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- ******************************************************************
- Frequently Asked Questions for "Colonization" by Microprose
-
- FAQ Version 2.0
-
- Compiled and edited by Jim Cox (cox@unx.sas.com), adding greatly to
- original version 1.0 FAQ, which was compiled and edited by Dar
- Steckelberg (dsteckel@silver.sdsmt.edu).
-
-
- Table of Contents:
- _______________________________________________________________________
-
- I. Introduction
- II. Known Bugs
- III. Game Mechanics
- IV. Game Strategies
- V. Tables
-
- _______________________________________________________________________
-
- I. Introduction
-
- *******************************************************************************
- "Colonization" (hereafter referred to as "COL") is Sid Meier's
- latest (Oct. '94) strategy game that lets you organize and lead a group
- of settlers from one of four European powers (England, France, Spain, or
- Holland) in their struggle to establish an independent colony in the New
- World. Sid Meier is well renowned for his previous strategy game
- designs, including "Railroad Tycoon", "Civilization", and "Pirates!"
- Gamers with experience in any or all of these three games will see some
- similarities in COL regarding the interface, graphics, and mechanics.
- You may use the map of North and South America or let the computer
- generate a new world for you to explore. After landing in the New
- World, your settlers must build colonies, work the land, and interact
- with the natives to survive and, hopefully, grow.
- All you start with is one ship and two colonists. In order to get
- more resources you must ship the resources of the New World back to
- Europe for trade. How you obtain these resources is up to you. You may
- obtain them by working the land, trading with the Indians, or pillaging
- Indian villages or other colonies and their ships.
- Religious strife and persecution in the Old World will generate new
- colonists infrequently, but that's about the only "freebie" you can
- expect from your home country. The King will soon be levying taxes to
- support his war efforts and marriage celebrations. The market prices
- back home will drop after you flood the market with your goods, too.
- You will be forced to diversify your products and trading partners in
- order to earn profits and escape the tax man.
- Eventually, you (and your colonists) will be strong enough and fed
- up enough with the King that you declare independence. If you can
- defend your colonies from the King's wrath and the Royal Expeditionary
- Force that he sends to crush your rebellion, you will have created a new
- nation and be a hero to your people! If not, you will spend your
- remaining days in exile and your people will name an infectious disease
- in your honor.
-
- ------ Contributed by Dar Steckelberg (dsteckel@silver.sdsmt.edu).
- *******************************************************************************
-
-
- II. Bugs, features, and limitations
-
- 1. Lockups:
-
- These come in the following varieties:
-
- a. Mysterious nonrepeatable lock-ups.
-
- Many people have reported non-repeatable lockups, in other words, a
- load of the autosaved game will not lockup when the same action is
- performed.
-
- b. Sound Bug.
-
- I have lockups on the average of once an hour when I have sound turned
- on. When I turn sound off, I do not have the lockups. For the
- record, I have a second generation Sound Blaster Pro, with the normal
- defaults.
-
- c. Editing a trade route when 12 trade routes are defined.
-
- *******************************************************************************
- My problems however seem to be linked to editing/deleting trade
- routes. I have a game where I got up to 12 routes and then discovered
- that was the maximum when I tried creating the 13th. Tried deleting
- all 12 to redefine them and the program locked up as I deleted the
- 12th.
-
- Restarted the game and thought maybe I need to edit my existing routes
- rather than deleting them. This seemed to work for a while but I
- noticed after a lot of editing routes the game would eventually
- freeze. In fact it once bombed out with a text message saying it could
- not allocate enough memory. Mostly though it just hangs.
-
- ---- Contributed by Ross Inglis (R.A.Inglis@bra0801.wins.icl.co.uk)
- *******************************************************************************
-
-
- I have had the same problem after I have tried to edit the twelfth
- trade route. It will hang within 5 minutes. Saving and reloading
- does not seem to fix this problem.
-
- d. Problems when city disbanded which is on a trade route.
-
- *******************************************************************************
- Another time, I disbanded a city that was on a trade route.
- Established a new city near bye. Edited the route and added
- that city in the position the disbanded one had been in (its
- line had disappeared from the route when I went to edit it).
- After that, I could not edit trade routes and the T command
- did not work. I tried to look inside a colony and the program
- crashed saying it had failed to allocate memory in the picture
- something routine.
-
- ---- Contributed by schafer@walleye.network.com (Martin Schafer)
- *******************************************************************************
-
- 2. Incompatabilities
-
- I have seen various references that Colonization has trouble with
- QEMM, and certain mouse drivers. Following is one such reference:
-
- *******************************************************************************
- Colonization doesn't seem to work with some mouse drivers. Use msd to
- check what DOS mouse driver you have. Microprose recommend vers 8.20.
- It does work with vers 6.94 and with the new intellipoint driver. It
- didn't like vers 8.01 which came with my Logitech Mouse (Logitech users
- can use LMOUSE.COM which comes with Windows).
-
- ---- contributed by Douglas Woods (Doug@drwoods.demon.co.uk)
- *******************************************************************************
-
- 3. General bugs
-
- The following six bugs were laid out quite well in a posting by
- Douglas Woods (Doug@drwoods.demon.co.uk):
-
- a. Can't create trade route with Europe.
-
- When you create a new trade route, your European port is not listed as
- a possible destination. To get around this, you need to create a trade
- route, by sea, between two of your colony cities. Once you have created
- the trade route, you can edit it and replace the second city with your
- European port.
-
- ***
-
- b. Wagon train on a trade route won't unload cargo.
-
- This seems to happen if the cargo is embargoed at your European port. The
- only way around it is to unload the wagon train by hand.
-
- ***
-
- c. If using a mouse to move a unit, the unit sometimes goes off in a
- strange direction all of its own.
-
- Be careful when using drop-down menu to give orders to a unit. If you
- click or release LMB just slightly outside the drop-down menu, your unit
- could move off in a strange direction of its own. If you change your mind
- about an order, move the mouse cursor to the top bar menu and release
- LMB there.
-
- ***
-
- d. Tax rate disappears when game is saved/loaded.
-
- Sometimes if you load a saved game, the tax rate is reset to zero.
- Doesn't always happen (unfortunately ).
-
- ***
-
- e. Units transfer ships in mid-ocean.
-
- If two of your ships meet on the same ocean square, any units on board
- one ship can sometimes be taken over by the second ship. Not always
- possible to avoid this but the likelihood can be reduced by not sending
- ships empty and by avoiding sending two ships together from the European
- port.
-
- ***
-
- f. After automatic trade with Europe (via trade route or custom house),
- the screen doesn't clear properly.
-
- When you complete an automatic trade route with Europe, the screen behind
- the top right window is not redrawn properly. Annoying, perhaps, but not
- fatal.
-
- *******************************************************************************
-
- Others:
-
- g. Problems with goto routine.
-
- The goto routine apparently has many problems. It is good for short
- distances, without hooks in the land or sea. It also seems to do a
- good job using rivers and roads when they exist. But when there is
- impassable terrain between the source and the destination, the goto
- routine often fails. Sometimes the unit will get trapped in an
- endless loop going back and forth between two points. Other times the
- unit will cheerfully head in a direction where it will get shut off
- with impassable terrain, and just stop there.
-
-
- 4. Fortunate bugs, features, and cheats
-
- a. REF may teleport its Man o' Wars into inland lakes
-
- *******************************************************************************
- I had the REF show up at a city on a one square inland lake,
- thus marooning one of the Man o' wars. This was convenient
- but incorrect.
- ---- Contributed by schafer@walleye.network.com (Martin Schafer)
- *******************************************************************************
-
- b. Getting more choices for founding father.
-
- *******************************************************************************
- Another bug/feature is when you're selecting the next founding father. If
- you don't like your choices, you can hit ESC and get (some) different choices.
- It only seems to work once though (per choice that is).
- ---- Contributed by zaarain@eskimo.com (Mike Warning)
- *******************************************************************************
-
- c. The 'U' (unload) bug.
-
- When a good is boycotted in your home country, you can still sell it.
- Just use the 'u' key to unload it rather than the mouse, and you will
- sell it 'under the table'. This bug really should be fixed, because
- it really means there is very little consequence for you to refuse tax
- increases by your mother country.
-
- d. Temporary increases in population.
-
- Although you have to have a certain population to get certain city
- improvements, these can be obtained by simply putting a lot of
- colonists to work in a colony, choosing to build what you want that
- you don't have enough colonists for, and then you taking out all the
- colonists that you just put in. You will continue building what
- you chose to build even without the minimum needed. (Note: if you
- have La Salle in your congress, you won't be able to go back below 3
- however, as a stockade will be build immediately)
-
- e. Changing game parameters.
-
- You don't like the amount of production a type of resource gives? Or
- you want to change the names of the indian tribes or countries
- involved? Simple... just edit the names.txt file in your colonize
- directory. You can make changes that affect the whole game in there,
- including some of the computer AI.
-
- f. Things you can do to units after they move.
-
- I always have the end of turn option on. There are several things you
- can do with a unit after its move, that save you a whole turn with
- that unit:
-
- 1. You can put him to work in a colony that turn.
- 2. You can equip a pioneer with tools or a soldier with guns
- and/or horses so that it is ready to go next turn. If you wait until
- next turn to do it, the equipping process takes up its whole move.
- 3. By waiting to move a ship until after a unit moves to a town,
- you can have that unit on the ship this turn, by moving the unit into
- the colony, clicking the middle icon on the multifunction display,
- clicking on that unit, and choosing Sentry. Alternatively, you can
- fortify that unit that turn, rather than waiting for the next turn,
- using the same procedure but choosing Fortify.
- 4. If a colony is maxxed out on a commodity, you can go ahead
- and load it on the ship that enters the colony that turn, so that you
- do not lose any production.
-
-
- 5. Incorrect documentation.
-
- a. Terrain effects. The terrain card that comes with the game is a
- joke, it is not even close to the correct effects. The Colonopedia is
- better, but it is wrong in the expert bonus given to farmers and
- fisherman. It is +2, not +3. See the terrain chart in the charts
- section for the "correct" effects.
-
- b. Cathedrals.
-
- *******************************************************************************
- You need a city population of 16 (not 8 as it says in the manual) before
- you can build a cathedral.
- ---- contributed by Douglas Woods (Doug@drwoods.demon.co.uk)
- *******************************************************************************
-
- c. City radius doesn't expand.
-
- *******************************************************************************
- No. This has been removed from the game. See the technical supplement.
- ---- contributed by Douglas Woods (Doug@drwoods.demon.co.uk)
- *******************************************************************************
-
- d. Founding father corrections.
-
- De Soto is more valuable than the manual indicates. In addition to
- allowing all units to see as well as scouts, he also insures that all
- lost city results are positive.
-
-
- _______________________________________________________________________@
-
- III. Game Mechanics
-
- The first six questions were initially proposed (and answered) by Dar
- Steckelberg in the version 1.0 FAQ:
-
- 1. Which countries can you represent? What are their advantages?
-
- You may choose from England, France, Spain, and Holland (the
- Netherlands). Their advantages are:
-
- England: Generates new immigrants from Europe faster (2/3 the
- cost of crosses).
-
- France: Has better co-operation with the Indians and generates
- less hostility among them. [cox: France is also the only nation to
- start with a hardy pioneer]
-
- Spain: Has a 50% attack strength bonus when attacking Indian
- settlements. Spain is also the only nation to get a veteran soldier
- at the beginning if playing at conquistador level or higher.
-
- Holland: Starts out with a merchantman (as opposed to a caravel).
- Amsterdam's market prices fluctuate less.
-
- 2. How do you train unskilled colonists?
-
- After building a schoolhouse, you must place a skilled-colonist in
- it. Any free colonist working the colony may receive the same skill
- after a few turns. Also, any petty criminal may upgrade to an
- indentured servant, and any indentured servant may upgrade to a free
- colonist. Colonists who are already skilled will not be affected.
- The colonist must NOT be doing a job that fits the teacher's skill.
- The colonist must only be in the colony working. Colonists standing by
- the fence or fort (where the soldiers take up post) will NOT receive
- training.
- OCCASSIONALLY a free colonist may be granted a skill at random. The
- colonist will be granted the skill in the job that it was currently
- performing. You will be notified of this. However, there is no
- guarantee that any of your colonists will learn a skill in this fashion.
- If you want skilled colonists, you'd better school them.
-
- [cox: A final way to get skilled colonists is to send them to an
- indian colony. This trains them instantly, no wait except the time
- required to get them to the indian village and back. Please note:
-
- 1. An indentured servant (but not a criminal) can be trained all
- the way to expert level this way. There is not the inbetween stage of
- being a free colonist as there is with the other approaches.
-
- 2. An indian colony will not train more than one person unless it
- is the capital. If it is the capital it will train as many as you
- want.
-
- 3. Each colony will train only one thing. Although you can get a
- suggestion as to what they train by sending a scout and seeing what
- they are "expert" at, this is not always the skill they train. The
- only way to know for sure is to send a colonist there (you can always
- deny training if you change your mind).
-
- 4. Indians train only trades that work the ground, but possibly not
- all trades that work the ground. I have yet to see any tribes
- training tobacco growers (of all things) or fishermen. Notice that
- you will not find expert cotton planters and sugar planters in Europe,
- the only way to get them is from Indian villages, where you will find
- them in abundance. Since you can also not get tobacco planters in
- Europe, I have yet to see a game where I have managed to get an expert
- tobacco planter.
-
- ]
-
- 3. What is the custom house and how does it work?
-
- The custom house can be built only after Peter Stuyvesant joins your
- congress. Once it is completed, you do not need to place workers there;
- it works automatically.
- The custom house will trade commodities you specify with your home
- European market once those commodities reach 100+ tons. To specify
- which commodities you want to sell, click on the custom house and you
- will get a menu of commodities to select from. These commodities will
- be highlighted in green on your colony screen.
- The advantage of the custom house is that it will trade invisibly
- with Europe. You will receive the money at current market prices (minus
- tax, of course :-P ); you will not tie up any ships; you will not risk
- piracy.
-
- 4. How do you create a trade route?
-
- Select "Create Trade Route" from the "Trade" menu. You will then
- determine whether this will be a land (wagon train) or sea (ship) route.
- You will be asked to select the first two initial stops and to name that
- route.
- A graph of the destinations and cargoes will then pop up. You may
- add/delete/modify destinations by clicking on the box under
- "Destination". You may specify which cargoes will be loaded/unloaded at
- that destination by clicking on the appropriate box and selecting the
- commodity from the menu.
-
- 5. How do you create a trade route with Europe?
-
- Follow the steps in (4.) above to create a sea trade route BETWEEN
- TWO COLONIES first. Then you must edit that trade route (choose "Edit
- Trade Route" from the "Trade" menu) and click on the destination you
- wish to modify/add. Your European home port will be one of the options.
-
- 6. How do you hire mercenaries?
-
- First you must have a hefty bank roll (5,000 + gp) and be fighting a
- war with either another European country or your home country. Then a
- third-party European country_may_approach you with an offer.
- You can not haggle for a better price. You can not purchase only
- part of the force. You can not see how large the force is. You either
- take it or leave it.
- Mark Willoughby (willocds@sa.rl.ac.uk) does not recommend obtaining
- help from your mother country, because it will be followed by a hefty
- tax-hike.
-
-
- 7. Does the computer play by the same rules you do?
-
- Unlike Civilization, it seems to for the most part. Computers
- apparently do research founding fathers (although there is no
- exclusion, you and a computer player can both have the same one).
- However, it is not clear whether computer players get lost citys, or
- talk with indians, etc. The computer does not have to fight for its
- independence as you do. Instead it gets its independence as soon as
- it has a total rebel population of 50 at governor level, I do not know
- about other levels.
-
- 8. What formula is used to determine how many crosses are needed to
- "get" a new colonist?
-
- ck07@ns1.CC.Lehigh.EDU (CHAIM KAUFMANN) notes that:
-
- *******************************************************************************
- 1. Early in the game I get more crosses than my colonies can account for.
-
- 2. The value of crosses seems to decline over time, but I don't know
- whether this is a function of time, the lumber of emigrants already
- received, or of total population (including converts and "home grown"
- colonists).
-
- 3. I do not seem to get any crosses (and passage fees do not decline) when
- there is a colonist on the docks. Sometimes the passage fee goes up a
- little (from 157 to 158-160).
- *******************************************************************************
-
- 9. How does a fountain of youth work?
-
- You get a fountain of youth by choosing a lost city,
-
- 10. At what point are you strong enough to declare independence?
-
- *******************************************************************************
- I wait until all colonies have fortresses, two cannons or more a piece,
- every possible landing site is within reach of 20 or more veteran dragoons
- and most colonies are at 100% sons of liberty. I think I could get by
- with less, but I have that by late 1600's. Also treasury must be over
- 5000.
-
- Contributed by: schafer@walleye.network.com (Martin Schafer)
- *******************************************************************************
-
- Another idea:
-
- *******************************************************************************
- I've only completed two games, but I would say:
-
- 5 dragoons + 5 artillery at coastal cities
- 2 dragoons + 1 artillery at inland cities
- 10 dragoons as a strike team
- full stables + at least 3 reloads of muskets at cities likely to see combat
- George Washington helps, of course
-
- Tactically:
- shift 3 colonists into the town hall in each colony, aborting production
- of nonessential products (i.e. everything not lumber, tools, muskets, food)
- aggressively attack the REF before they can hit you
- use the ambush bonus when possible
- don't worry about preserving frigates/privateers - hit the MOW hard and
- accept the losses
-
- Contributed by: crichar@eskimo.com (Craig The White Craig Biggio Richardson)
- *******************************************************************************
-
- 11. How much is reasonable to pay for mercenaries when they are
- offered?
-
- *******************************************************************************
- I've never had to pay as much for mercenaries as I would for veteran
- soldiers off the train menu (ie less than 2000 per unit). My treasury
- is usually about 20000 when I declare and since I always have customs
- houses my commerce is unaffected by the war, but I don't have anything
- to spend the money on any more. As long as I had money I wouldn't
- turn down any offer of mercenaries whatever the price.
-
- Contributed by: schafer@walleye.network.com (Martin Schafer)
- *******************************************************************************
-
- 12. How do crosses work?
-
- Note that crosses give no benefit after you declare independence. Of
- course, you can then clear your preachers' specialty and teach them to
- be a veteran soldier.
-
- 13. How many colonies should you have?
-
- *******************************************************************************
- In article <381949$a5g@rand.org> euller@mrmax.rand.org (Roald Euller) writes:
- >I am getting the idea that 8-12 cities relatively close to
- > one another is better than a great many cities spread all over the place.
- > What do others think?
- Here's another vote for 8-12.
- Fewer than that, and you have a hard time generating income and absorbing
- immigrants. More than that, and the nation gets hard to defend, it takes
- longer to get patriotic percentages up, and the micromanagement starts to kill
- you.
- --
- Ken Fishkin fishkin@xerox.com
- *******************************************************************************
-
- [cox: This agrees with my experience as well]
-
- 14. Sometimes when I plow land, the resource on it goes away, but
- sometimes it doesn't. What determines that?
-
- If you change the terrain type, the resource always goes away, even if
- the same resource is possible in the new terrain type. So any time
- you are plowing forest, you will lose the special that's there. This
- is especially easy to forget for scrub brush (oasis), wetlands
- (mineral), and rain forest (mineral). Plowing a non-forest type does
- not make the resource go away, because it is not a change of terrain
- type.
-
- 15. How do you repair artillery?
-
- You can't.
-
- 16. How specifically is production affected by experts, free
- colonists, indentured servants, criminals, and indians?
-
- Experts produce exactly as free colonists unless they are producing
- their specialty, when they are twice as productive (except for farmers
- and fishermen, they are +2, except they also double bonuses for sons
- of liberty percentage and special resources).
-
- Indentured servants are as good as free colonists when working the
- land, but they are apparently -1 working in buildings.
-
- Criminals are abysmal in all ways. But there is one good thing for
- them. Use them as a missionary. Then get de Breuf in your congress.
- All your criminal missionaries, past and future, now are just as good
- as Jesuit priests. When playing this strategy, I never use any Jesuit
- priests I get as priests. I just clear their specialty and train them
- as something else.
-
- Indians are +1 at food and crop production and no different at mining
- than free colonists. However they are -2 for working in buildings.
-
- 17. What happens if you select the "throw <goods> party ..." option?
-
- *******************************************************************************
- What happens is:
- a) The city named gets rid of a lot of those goods - possibly all that the
- city has in stock (not sure)
- b) The tax rise does not take effect
- c) London boycotts those goods until you pay back taxes (usually around
- 3000 to 6000 gold)
-
- Contributed by: sjlam1@MFS01.cc.monash.edu.au (Stuart Lamble)
- *******************************************************************************
-
-
-
- IV. Strategy Guide.
-
- Bill Cranston has written a very complete and logical strategy guide,
- which I present below. Everything in this section except what is
- attributed to someone else is from Bill's posting:
-
- COLONIZATION TIPS
- =================
-
- Colonization is broad in scope and quite varied in its options, thus
- presenting quite a number of choices for the player. Getting the most
- of what you need from your settlements, when you need them, is quite
- a trick in this game. What follows is an aid for players who find
- themselves falling behind their European rivals in their quest for
- independence.
-
-
- A. In the Beginning
- -------------------
- The first decision a player must make is where to first set your units
- on land at the beginning of the game. Sometimes it's a good idea to
- travel up the coast of a land mass for a bit to determine if you are
- about to set foot upon a tiny, barren island.
-
- Land your units along a coast where there are some special resources
- (a pine tree, silver deposit, etc.). Chances are you'll bump into a
- native tribe the moment you land; needless to say, now would not be a
- good time to begin hostilities with them, no matter how small they are.
-
- *********************************************************************
- schafer@walleye.network.com (Martin Schafer) notes:
-
- While you will want to milk specials (beaver, deer, silver usually)
- for quick cash, there are very few bad sites for a colony in the long
- run, except too small a land mass. You do not want to be dependent
- on sea travel to link your colonies once the privateers start getting
- thick.
-
- Don't underestimate the importance of being next to a fishery square.
- With a dock and an expert fisherman you can keep a colony of six
- to eight going without needing to waste anyone else on food
- production.
-
- The best long term site, if you can find it, is a land mass with
- room for at least ten colonies, that you are the only European power
- exploiting. It may be worth while sailing to the Pacific, just to
- get out of everybody elses way until your ready to deal with them.
- When they eventually invade, you will be able to pick off their
- expeditions for additional colonists rather than be faced with the mass
- of their military might right next door.
- *********************************************************************
-
-
- Survey the terrain near where you landed to determine if it is a good
- place to establish your first settlement. Your next big decision is
- whether to build two settlements or just one with a population of two.
- Unless you are playing at the lowest two levels of difficulty (Dis-
- coverer and Explorer), I recommend setting up two settlements. At the
- higher levels the computer players enjoy production bonuses and thus
- develop faster. You'll want to stake out as much territory as quickly
- as you can to keep up with the computer . Also, in the early stages of
- the game no one will be hostile with you unless you provoke them, so it
- is safe to have a number of small, weak settlements at the start.
-
- It is also important to note that at Conquistador level and up, you
- don't have any money to start off with, so you cannot immediately
- return to Europe and buy colonists. Instead, you'll have to wait
- until one becomes available. Consequently it is better to have two
- settlements at the start because then you'll have two places from
- which to pick up raw materials to sell when you return to Europe.
- Note that if you have one settlement with two colonists, one of the
- colonists will have to harvest food in order to support himself and
- thus will not be able to produce anything for you to make money from.
-
- Whatever you do, do NOT establish one of your first two settlements
- away from the coast. Doing so prevents your ship from picking up
- valuable cargo to cash in Europe. You do not want to be wasting time
- building a wagon train this early in the game (besides, you need roads
- for wagons to be effective). Also, don't worry about any possible
- overlap with existing native villages, as a Founding Father (Peter
- Minuit) will take care of this for you. No more annoying totem poles.
- Just make sure you select him early on, if you do have overlap.
-
- You may find it profitable in the short term to establish a one-unit
- settlement dedicated to a particular resource. The best example is
- a colonist devoted to mining silver. In this way you can accumulate
- a fair amount of money early on. Replace your colonist with an Expert
- Silver Miner when you get the chance.
-
-
- B. Choosing your travel mates ----------------------------- Okay,
- you've set up two villages and you've just returned to Europe with
- some fur pelts and sugar cane (for example). Selling these should
- give you enough to recruit a colonist, and hopefully there will be
- another waiting for you on the docks at no cost. At this stage of the
- game you cannot afford to be fussy - petty criminals are never more
- valuable than they are at this stage. Probably the most valuable unit
- that you can recruit early on, however, is the Seasoned Scout. Grab
- this guy over all others and many of your early problems will be
- solved. The second best choice varies, depending upon your situation.
- Second best pick is one of either the Hardy Pioneer, Farmer (Fisherman
- if you have a dock built already), or Lumberjack [Mark Schaffer adds
- Carpenter to this list]. Whatever you pick, you should NEVER pick a
- petty criminal, servant, or free colonist over a skilled colonist.
- Even if you don't think you have a need for a Jesuit Missionary now,
- grab him anyways. All skilled colonists function as well as free
- colonists at their non-specialty, and when you have need to placate
- the local natives, you'll have the Missionary in hand to do your
- bidding. In addition, your point total will be higher with
- specialists.
-
- So why choose a Seasoned Scout? First off, with these units you can
- begin to take advantage of the natives around you. Take your Seasoned
- Scout and move it to each and every native village you see. You'll
- either be told of surrounding lands, or be given some much needed gold.
- The bigger the native settlement, the more of either you are given.
- With a Seasoned Scout you'll be able to ring up 1000's of gold pieces
- in a hurry, and find new spots to expand into at the same time. This
- will help you out tremendously early on.
-
- Ideally, you'll be able to get a Seasoned Scout on your first trip to
- Europe. If not, then bring back as many recruits as you can (four if
- you play the Dutch, two in all other cases). No matter what type of
- recruits they are, you will use them to establish new colonies in
- areas you have already explored. Don't bother expanding an existing
- colony beyond a population of two - use whichever recruits you have
- to build new settlements. The only exception to this is the Seasoned
- Scout, for reasons explained above. Remember, no one will provoke
- hostilities with you early on, so take advantage of their goodwill
- by expanding like mad. This is all the more crucial at the Governor
- and Viceroy levels. However, take care not to crowd in several native
- villages with a number of your own, otherwise they'll soon be deman-
- ding tributes from you. Skirmishes with native warriors is something
- to be avoided early on.
-
- Hardy Pioneers, Farmers/Fishermen, and Lumberjacks [and Carpenters]
- are good second choices because they allow you to develop the natural
- resources to build the structures you'll need to turn your village
- into a mighty bastion of your empire. Hardy Pioneers are useful as
- you can culti- vate a square around a settlement to be more
- productive, build roads, or as a cheap way to supply a settlement with
- 100 tools. If you have the time, you also may want to plow or clear
- the square you build a settlement on before founding that settlement
- so that you'll always have a super-productive square automatically.
- Unless you're in no hurry, do this with a Hardy Pioneer only, as
- regular pioneers aren't terribly quick.
-
-
- C. Setting up shop
- ------------------
- Productively harvesting the resources surrounding your settlements is
- your main goal, and building a dock and a warehouse right away is a
- big step towards accomplishing this. The needs of your network of
- settlements will evolve, and the path this evolution takes is dictated
- by what you choose to construct, where, and when.
-
- Building a dock allows you to fish, and thus use fishermen. Ocean
- squares aren't good for anything else, yet allow you to free up land
- squares for other things. Note that there is a design fault in Col-
- onization: you can only fish ocean and lake squares, not rivers.
- Yet if you place a fisherman over a river square in a settlement that
- isn't adjacent to a coast, you are told that you first need to build a
- dock. However, this structure isn't available in settlements that
- aren't by a coast. A catch-22 that makes no sense. Simply put,
- don't put fishermen in your inland settlements not by a lake.
-
- Building a warehouse allows you to store more of the resources you
- are harvesting. In no time you'll be moving around resources in
- groups of 100 so warehouses quickly become a necessity.
-
- After building a dock and warehouse, choose structures according to
- the resources around your settlement. Unless you're playing the
- Spaniards and have thoughts of immediate conquest, avoid building
- a stockade or armory right away. Your first priority should be to
- maximize the harvesting and processing of the natural resources
- surrounding your settlements.
-
- *********************************************************************
- schafer@walleye.network.com (Martin Schafer) notes:
-
- The first thing I build is always the lumber mill, since that
- double the productivity of the builder. Move in colonists to
- make it size three, change to lumber mill and then move the
- extras to whereever they belong. Of course, I only build things
- in sites that I expect to be part of my permanent empire. One
- person silver mines etc, that I'm going to uproot later don't
- need any improvements.
-
- [cox: I agree with Mark here. The only time I would build anything
- before the lumber mill is if I am setting up a one-man fishing village
- next to a fishing resouce square. Then I build docks and nothing
- else]
- *********************************************************************
-
- One facet of colony development I have found limited in usefulness is
- that of cross production. Building churches to increase the number of
- crosses produced by your colonies will increase the rate at which
- Europeans will seek to come over to the New World. But which
- Europeans? Petty Criminals and Indentured Servants are the most
- likely candidates. At the lowest two levels of difficulty, skilled
- colonists appear on the docks more often. Investing the time to build
- churches (cathedrals are a long time coming, requiring a church and a
- settlement population of 16 - not the 8 stated in the docs) and the
- colonists to staff them does not produce enough of a return at
- Governor or even Conquistador level. Better to roam with your
- Seasoned Scout - you'll find several Fountains of Youth (usually
- around the Incan population) that will have Europeans flooding to the
- docks faster than any priest. Alternatively, stick missionaries in
- most of the indian villages around yours and pick de Las Casas as a
- Founding Father and you'll have another source of free colonists.
- This last strategy works well if you're playing as the French and
- already have Pocahontas in your Congress.
-
- [cox: Mark Schaffer's and my experience is that at harder levels you
- will be lucky to get one or at the most two fountains of youth]
-
- D. Keeping up with the Joneses
- ------------------------------
- Once you've developed your empire to the point where you have 5-10
- settlements (I've noticed that it takes fewer settlements to win
- in Colonization than it would take in Civ) making the most of the
- resources around them, it's time to shift focus to eventual secession.
- You could, of course, win the game through brute force by defeating
- all the other Europeans. But the name of the game is to found your
- own nation, which maximizes your score. Besides, to keep your settle-
- ments growing, you have to maintain balance between those in your
- colonies that favour secession with those still loyal to the Crown
- (Sons of Freedom vs. The Tories).
-
- In order to declare independence before another European contingent,
- the majority of your colonists will have to be specialists. This is
- more true at the higher levels. An easy way to accomplish this in
- the early phase of the game is to have your colonists visit indian
- tribes to gain skills from them. Later on you should build a school
- (later a college/university) in one or two of your settlements that
- can be easily reached by the other settlements. You will then convert
- all your free colonists into the specialists you require. At first
- these will be Master Carpenters, Blacksmiths, Lumberjacks and Miners
- to build the larger structures faster, then Elder Statesmen as you
- focus on increasing your liberty bell production, and finally to
- Master Gunsmiths and Veteran Soldiers as you prepare to face the Royal
- Expeditionary Force (REF). At Governor level, liberty bell production
- is more important, necessitating a University earlier on.
-
- *********************************************************************
- schafer@walleye.network.com (Martin Schafer) notes:
-
- I find that I don't use blacksmiths and miners much until near the
- end of the middle game. Up til then it's easier to buy cargos of
- tools, or just to buy the structure finished when the hammer part is
- done.
-
- Of course, you'll never need to train an ore miner. Fairly
- rapidly the per recruit price becomes higher than the 600 it
- costs to buy an expert ore miner, so unless there is something
- good in the pool I find myself with shipfulls of ore miners that
- I clear the specialty on and train as something else.
-
- [cox: I agree with all this except that I usually need blacksmiths and
- miners well before the end of the middle game]
- *********************************************************************
-
- In terms of production, your ultimate goal is to be able to produce
- the war machines needed to defeat the REF. You can buy the ships
- and guns you need, but the more you buy, the more expensive they
- get. Eventually, your network of resources that generate your
- wealth will be interrupted by warfare and you'll need to be able
- to generate these items on your own.
-
- The main problem in facing the REF is that you never know for sure
- where they will land. However, you can be sure of the following:
- the REF will always appear adjacent to a settlement on a coast,
- these units will not move on to another settlement until the one
- landed next to is taken over, and they will always attack a rebel
- settlement over units out in the open. Therefore, before declaring
- independence, make sure that all your coastal settlements are defended
- by at least 2 cannons each, and are protected by fortresses (you will
- NOT last long with 2 cannons in a fort). Keep your dragoons out of
- your settlements in order that they benefit from the ambush bonus
- against royal troops. Lastly, make sure the Sons of Freedom % in all
- your coastal settlements is high (over 70%), as this will assure you
- will get enough combat bonuses to defeat the tough REF troops.
-
-
- E. Locking horns
- ----------------
- Combat is very simple in Colonization. Hopefully armed conflict will
- not be forced upon you, but you should be prepared if it is. As said
- above, you should have your settlements most likely to be targeted
- bolstered by a Fort, and stocked with at least two defensive units (a
- cannon and a dragoon). A cannon is the most powerful unit on land,
- but is effective only in fortifications. A dragoon is useful to sweep
- up units weakened in their attack against the cannon. You can pick up
- extra colonists in this fashion.
-
- Infantry units are not very effective in Colonization. Unless you are
- attacking an unarmed unit, it is best to use dragoons exclusively as
- your offensive weapon. Horses are basically free in Colonization, so
- you're better off with the cavalry. And I'll explain just how cheap
- horses are a little later.
-
- Unless you are playing as Spain, I find it easier to leave the natives
- alone than to build the resources needed to subjugate them. You don't
- need to be on the best of terms with the indians, and they will likely
- be more concerned with another European power than you. If you are
- on good terms with them, you can incite them against a neighbouring
- enemy, or to gain extra colonists from. I find the latter option less
- useful though, as indian converts are effectively free colonists that
- are limited to professions that work the land only.
-
- Combat is extremely simple in Colonization. Always attack, as when
- you are out in the open the attacker has the advantage. Also, before
- taking on the REF make sure your liberty bell production is cranked
- up so that your forces benefit from a healthy Sons of Freedom per-
- centage bonus when attacking (did I mention this already? ;).
-
- The reason why you should never bother with infantry, other than they
- are weaker than cavalry, is that you never have to! Horses are vir-
- tually free in Colonization. Remember that Seasoned Scout you had
- roaming the countryside? Well, after you're done with him, put him
- to work in a settlement. You'll then have 50 horses which will breed
- to the capacity of your warehouse. Stables will increase the rate at
- which your horses breed. Bring in a wagon to circulate the horses
- throughout your settlements and before you know it you'll have 300
- horses in each of your communities.
-
-
- F. "Help wanted - apply within"
- -------------------------------
- The last element of Colonization to consider is which Founding Fathers
- to pick. This depends on how you want to go about achieving your
- independence. As the Spaniards, for instance, you should pick someone
- like Hernan Cortes, not Pocahontas. There are several of these
- historical figures that would be welcome in anyone's Congress. They
- are:
-
- Sieur de la Salle: Not having to worry about building a stockade for
- each of your settlements is a real plus. By far
- the most immediately useful.
-
- Peter Minuit: With him you can now develop any land square
- around your settlements without demands from the
- natives for compensation. Those red totem poles
- will be gone.
-
- Benjamin Franklin: Negotiations with your rivals are much easier
- with BF in your pocket. Now you can hold off the
- other powers from initiating hostilities.
-
- Thomas Jefferson: Very helpful from the mid-game onwards. Your
- statesmen will have everyone signing up for
- the Continental army in no time.
-
-
- There are also some Founding Fathers that can be overlooked:
-
- Henry Hudson: Just how many fur pelts do you need? Choose HH
- if you want to drive the price of furs/coats down
- to 1 in a hurry.
-
- Jakob Fugger: This one's useless only because of the 'U'nload
- bug - by pressing the 'U' key in Europe you can
- still sell the goods that are boycotted.
-
- Paul Revere: Insurance against forgetfulness? Unlike in Civ,
- other powers don't walk into your settlement to
- take it over unexpectedly. They announce breaking
- the treaty, which is enough for most to grab their
- guns. This guy's only useful in protecting a
- settlement with a population of 3 or less that
- has a stockade - you can't designate someone to
- become a soldier in this case.
-
- The others vary in usefulness, depending on how you handle the natives
- and trade relations. Simon Bolivar and John Paul Jones are useful to
- gain prior to declaring independence, and William Brewster is
- particularly useful if your cross production is quite high. Peter
- Stuyvesant is useful in that he alleviates your workload; however,
- being able to keep a trickle of gold flowing during the revolution
- is meagre consideration for selecting PS. Don't pick Thomas Paine
- until later in the game, as you must give time for your tax rate
- to increase.
-
-
- [cox: There seem to be as many different opinions about which make the
- best founding fathers as there are people making postings. Evidently
- this part of the game was equalized pretty well. My personal favorite
- founding fathers for each stage of the game (in order of preference)
- are:
-
- Early:
-
- 1. Thomas Jefferson -- Since he increases liberty bell production
- by 50%, he packs a double whammy: Not only will he allow your
- colonies to get production bonuses faster, but your next founding
- father will join sooner.
-
- 2. Peter Minuit: Unless you're Spanish, then get Cortes, and simply
- wipe out the nearest indian villages.
-
- 3. Benjamin Franklin: Although your enemies will still
- sneak-attack you, you can wait to fully deal with them until YOU are
- ready.
-
- 4. William Penn: A 50% increase in cross production can mean a
- greatly increased flow of immigrants over the course of the game.
- Remember that criminals can make excellent missionaries, and
- indentured servants can easily be trained by indian villages.
-
-
- Middle:
-
- I would first get any of the early fathers I don't already have. Then
- I would choose the following, in order of preference.
-
- 1. William Brewster: At this point, I usually have enough missions,
- so I don't want any more criminals. And it is nice to be able to pick
- which colonist I want to recruit each time.
-
- 2. Francis Drake: I love privateers. They are fast, cheap, and
- powerful, especially with the Drake bonus. They can terrorize an
- enemy's shipping, protect your own, participate in shipping
- cargo when needed, and transport new colonists to indian colonies for
- training.
-
- 3. Pocahontas: At this point, the indians are often increasing
- alarm. I like to play without taking indian villages. (of course,
- right before you get Pocahontas, you might go on a destruction spree
- of tribes that are taking up valuable city spots).
-
- 4. Adam Smith: Factories become very important as your colonies get
- to maximum size.
-
- 5. Jean de Brebeuf: If I have a number of criminal missionaries in
- indian villages.
-
- Late:
-
- 1. Simon Bolivar: The +20% sons of liberty at this point can often
- send my original colonies up to 100%, and my newer colonies above 50%,
- for production bonuses.
-
- 2. Thomas Paine: Your tax rate should be very high by now. Note
- that liberty bell production never loses its importance in this game.
- In the War for Independence, it determines how soon you get foreign
- intervention and adds to your final score.
-
- 3. George Washington: This is helpful in the final conflict, in
- getting all your soldiers up to confederate army status.
-
- ]
-
-
- That's about it. Just remember to expand and develop like mad for the
- first hundred years or so (trying to appease the natives as best you
- can while so doing). Consolidate what you get and make lots of
- money for the next 50-100 years so that for the last 50 you can
- concentrate on GUNS. If all goes according to plan (hehe), you'll
- have achieved independence long before 1780!
-
-
- G. Colonization's quirks
- ------------------------
- There are some glitches and oddities in this game. Though certainly
- not complete, the peculiarities (not bugs mind you) I've noticed so
- far are:
-
- 1. At some point in a game you may find declaring independence as
- the only way to save your empire. This may sound strange, but
- when you have another player surrounding many of your settlements
- with a large number of troops, the REF may start to look like a
- more attractive option! When you declare independence, all the
- enemy troops around your settlements disappear for some reason.
- Instead of having to face a large number of enemy troops around
- several colonies, against the REF you usually only have to focus
- on a set of troops around a few key landing sites at a time.
-
- 2. The computer player doesn't seem to achieve independence by facing
- the REF. Instead, at some point you will get notice that some
- country is considering granting independence once a certain number
- of the colonists are in favour of secession. Therefore, an enemy
- can be on the way to achieving independence AND still be looking
- to end your aspirations at the same time - something not possible
- for the human player. Note that when you receive this notice,
- you'll want to be thinking about seceeding as well if you want to
- grab the "first to declare" point bonus.
-
- 3. Once a settlement has a stockade around it, there is no way to
- get rid of it (the settlement, that is). Starving the settlement
- will only drive the population down to 1. You must remove all
- the colonists in order to remove all traces of the settlement.
- This is important to remember if you're trying to get rid of an
- enemy settlement that is too close to a number of your own and
- overlaps some of your resource squares.
-
- 4. Combat doesn't seem to be according to the odds. It seems that
- every unit will eventually expire, no matter what the odds. Try
- reloading at a position before what you thought was a "sure thing"
- and see how many times your veteran dragoon gets beat by a rookie
- soldier.
-
- 5. Don't found a settlement on a pine tree resource square because
- for some reason the colony won't produce lumber (just pelts and
- food). Founding on any other resource square produces food and
- the appropriate specialty.
-
- 6. There's no indication that the computer selects Founding Fathers
- like you do. I have seen other privateers with the "Drake bonus"
- so I guess they do, but there is no way to find out. I've yet to
- take over a settlement that has a factory, indicating Adam Smith
- in the Congress, and I've never had any trouble selecting exactly
- the Founding Fathers I wanted.
-
- 7. Even if you're at peace with another player, the computer will
- eventually attack you. Oddly enough, this behaviour doesn't
- break the peace treaty, though any attempt at retaliation on your
- part does. This seems to happen only if you have Benjamin
- Franklin in your Congress.
-
- 8. Some structures require a certain population level before they can
- be built in a settlement. The University and Cathedral are good
- examples (note again that a Cathedral requires 16 people, not 8).
- What should be noted is that you only need this minimum level to
- START building. So, for example, if you want a University to start
- training Elder Statesmen, just bring in some colonists to increase
- the population of your settlement to 10 and start building the
- University. Once construction is underway, you can send back the
- colonists you had brought in and the University will still be built.
- The only sacrifice here is that your Sons of Freedom percentage will
- drop, so it's not a good idea to double your population just to
- build a structure sooner.
-
-
- H. Odds & Ends
- --------------
- In addition to the advantages that each of the 4 nationalities in
- Colonization have, the European countries also differ according to
- what units they begin the game with. The following is a table by
- country and difficulty setting:
-
- Discoverer Explorer Conquistador Governor Viceroy
- French: V. Soldier same as Soldier same as same as
- H. Pioneer Discover H. Pioneer Conquist. Conquist.
-
- Dutch: V. Soldier "" Soldier "" ""
- Pioneer Pioneer
-
- Spanish: V. Soldier "" V. Soldier "" ""
- Pioneer Pioneer
-
- English: V. Soldier "" Soldier "" ""
- Pioneer Pioneer
-
- Where 'V' denotes a Veteran unit and 'H' denotes a Hardy Pioneer.
- It seems that the French and Spanish have the advantage in terms of
- starting units, at least at the higher levels.
-
- Does anyone have any preference as to which country they play, not
- withstanding the above? I personally feel that the French or Dutch
- are your best bets, if only because I prefer to profit off the
- indians, not attack them, and because the English just don't have a
- strong enough advantage to make them worthwhile at the higher levels.
- Requiring 1/3 less crosses to produce a recruit is peanuts compared
- to a 50% reduction of indian alarm (French), or higher prices and a
- merchantman at the start of the game (Dutch). A 50% attack bonus
- against indian settlements (Spain) is also a better deal overall than
- a measly 1/3 bonus to cross production.
-
- Has anyone gone through the various *.txt files that are in the
- Colonization directory? I found that the NAMES.TXT file to be most
- interesting. This file lists a whole slew of things. The most
- interesting was the list of building expansions. In this list are
- entries called Capitol and Capitol Expansion. These are not implemented
- in v2.25 but perhaps they will be in an update. The volatility of
- goods prices in Europe can also be scanned over, as well as the
- probability of particular Founding Fathers appearing during the game.
- As the files says, mess with these entries at your own risk!
-
-
- Bill Cranston.
-
- bill.cranston@bbs.synapse.net
-
-
-
- V. Tables
-
- So far, there are two:
-
-
- 1. Initial cost of goods:
-
- Here are the ranges of the initial prices (from names.txt):
-
- Sugar 4-7 Rum 11-13
- Tobacco 3-5 Cigars 11-13
- Cotton 2-5 Cloth 11-13
- Furs 4-6 Coats 11-13
- Ore 3-6 Tools 2
- Silver 20
-
-
- 2. Terrain chart:
-
-
- Code for chart:
-
- x,y: x is the amount produced by a normal colonist, y is the amount produced by an
- expert in that area. Production in the center square is always -1 from the normal
- colonist amount. Indentured servants are also typically -1. Indians show different
- results depending on the specialty. To this is added -1,-2 if production penalty
- incurred, +1,+2 if 50% of colony is rebel, and +2,+4 if 100% of colony is rebel.
-
- x1/x2,y1/y2: are the amounts if improving terrain helps. Improving terrain by plowing helps
- crop production, while improving by roads helps non-crop production. Plowing any forest
- terrain automatically converts it to its corresponding non-forest type, and removes any
- special resource type that was there (but may create one for the non-forest type).
- Note that this is true even when there is the same resource available for the forest
- and non-forest type, i.e. Oasis and Mineral. (I have plowed plain scrub brush and
- gotten Oasis desert, and I have plowed Oasis scrub brush and gotten plain desert).
-
-
- Source for table: Colonopedia and personal observation. Note that the resource chart that
- comes with the game is an incredible fiction. The Colonopedia is correct except that they
- indicate that the expert bonus for farmers and fishermen is +3 when it is really +2.
-
-
- The following maximums are thus obtained for each resource production:
-
- Food: 17 (100% rebel, expert farmer working plowed river wheat plains)
- Sugar: 22 (100% rebel, expert sugar grower working plowed river sugar cane savannah)
- Tobacco: 22 (100% rebel, expert tobacco grower working plowed river tobacco leaf grassland)
- Cotton: 22 (100% rebel, expert cotton grower working plowed river cotton grassland)
- Fur: 24 (100% rebel, expert fur trapper working roaded river beaver mixed forest)
- Lumber: 32 (100% rebel, expert lumberjack working roaded river tree conifer forest)
- Ore: 18 (100% rebel, riv+mineral+(Swamp or Marsh) or Hills+ore)
- Silver: 12 (100% rebel, expert silver miner working roaded silver mountain)
-
-
- Colonists working in buildings work as follows:
-
- 3,6 (with first level building)
- 6,12 (second level building)
- 9,18 (factory level building)
-
- This uses the same -1,-2 decrement and +1,+2 and +2,+4 increments due
- to sons of liberty membership as before. Note that this puts the
- maximum for sugar, tobacco, cotton, and ore conversion at 22 (pretty
- similar to the maximum of their production). But since there is no
- factory level lumber mill, one lumberjack working prime timber can
- feed two carpenters (maximum of 16).
-
- An ideal colony is one on a regular plowed square with one adjacent
- timber-rich square, one adjacent resource (sugar, tobacco, cotton, or
- fur) square, two adjacent ore-producing squares, and one adjacent
- food-rich square. This colony could have 4 colonists producing food,
- 2 ore miners, 1 producing a resource, 1 converting the resource, 1
- lumberjack, 2 carpenters, 1 blacksmith, 1 preacher, 1 statesman, and 2
- teachers or 1 teacher and a gunsmith, for a total population of 16.
- All should be expert except some of the food producers (although the
- one working the food-rich square should always be expert). There is no
- need for a colony ever to get larger than 16.
-
-
-
-
- Food Sugar Tobacco Cotton Fur Lumber Ore Silver
-
- Boreal Forest 2,4 3/5,6/10 4/6,8/12 1/2,2/4
- River 3,5 5/7,10/14 6/8,12/16 2/3,4/6
- Game 4,8 5/7,10/14 4/6,8/12 1/2,2/4
- Riv+Game 5,9 7/9,14/18 6/8,12/16 2/3,4/6
- Tundra 3/4,5/6 2/3,4/6
- River 4/5,6/7 3/4,6/8
-
- Scrub Brush 2,4 1,2 2/4,4/8 2/4,4/8 1/2,2/4
- Oasis 4,8 1,2 2/4,4/8 2/4,4/8 1/2,2/4
- Desert 2/3,4/5 1/2,2/4 2/3,4/6
- Oasis 4/5,8/9 1/2,2/4 2/3,4/6
-
- Mixed Forest 3,5 1,2 3/5,6/10 6/8,12/16
- River 4,6 2,4 5/7,10/14 8/10,16/20
- Beaver 3,5 1,2 6/8,12/16 6/8,12/16
- Riv+Beaver 4,6 2,4 8/10,16/20 8/10,16/20
- Plains 5/6,7/8 2/3,4/6
- River 6/7,8/9 3/4,6/8
- Wheat 7/8,11/12 2/3,4/6
- Riv+Wheat 8/9,12/13 3/4,6/8
-
- Broadleaf Forest 2,4 1,2 2/4,4/8 4/6,8/12
- River 3,5 2,4 4/6,8/12 6/8,12/16
- Game 4,8 1,2 4/6,8/12 4/6,8/12
- Riv+Game 5,9 2,4 6/8,12/16 6/8,12/16
- Prairie 3/4,5/6 3/4,6/8
- River 4/5,6/7 4/5,8/10
- Cotton 3/4,5/6 6/8,12/16
- Riv+Cotton 4/5,6/7 7/9,14/18
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- Conifer Forest 2,4 1,2 2/4,4/8 6/8,12/16
- River 3,5 2,4 4/6,8/12 8/10,16/20
- Timber 2,4 1,2 2/4,4/8 10/12,20/24
- Riv+Timber 3,5 2,4 4/6,8/12 12/14,24/28
- Grassland 3/4,5/6 3/4,6/8
- River 4/5,6/7 4/5,8/10
- Tobacco 3/4,5/6 6/8,12/16
- Riv+Tobacco 4/5,6/7 7/9,14/18
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- Tropical Forest 3,5 1,2 2/4,4/8 4/6,8/12
- River 4,6 2,4 4/6,8/12 6/8,12/16
- Timber 3,5 1,2 2/4,4/8 8/10,16/20
- Riv+Timber 4,6 2,4 4/6,8/12 10/12,20/24
- Savannah 4/5,6/7 3/4,6/8
- River 5/6,7/8 4/5,8/10
- Sugar 4/5,6/7 6/8,12/16
- Riv+Sugar 5/6,7/8 7/9,14/18
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- Wetland Forest 2,4 1,2 2/4,4/8 4/6,8/12 1/2,2/4
- River 3,5 2,4 4/6,8/12 6/8,12/16 2/3,4/6
- Mineral 4,8 1,2 2/4,4/8 4/6,8/12 4/5,8/10
- Riv+Mineral 5,9 2,4 4/6,8/12 6/8,12/16 5/6,10/12
- Marsh 3/4,5/6 2/3,4/6 2/3,4/6
- River 4/5,6/7 3/4,6/8 3/4,6/8
- Mineral 3/4,5/6 2/3,4/6 5/6,10/12
- Riv+Mineral 4/5,6/7 3/4,6/8 6/7,12/14
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- Rain Forest 2,4 1,2 1/2,2/4 4/6,8/12 1/2,2/4
- River 3,5 2,4 3/6,6/12 6/8,12/16 2/3,4/6
- Mineral 4,8 1,2 1/2,2/4 4/6,8/12 4/5,8/10
- Riv+Mineral 5,9 2,4 3/6,6/12 6/8,12/16 5/6,10/12
- Swamp 3/4,5/6 2/3,4/6 2/3,4/6
- River 4/5,6/7 3/4,6/8 3/4,6/8
- Mineral 3/4,5/6 2/3,4/6 5/6,10/12
- Riv+Mineral 4/5,6/7 3/4,6/8 6/7,12/14
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- Hills 2,4 4/5,8/10
- Ore 2,4 6/7,12/14
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- Mountains 4/5,8/10 1/2,2/4
- Silver 3/4,6/8
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- Ocean 4,6
- Fish 7,12
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