![]() The majority of malcontents setting sail for a new life in the colonies have no skill or trade. Indians can also be a very cost-effective way of training up colonists. If your missionaries (and sometimes your muskets) manage to instill in them a fear of God and light cavalry, friendly indians will flock to your colony and can be persuaded to exact extreme vengeance on your foes. But if you do try to keep on their good side, they won't raid your villages, steal cargo from wagon trains and generally make nuisances of themselves. They are all over the place, so you can't put up a road or chop down a forest without upsetting someone. The trouble with trying to be friendly is that the methods you need for colonising the continent put you at odds with the taboos of the natives. You can be friendly with the indians - trade with them, establish missions, learn skills from them - or burn thoir villages, murder their women and children and steal their gold (which can be a tempting option, especially as a raid on a rich village can produce more wealth than several years of hard trading). ![]() This is one example of the way the game really separates into two diverging paths, depending on the strategy you use. There are the Incas and the Aztecs, with huge, rich cities the rather primitive but friendly Tupi the violent (when aroused) Iroquois and the plains Indians, the Apache, Cherokee and Sioux. Several tribes are represented, each with slightly different characteristics and abilities. This can bring you into conflict with other powers in the area and the indigenous inhabitants - the Indians. This could have been tedious, but you can set up automatic trade routes which are like railways in Railroad Tycoon - a series of stops, with loading and deliveries specified at each stop. Trade is a major part of this game which means you must send wagon trains scurrying backwards and forwards across the continent, ferrying goods to port or raw materials to factories. To make money to buy more ships, recruit specialists fromĮurope or import necessary resources (particularly early in the game, when you are not able to produce things lor yourself) you have to have something to sell, and that can only come from farming, mining, or manufacturing in your colonies. There is no wealth derived from taxation - all taxes go straight to the king. The trading aspect is much more important to Colonization than it was in Civ. The English get a load of new colonists, the Dutch get a trade advantage, the French are better at getting along with the natives and the Spanish are better at killing them. The tactics are very different, though - you can easily be taken in by the familiarity of most of the game mechanics, but don't be fooled - this is not just Civ with new graphics, this is a completely new experience.Įach of the colonial powers starts with a different advantage. Just as in Civilization, your units (or colonists) must forge an empire, building cities, exploiting natural resources and defending themselves against the envy of less happy lands. Or actually, at you will find out when your own pilgrim fathers first shuffle nervously ashore in the new world, home of the braves.Ĭolonization is the eagerly awaited Sid Meier instant classic, and is, in the broadest possible terms, a themed, specific version of one of his earlier efforts, Civilization. America, Land of the free, home of the brave.
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