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Colonization
Civilization IV: Colonization FAQ
By Ginger_Ale at 2009-02-05 14:11
Introduction
[SIZE=3][SIZE=2]
Welcome to the Colonization Frequently Asked Questions! In contrast to the online Info Center, which contains a mixture of pre-release information as well as updated reference tables, this FAQ will try to stick to more detailed, specific answers to common questions. It assumes that you have a basic familiarity with the game, or at least the Civilization series. Rather than provide an overview of concepts, the FAQ delves into individual topics that have come up repeatedly on the forums.

A word of advice: to quickly search the FAQ for certain keywords, press Control + F in your browser. From there, you can locate all the places where a specific word (or phrase) is mentioned.

Basic Strategy for Beginners
By woodsy at 2009-01-05 19:09
Background
I have been a Civ III player and have never tried Civ IV. I recently bought Civ IV Colonization and so I thought that I would write a few of the strategies that I have found successful in winning the single player game on the easiest level. I prefer the ‘builder’ style of play. A lot of the tips here are covered elsewhere in the forums, but hopefully this might be helpful for some.

1. Start choice. Play as the Dutch, Peter Stuyvesant. The Merchantman starting ship will give you an early advantage in trading and in settling.

2. Start. When you are starting with your ship in the middle of the ocean, go back to Europe immediately. Go to the Europe screen and rush as many immigrants as you can. Spend all of your money doing this. You may earn as many as 10 immigrants, most of whom will be specialists that are normally expensive to purchase directly from Europe (via the ‘$’ button on the Europe screen).

Trading with Natives
By acornoil at 2008-12-27 01:56
I was finding trade with Natives a little confusing sometimes, so I had a look to see how it worked. If you do it right, there is a lot of gold to be made, especially on the larger maps.

Native Gold

Native tribes have a certain amount of gold for trading (Available Gold) when you meet them, but this is not all they have and the amount increases over time.

The starting amount of Available Gold is based on the size of the tribe at the beginning of the game. 200 gold for each village and for each pop. e.g. a tribe with two villages of pop 1 and one pop 3 would have 200 x (3 (villages) + 5 (pop)) = 1600 gold.

The Available Gold stays the same until they meet a European. After that it goes up by 1/10 of the initial value every turn. So the tribe above would get 160 more gold every turn.

It keeps going up like this until it gets to a certain value (Total Gold) determined by the map size, the difficulty level, the game speed and the tribe.

Guide to Win on Revolutionary: The Spanish Conquistadors
By Drakan at 2008-10-21 16:03
Guide to Win on Revolutionary.- The Spanish Conquistadors


Vanilla Col2. Also tested for Dale's & Snoopy's PatchMod v 1.6
Map choice: Huge Western Hemisphere
Difficulty level: Revolutionary
Civ: Spanish (starting units: veteran soldier & free colonist)
Leader: D. Jose de San Martin
Speed: Marathon
Col2 specific acronyms.

Introduction

The following guide has been tested at Normal and Epic speed as well although some tweaks have to be made as the number of game turns is significantly less and this alters the gameplay. Normal speed has 300 turns and Epic has 450 turns. I have no idea how many turns does Marathon have but it far exceeds 700 turns.

Civilization IV: Colonization Professions
By Ginger_Ale at 2008-10-09 19:36

In Colonization, much of your population is made of Free Colonists.  However, when placed in a settlement, these colonists, as well as indentured servants, converted natives, and others, can take on any role available.  That is, colonists can take up one of the various professions in a settlement, from harvesting raw resources in nearby tiles to working in one of the many buildings that convert raw materials to finished goods.  Thus, there is a lot of flexibility in assigning roles to your colonists: one minute they can be focusing on mining silver from nearby mountains, and another minute they can distill sugar into rum.


Civilization IV: Colonization Goods and Materials
By Ginger_Ale at 2008-10-08 08:10

Colonization is, at its core, a game that emphasizes resource production and management. Its economic system focuses on harvesting raw resources and converting them into finished goods: for example, putting weavers to work, turning abundunt cotton into more profitable cloth. These resources and goods can then be bought and sold in Europe and with the natives, creating an incentive for players to produce not only a large quantity of goods, but ones of high quality too.

Each city can contain its own supply of specific resources in its warehouse (the default amount of goods at Normal speed is 100 of each). As settlements produce goods, wagon trains can carry them to sea ports, where ships can transport them to Europe. The market, particularly for some items like silver, is sensitive to rapid fluctuations in supply, causing demand to drop if the market is flooded with an excess of one good: thus, a diverse economy focusing on finished products is destined to be the most profitable. The table below outlines the available resources and average prices.


Civilization IV: Colonization Units
By Ginger_Ale at 2008-10-08 08:10

Ultimately, all successful games of Colonization will end in combat, as your fledling colonies declare independence and fight to separate themselves from the European continent. Thus, you must maintain a sizeable army, potentially consisting of soldiers, cannons, and dragoons, and, if possible, a navy as well. Keep in mind that the Royal Expeditionary Force (REF), the term given to the soldiers sent by the King in Europe, can grow in size throughout the game, and so what may have been an adequate defense years ago could no longer ensure victory. The REF, however, lands at your shores in waves, making it more manageable to handle.


Civilization IV: Colonization Leaders
By Ginger_Ale at 2008-10-08 08:10

There are eight playable leaders in Colonization: two each for the English, French, Dutch, and Spanish colonies. Each leader has two traits, or characteristics that yield a special bonus. One of the traits is unique to that leader, and the other is shared by both leaders of a particular nation. For example, George Washington of the English colonies is Tolerant and Disciplined. John Adams, the other English leader, is also Tolerant, but instead of being Disciplined, he is Libertarian, a trait that no other leader has.

In addition to the leaders for European colonies, there are a few others: chiefs of native tribes and European kings. In total, there are eight different native tribes which inhabit the New World, each with their own leader and two traits, and four Kings, one for each European country.


Royal Expeditionary Force Growth Mechanics
By dilandau at 2008-10-08 00:00
Spoiler for XML,Tag,Value:

GlobalDefines.xml
REVOLUTION_EUROPE_UNIT_THRESHOLD 75
REVOLUTION_EUROPE_UNIT_THRESHOLD_INCREASE 10
REVOLUTION_EUROPE_UNIT_SHIP_MODIFIER -50

Civ4GameSpeedInfo.xml
<iTrainPercent>
Quick/Normal/Epic/Marathon
75/100/150/300

Civ4EraInfos.xml
<iTrainPercent>
Discovery/Expansion/Colonial/Independence
100/100/100/100

Civ4HandicapInfo.xml
Pilgrim/Pioneer/Explorer/Conquistador/Governor/Patriot/Revolutionary
<iAITrainPercent>
160/110/100/90/75/60/50
<iAIKingUnitThresholdPercent>
200/200/200/200/200/200/200


1. Initial size of REF
Regulars * 8
Regular Dragoons * 4
Artillery * 4
Man-o-War * 4

2. REF growth
The growth of REF is depending on the amount of accumulated Liberty Bells.
At the beginning of each colonial player's turn, the King will add some units to REF, if the following conditions are satisfied.
a. not in Revolution
b. the amount of accumulated Liberty Bells >= revolutionEuropeUnitThreshold
c.

Civilization IV: Colonization Buildings
By OSaft at 2008-10-07 10:56

The various buildings in Colonization allow your colonists to take raw resources and produce finished goods for sale. This process, be it the conversion of ore to tools or tobacco to cigars, greatly enhances your profits, allowing your economy to grow even more. Unlike Civilization IV, buildings in Colonization require colonists to work inside them in order to produce goods: that is, unless you assign gunsmiths to an armory, tools will not be converted to guns on their own. Thus, you must manage the production of resources carefully, since a settlement requires a relatively high population in order to produce significant amounts of finished goods.

When you establish a settlement, you receive some buildings for free. However, by building more advanced structures, you will be able to produce more resources per turn. Most buildings have three levels, and keep in mind that the more advanced the building level, the more colonists that can work in it. Also, some buildings require Tools to finish construction, so having an ample supply of Tools (made from Ore or purchased from Europe) is a good idea.


Civilization IV: Colonization Founding Fathers
By Ginger_Ale at 2008-10-05 11:23

In Colonization, Founding Fathers are historical figures who offer to join your colonies as you accumulate points in various categories: Military, Trade, Exploration, Religion, and Politics. For example, players receive Exploration points if they meet Native tribes, gaining extra points if they are the first European colony to do so. Similarly, building churches and cathedrals yields Religious points.

To view a complete breakdown of the points system, read this thread on the forums. When playing Colonization, you can access the Founding Fathers screen by pressing the keyboard shortcut F6, allowing you to see your current progress towards developing points. On this page, you can see a list of all available Founding Fathers, as well as their respective bonuses.


Civilization IV: Colonization
By Ginger_Ale at 2008-10-04 11:23

Civilization IV: Colonization is a standalone title in the Civilization series, released in September 2008 for the PC, approximately one year after Beyond the Sword, the next most recent Civ4 expansion. Despite the fact that Civ4 is not needed to run the game, many elements have stayed the same, making Colonization both an old and new game. On the one hand, it is very similar to the 1994 classic, Sid Meier's Colonization, keeping intact the founding fathers system, economic model, and overall goals (see below). However, this game utilizes the Civ4 engine, interface, and graphics, enhancing it for sure, but relying on the quality of Civ4 to provide a foundation.


All You Want To Know About REF, Rebel Sentiment and Revolution
By Axxon at 2008-10-02 16:06
I've seen a lot of confusion on the forums about how the REF, rebel sentiment and revolution works, and I've been confused by it myself. I did some research on the exact rules for these, both by looking at the game's actual code and by playing the game, and I thought I'd write up a little guide here.

First, let's talk about rebel sentiment.

There are two types of rebel sentiment: rebel sentiment % in each of your individual cities, and overall rebel sentiment % in your nation. The overall % is NOT the sum of the % in each of your cities. You do NOT need 50% rebel sentiment in each city to allow for revolution.

Rebel sentiment in cities

The ONLY thing affecting rebel sentiment is the rate at which you generate bells - the cumulative numbers of bells generated over time does NOT matter. Here's the way it works.

The rate of bell production is used to compute a target rebel sentiment value.

How to win on patriot in 200 turns
By isi at 2008-09-29 15:29
Seems that lot of people are little lost in this game. Problem is that right strategy is pretty unintuitive, you should not build big empire or specialize in one place, both quite opposite to other Civ games. After first try out game, I played two games on second hardest difficulty and each time declared independence around turn 180 and would won easily, except some bug each time caused that king stopped sending army after I beat first few waves. Anyway here is my strategy that worked fine for me, at least with France.

Go for quality not quantity. I won with 5 cities each time (standard size continental map, normal speed). With bigger empire you need more money to buy more colonist, that means more trade and that means faster tax rises and price drop. And most importantly you will need more bells to start revolution and more bells means bigger REF. So you must find point when expanding stop pay off, which is in my experience somewhere around 60 colonist.

Beginner Guide
By The_Dwarf at 2008-09-29 10:45
What is my Motivation to do this :

Im a bit frustrated that so many people seem to hate the game. I think its great despite the small flaws that will have to be fixed in an upcoming patch.
However the game is already very much fun and completely playable and most of the so called bugs, imbalances, broken concepts etc. result of severe misunderstandings of the game concepts.

Well now I think saying to these people :'Just play better !' is a bit rude. Not everbody is an expert and there is nothing wrong with it.

Game of Economics
By Colonel_Flagg at 2008-09-29 00:01
Well I just won my first game out of probably over 10 losses, and I wanted to make a post on how I've taken tips from here and tips from economics.

First, EVERY ACTION HAS AN OPPORTUNITY COST, which is by the way awesome. I've seen posts that almost want to eliminate this, which would be insane.

-1) You can produce Bells early to get Founding Fathers quickly, but this has the cost of making a huge REF (which in my win was not worth it). OR, you can produce Political Points to get Founding Fathers quickly, which has the cost of taking up your production queue in the town (this is the strategy I employed. DON'T JUST MAKE STUFF BECAUSE YOU CAN. If you don't have anything useful to build, build Political Points).

-2) When offered a Founding Father, you can accept him which gives you a bonus, at the cost of the cost of the Points. The earlier you get him/her, the longer you enjoy the bonus.

Price Change Mechanics
By misterslack at 2008-09-27 15:16
This is an overview of the mechanics governing the buy/sell prices of commodities in Europe. It's a bit complex and there is some math involved. The game uses the term "yield" to refer to the commodities (horses, silver, rum, etc), so I'll use that term here.

First I'll go over the variables that determine the prices then I'll explain the actual mechanics.

1. YieldBoughtTotal
For each type of yield, this value tracks the total amount of that yield that you've bought minus the total amount you've sold throughout the game. It starts off at zero. For example, if you sell 100 silver, the YieldBoughtTotal for silver goes down by 100. If you buy 300 horses, the YieldBoughtTotal for horses goes up by 300.

2. PriceChangeThreshold
For each multiple of this value that YieldBoughtTotal exceeds (positively or negatively) the price has a higher and higher chance of changing. It's stored in Assets\XML\Terrain\CIV4YieldInfos.xml.

Founding Father Points Info
By Polobo at 2008-09-27 00:00
At Normal Speed

In addition to the following point generators your colonies can also convert hammers into points (3 per hammer).

The following are taken from the XML - Did my best to interpret what the tags actually represent.

 
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