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3OLONIZ.TXT
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1995-05-07
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~Colonization
A selection of hints and tips for beginners - By Simon Burrows
`Before I start, one quick point. The decisive aim of the game is
`to win the revolution with maximum points. Obviously, then,
`everything you do must be aimed at reaching this end.
~`City Types
~`──────────
`There are basically two types of cities :-
`■ Firstly, there is the mega-city. These, as explained below,
` are specialist cities, each of which will have one predominant
` job in your grasp for power. Since these are so important,
` they need to be very heavily defended at fortress level and
` with at least five items of artillery.
`■ Secondly there are supply cities. Their job is to supply you
` with all the raw materials you will need to succeed, such as
` tobacco and cotton. Since these are temporary settlements -
` you will keep them only until the material they supply dries
` up or you no longer need it - they do not need building up
` with a wall and all the other mod cons of a mega-city. If you
` lose them it should not be a big loss at all, and they should
` be easy to desert when the time comes. These small cities
` will often be built up from settlements you have captured, or
` those on small islands with little scope for expansion. When
` you reject these cities, you can make the inhabitants depart
` as either soldiers and dragoons so they will take the muskets
` and horses with them, or as pioneers so they will take the
` tools with them.
~`Mega-City Specialization
~`────────────────────────
`Unlike in many similar games such as Sim City and Genesia,
`Colonization gives aspiring entrepreneurs the chance to run
`several cities all at once. Remember, then, that slightly
`different tactics will need to be followed. Instead of having
`several cities of equal size which do all the jobs a far larger
`city in Sim City might do, you must have several cities, each of
`which specialise on one particular job. This will save resources
`and help maximise production.
`Here are some of the specialist cities you will need :-
`■ First of all you will need one of your cities assigned as your
` iron-making capital. There you will need to build an
` ironworks, and send your first three master blacksmiths.
`■ Another city will need to become your weapon-making capital.
` There, build an arsenal for musket production, and post your
` first three master gunsmiths as soon as they become available.
`■ At least one of your cities will need to specialize in ore
` mining. Those that do will need to be appropriately situated
` for that task, and should be sent all of your expert ore
` miners.
`■ You will also need an ore-gathering city situated in the
` mountains for best productivity.
`■ Finally there is your city specializing in horses. This is
` covered in more detail below.
`Attempt to construct your custom house in the same city which has
`upgraded production such as the textile mill, or rum, fur or
`cigar factories.
~`Wooden Worries
~`──────────────
`The distribution of your lumber collectors can be managed in one
`of two ways: either, you create a lumber super-centre, collecting
`the majority of your carpentry work-force in one place, and your
`expert lumberjacks on timber symbols generating more than 30 each
`turn; or, you distribute your lumberjacks so you have 1, 2 or 3
`in each city, and then send one carpenter to each city too. The
`latter of these options seems to work very effectively allowing
`immediate access to lumber whichever city you look. If you find
`that one city's stocks are too low, extra lumber can easily be
`brought in on trains from any city which has over-satisfactory
`lumber-levels.
~`Production Maximization
~`───────────────────────
`Remember not to let your residents waste production time. If
`they can't do their job because they have run out of the relevant
`raw material, set them to do something else as soon as you can -
`you can always return them to their skilled trade once this is
`possible. Don't let them have a week of bank holidays!!!
`In production-specialized cities, make sure that you balance the
`production of goods such as cigars, rum and coats. To do this
`simply move your citizens around jobs regularly to produce equal
`proportions of each. And, as I've said above, if you have a
`tobacconist, for example, who has run out of tobacco to produce
`his wares, get him going on something else until opportunity
`arises for him to continue his preferred trade.
`If you have nothing to build, don't sit around staring at your
`little people milling around, start building artillery. Because
`of the aim of the game, you will, at some stage, need to become a
`war-time super-power, so eventually all your cities will need to
`become devoted to artillery-construction anyway.
~`Horse Business
~`──────────────
`The best place for your specialized horse-breeding-capital is in
`an area of high food-production, because this speeds up
`production. Therefore if you have an area with wine lakes and
`sugar mountains then this has your best potential. In your
`chosen area you will need to build large warehouses because these
`beasts will need stables to sleep in. As you find your stables
`overflowing, send off your horses in hundreds to other cities.
`Don't send them off more than a hundred at a time because if you
`keep as many horses as possible in one area, the quicker they'll
`breed and the more you'll have to send off later on.
~`Education Cuts?
~`───────────────
`In order to train your community you will need a university town.
`It may be of use to have two universities, in fact, because
`expert farmers and veteran soldiers will be essential in making
`your life easier and success greater. The university will be
`essential for training your citizens in horse sense. The extra
`learning facilities mean you can educate workers in those trades
`which you find a severe lack of experts in. A good tactic
`sometimes is to clear the specialty of some of your inhabitants
`and pack them off to university to be re-educated in trades where
`they will be of maximum use to you.
~`To Buy or not to Buy?
~`─────────────────────
`The most important thing to buy if you've got money to burn is
`ships. Of course, you may also need to buy recruits if you don't
`already have enough on your docks to fill the holds. When you
`have enough ships (and sometimes too many is not enough!), then
`its time to start saving up your money. This will give you the
`leeway to purchase mercenaries, train soldiers and buy a load of
`artillery just before you go into war.
`One thing you won't need to spend money on, of course, is free
`colonists. Keep these emigrating in as fast as you can, then
`pack them straight off to your universities - which is exactly
`where they want to go - so you can get the best out of them.
`The most important things NOT to buy are the useless trade goods
`which you can certainly do without. Also, don't go wasting money
`on the outrageously high back taxes. A good way to save money
`is to buy only 10 of what the Indians request, rather than 100,
`because they don't seem to mind just as long as you give them
`what they ask for in one quantity or another.
~`War on the High Seas
~`────────────────────
`Until you declare independence, naval power plays a large part in
`anybody's success in Colonization. As you'll probably know, you
`start the game with one cargo ship. Use this to full effect, by
`all means, but don't waste money on building any more since these
`are pretty useless. Instead, when you have set-aside cash for
`naval building, concentrate on privateers and frigates. If you
`have Francis Drake on your continental congress, privateers'
`strength is increased by 50% making these particular vessels
`cheap and lethal. Concentrating on these, therefore, can be a
`good move.
`In order to bring in new colonists and transport trade goods for
`sale at market, you will need several ships going between your
`lands and Europe. You should also have one explorer vessel with
`at least one scout and even a dragoon. This ship should be a
`privateer due to its great speed.
`The remainder of your privateers are best used as hunters. Those
`with a cargo of 200 muskets will be a great force against
`opposition vessels. If it seems that you are gaining a lot from
`high-sea battles, it may be worth getting a few frigates since
`these give you more power. However, don't spend too much on this
`option as privateers are cheaper and will often do.
`Remember, once you have declared independence, ships are just
`about useless since you will be given all the battle ships you
`need by your allies.
` ═════════════
~` By: Simon Burrows
` ═════════════