europe. Other times, scouts become seasoned
- after visiting Indian settlements.
-
-
-
-
- {VETERAN DRAGOONS}
- Until the rise of your Continental Army, your veteran dragoons are the
- best military units you have. Dragoons are like soldiers in all respects
- except they are mounted on horseback and are thus slightly more
- powerful. They attain veteran status, like soldiers, through training or
- experience.
-
-
-
- {JESUIT MISSIONARIES}
- The Jesuits are zealous christians who will gladly enter the lands and
- villages of the natives, establish missions, and live among them to teach
- the ways of Christianity. They serve as ambassadors to the natives and can
- often convince them to go to war for your cause against rival Europeans.
- Their main function is to asuage the anger of the native tribes and create
- converts.
-
- {Jesuit missionaries are much more effective at all missionary tasks than
- ordinary colonists that have been blessed as missionaries.}
-
-
-
- {INDENTURED SERVANTS}
- Indentured Servants are people desiring to come to the New World but
- who cannot afford to pay their own way. They, accordingly, put
- themselves into bondage and agree to work off their passage in the New
- World. They, like petty criminals, are useful workers in the fields and
- mines, but are less productive than free colonists in manufacturing and
- processing jobs. But, through education or military experience, they can
- become free colonists.
-
-
-
- {PETTY CRIMINALS}
- Petty Criminals have been ordered to the New World as punishment for
- their crimes. In general, criminals are the {least productive members of
- your communities.} They make good laborers but are almost totally
- ineffective in manufacturing or processing jobs. But, through education
- or military experience, they can become servants.
-
-
-
- {INDIAN CONVERTS}
- Missionaries working among the native population are able to convince
- some of the Indians of the veracity of Christianity. These converts are
- good outdoorsmen -- good at all the outdoor professions. However, they
- are not well suited to manufacturing or processing jobs.
-
-
-
- STOCKADE WEAVER'S HOUSE FORT
- WEAVER'S SHOP FORTRESS TEXTILE MILL
- ARMORY TOBACCONIST'S HOUSE MAGAZINE
- TOBACCONIST'S SHOP ARSENAL CIGAR FACTORY
- DOCKS RUM DISTILLER'S HOUSE DRYDOCKS
- RUM DISTILLERY SHIPYARD RUM FACTORY
- TOWN HALL CAPITOL TOWN HALL (EMPTY)
- CAPITOL EXPANSION COLONIAL ASSEMBLY FUR TRADER'S HOUSE
- SCHOOLHOUSE FUR TRADER'S SHOP COLLEGE
- COAT FACTORY UNIVERSITY CARPENTER'S SHOP
- WAREHOUSE LUMBER MILL WAREHOUSE EXPANSIONS
- CHURCH STABLES CATHEDRAL
- CUSTOM HOUSE BLACKSMITH'S HOUSE PRINTING PRESS
- BLACKSMITH'S SHOP NEWSPAPER IRON WORKS
-
-
-
-
- GOT TO MAIN
-
-
- {stockade}
- A stockade is a low wooden barricade made of poles, sharpened at the top,
- with loop holes for firing muskets, and crude inside shelves for gunners.
-
- The construction of a stockade around a settlement represents a
- significant effort from the community and is a symbol of a willingness to
- stay for a while. Construction of a stockade may be started when the
- colony is still quite small (population 3). Once the stockade is completed,
- the population of the colony may not voluntarily be reduced to less than 3.
-
- {A unit defending a colony inside a stockade has its defense strength
- increased by 100%.}
-
-
-
- {fort}
- A fort is a substantial improvement over the stockade and can be
- built when the {population reaches 4} and already has a stockade in place.
- The stockade is reinforced with metal braces, artillery is installed to
- cover exposed approaches, and substantial defensive planning is evident. A
- fort overlooking the ocean will slow the progress of foreign vessels and
- open fire on them if they venture too close.
-
- {The defense strength of a unit defending a colony in a fort is increased
- by 150%%.}
-
-
-
- {fortress}
- A fortress is an upgraded fort that can be built when the {population of the
- colony reaches 8} and already has a fort in place. The stout wooden
- barricade is reinforced and, in critical spots, replaced by stone masonry.
- Embrasures now house the artillery, which is more extensively used.
- Well-planned, overlapping fields of fire characterize the exterior
- approaches. A fortress overlooking the ocean will slow the progress of
- foreign vessels and open fire on them if they venture too close.
-
- {Units receive a 200%% defense bonus inside fortresses.}
-
-
-
- {armory}
- Your people can construct an armory, a metal-working facility which
- allows the steady construction of muskets out of tools.
-
- {The armory allows your carpenters to make artillery units, and your
- gunsmiths to convert tools into muskets.}
-
-
-
- {magazine}
- An armory can be upgraded into a magazine when the colony's population
- reaches 8.
-
- {A magazine doubles the output of muskets if the required tools are
- available.}
-
-
-
- {arsenal}
- A magazine can be upgraded into an arsenal when the colony's population
- is 8.
-
- {An arsenal doubles the output of muskets, if the required tools are
- available.}
-
-
-
- {docks}
- Docks are the moorings and wharves necessary to process fish garnered
- from the various fishing beds and fisheries scattered along the coasts of
- the New World.
-
- {Docks allow your colonists to work as fishermen in any ocean or lake
- square adjacent to the colony.}
-
-
-
- {drydocks}
- Drydocks include facilities and equipment for repairing ships and boats
- that have been damaged in naval combat. There is a drydock in your
- mother country at all times, but your people can construct a drydock in
- any coastal colony which already contains docks and has a population of 6.
- Whenever a naval unit is damaged, it is placed automatically in the
- nearest drydock for repairs.
-
- {The presence of drydocks in a colony enables that colony to repair
- damaged ships, instead of having them returned to Europe.}
-
-
-
- {shipyard}
- Shipyards are facilities that contain all equipment necessary to build
- ships.
-
- {The presence of a shipyard in a colony enables carpenters to construct
- ships.}
-
-
-
- {TOWN HALL}
- A town hall is one of the first structures the founders put together. It
- provides a place where the colonists from the surrounding area can gather
- to discuss issues facing the community. This is the first inkling of
- colonial government. A colonist in the meeting house produces Liberty
- Bells, which represent growing nationalism and colonial government. An
- elder statesman in a meeting house produces many Liberty Bells.
-
-
-
- {TOWN HALL}
-
- (There's that was in the original file. Not authors mistake.)
-
-
-
- {COLONIAL ASSEMBLY}
-
-
-
- {schoolhouse}
- To begin educating your citizenry, you must build a schoolhouse. It can be
- built when your population is 4. {The schoolhouse allows the following
- specialists to teach their skills to other colonists:}
- Expert Farmer
- Expert Fisherman
- Expert Silver Miner
- Expert Ore Miner
- Expert Lumberjack
- Master Fur Trapper
- Master Carpenter
- Hardy Pioneer
- Seasoned Scout
-
-
-
- {college}
- A Schoolhouse can be upgraded to a college when the population reaches 8.
- It functions identically to the schoolhouse, except: {Two specialists may
- teach simultaneously, and the following additional skills may be taught.}
- Master Sugar Planter
- Master Cotton Planter
- Master Tobacco Planter
- Master Distiller
- Master Weaver
- Master Tobacconist
- Master Fur Trader
- Master Blacksmith
- Master Gunsmith
- Veteran Soldier
-
-
-
- {university}
- A college may be upgraded to a university when the {population reaches
- 10.} It functions like a college, except:
-
- {Three specialists may teach simultaneously, and the following additional
- skills may be taught:}
- Jesuit Missionary
- Firebrand Preacher
- Elder Statesman
-
-
-
- {warehouse}
- Normally, the storage facilities in each of your colonies can hold up to
- 100 of each cargo type. Your carpenters can construct a larger
- warehouse.
-
- {A warehouse can hold up to 200 of each cargo type.}
-
-
-
- {WAREHOUSE EXPANSIONS}
- Normally, a warehouse can hold up to 200 of each cargo type. Your
- carpenters can construct an expansion to the warehouse, which adds
- another 100 to the total capacity. A warehouse with an expansion looks
- exactly like the normal warehouse, but a "2" is superimposed on it.
-
-
-
- {stables}
- Stables are built in a colony to {increase breeding of horses.} Once the
- stables are completed, {horse reproduction is doubled.}
-
-
-
- {CUSTOM HOUSE}
- After {Peter Stuyvesant} has joined the Continental Congress, your
- carpenters may construct custom houses. A custom house serves as a
- permanent arrangement between the colony that constructs it and the
- mother country. {Once completed, you sell goods and commodities on a
- regular basis to Europe,} and the logistics are taken care of for you.
- You no longer have to load and unload cargo or move the ships.
-
- {A custom house also allows trade with Europe to continue after the
- Rebellion has begun; otherwise, access to European markets is closed.}
-
-
-
- {PRINTING PRESS}
- Printing presses and newspapers provide a forum for public expression.
- This public forum can create a sense of community and brotherhood which
- generates feelings of patriotism within a colony.
-
- {When the the printing press is completed, Liberty Bell production
- within the colony is increased by 50%%.}
-
-
-
- {newspaper}
- Newspapers provide a forum for public expression of concerns facing the
- people. This public forum can create a sense of community and
- brotherhood which generates feelings of patriotism within a colony.
-
- {When the the newspaper is completed, Liberty Bell production within
- the colony is increased by 100%%.}
-
-
-
- {WEAVER'S HOUSE}
- A new strain of cotton is used by the Indians in America, and some
- colonists work with it to weave a fine grade of cloth. {A colonist working
- in the weaver's house can produce cloth} if there is cotton available to
- work with. Any cloth produced accumulates in the warehouse.
-
-
-
- {WEAVER'S SHOP}
- A weaver's shop in a colony {increases the output of cloth by any
- weavers}. The colony must have a {population of at least 4} to begin
- construction of a weaver's shop.
-
-
-
- {TEXTILE MILL}
- A weaver's shop may be upgraded into a textile mill. A textile mill
- dramatically increases the efficiency of operations and thus produces
- {more cloth per unit of cotton.} Your Continental Congress must contain
- {Adam Smith} and the {population of the colony must be at least 8} to
- begin construction of this facility.
-
-
-
- {TOBACCONIST'S HOUSE}
- Some of the colonists have discovered tobacco from the natives and are
- already learning how to cure and dry the weed and to make cigars from it.
- Someday, this crop may grow into a major industry.
-
- {A colonist working in the tobacconist's house can produce cigars if there
- is tobacco available.} Any cigars produced accumulate in the warehouse.
-
-
-
- {TOBACCONIST'S SHOP}
- A tobacconist's shop in a colony {increases the output of cigars} by any
- tobacconists. The colony must have a {population of at least 4 } to begin
- construction of a tobacconist's shop.
-
-
-
- {CIGAR FACTORY}
- The tobacconist's shop may be upgraded into a cigar factory. A cigar
- factory dramatically increases the efficiency of operations, and thus
- produces {more cigars per unit of tobacco.} Your Continental Congress
- must contain {Adam Smith} and the {population of the colony must be at
- least 8} to begin construction of this facility.
-
-
-
- {RUM DISTILLER'S HOUSE}
- In some areas, fine cane sugar can be cultivated; some of the natives
- cultivate large fields of it. The colonists know that it can be processed to
- produce rum.
-
- {A colonist in the distiller's house can produce rum if there
- is sugar on hand to work with.} The rum is bottled and stored in the
- warehouse.
-
-
-
- {RUM DISTILLERY}
- A rum distillery in a colony {increases the output of rum} by any
- distillers. The colony must have a {population of at least 4} to begin
- construction of a distillery.
-
-
-
- {RUM FACTORY}
- A distillery may be upgraded into a rum factory. A rum factory
- dramatically increases the efficiency of operations, and thus produces
- {more rum per unit of sugar.} Your Continental Congress must contain
- {Adam Smith} and the {population of the colony must be at least 8} to
- begin construction of this facility.
-
-
-
- {capitol}
-
-
-
- {CAPITOL EXPANSION}
-
-
-
- {FUR TRADER'S HOUSE}
- One of the first things your colonists notice when they get to America is
- the incredible abundance of fur-bearing mammals and the tremendous
- use that some of the Indians make of these pelts. They also realized the
- profit that can be made from selling the fur or making clothing from it.
-
- {A colonist working in the fur trader's house can produce coats,} if there
- is fur available to work with. The coats will accumulate in the warehouse.
-
-
-
- {FUR TRADER'S SHOP}
- A fur trader's shop in a colony {increases the output of coats} by any
- traders. The colony must have a {population of at least 4 } to begin
- construction of a fur trader's shop.
-
-
-
-
- {COAT FACTORY}
- A fur trader's shop may be upgraded into a coat factory. A coat factory
- dramatically increases the efficiency of operations, and thus produces
- {more coats per unit of fur.} Your Continental Congress must contain
- {Adam Smith} and the {population of the colony must be at least 8} to
- begin construction of this facility.
-
-
-
- {CARPENTER'S SHOP}
- The community builds a carpenter's shop because of the obvious need for
- constructing all sorts of items for the good of the community. A colonist
- working in a carpenter's shop {produces hammers,} which accumulate
- {to construct buildings} and structures in the settlement. Note, however,
- that the carpenter {needs lumber to create hammers.}
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-
-
- {LUMBER MILL}
- The humble carpenter's shop can be improved and upgraded to make those
- working there more effective. You may upgrade a carpenter's shop into
- a lumber mill when the {population of the colony reaches 3.} It {doubles
- the output of hammers} from any colonists working there (but requires
- an equal amount of lumber, of course).
-
-
-
- {church}
- A church may be constructed almost immediately upon landing on the
- shores of the New World. The {population of a colony need only be 3.} This
- causes {increased cross production} instantly, but putting colonists to
- work in the new structure creates many more.
-
-
-
- {cathedral}
- A church may be upgraded to a cathedral when the {population reaches 8,}
- dramatically {increasing the colony's cross production} and that of any
- colonists preaching there.
-
-
-
- {BLACKSMITH'S HOUSE}
- The Colonial community helps build the blacksmith's house for much the
- same reasons as the carpenter's shop. They realize the need for basic
- metal goods -- tools, repairs of existing implements, and so on. {A
- colonist working in the blacksmith shop can produce tools,} which
- accumulate in the settlement's warehouse. The blacksmith {needs ore} to
- produce tools.
-
-
-
- {BLACKSMITH'S SHOP}
- A Blacksmith's House may be expanded into a larger facility that
- {increases the production of tools.} You may begin the project when the
- colony's {population reaches 4.}
-
-
-
- {IRON WORKS}
- Your colonists may construct an Ironworks when the {population of the
- colony reaches 8.} It is a major facility for metal-working/production
- and dramatically {increases tool output.} The Ironworks is a factory level
- building and may not be built until {Adam Smith} joins your Continental
- Congress.
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-