FreeCol Documentation
User Guide for Version v0.7.0
August 20, 2007
Contents
1 Introduction
Welcome to FreeCol! If you’re interested in development of this program,
please see the FreeCol web site. This is a draft version of the user’s guide. You can
find the latest version at the FreeCol homepage.
2 About
2.1 About FreeCol
The FreeCol team aims to create an Open Source version of Colonization
(released under the GPL). At first we’ll try to make an exact clone of
Colonization. The visuals will be brought up to date with more recent standards
but will remain clean, simple and functional. Certain new ’features’ will be
implemented but the gameplay and the rules will be exactly the same as the
original game. Examples of modern features are: an isometric map and
multiplayer support.
This clone will be developed incrementally and result in FreeCol 1.0.0 which
will be an almost exact Colonization clone. Incremental development
basically means that we’ll add features one at a time. This allows us to have a
running program at all times and also to release an unfinished but working game
once in a while.
Once FreeCol 1.0.0 is finished we’ll start working towards FreeCol 2.0.0.
FreeCol 2 will go beyond the original Colonization and will have many new
features, it will be an implementation of our (and our users’) image of what
Colonization 2 would have been.
2.2 The Original Colonization
The original Colonization was released in 1994 by Microprose.
Colonization is heavily based on Civilization which some consider
to be the best turn-based strategy game for the PC in the history of
mankind.
In Civilization the object of the game was to build a nation that could stand
the test of times and that could also do one of the following: conquer the
world or be the first to launch a spaceship. In Colonization things are bit
different...
A Colonization game starts in 1492 and the object of the game is
to colonize America. You begin the game with one vessel and two
colonists.
As in Civilization you need to build a powerful nation, but fortunately in the
early part of the game you’ll be able to send ships back to Europe in order
to sell the goods you’ve produced or to bring back some colonists. Getting
colonists into the new world is a very important aspect of the game as
one game turn takes one year and later on even one season and as a result colonies
don’t grow as rapidly as they do in Civilization. You can pay colonists to
come to the new world or you can show off with the religious freedom of
your people in which case they will hop on your vessels for no money at
all.
Another important aspect is trade: the source of all income (apart from
Inca and Aztec gold). In a land filled with precious resources it is important to
build your colonies at the right location and to place craftsmen
where they belong. This is not only to have an income but also to be able
to live off the land when you can no longer count on the support of
Europe.
Through all this you’ll have to decide whether or not you want to live next
to the native americans peacefully. They can teach your colonists new skills
that cannot be tought anywhere else and they will offer you goods in case you
choose to treat them as your friends. On the other hand, their villages can be
attacked and their valuable goods can be taken from them and sold in
Europe.
Other European forces are also busy occupying their piece of the
new world. Should their borders go too far then take over some of their
colonies by force because they wouldn’t hesitate to do the same thing to
you.
The object of Colonization is to declare your independence and survive
an attack of the King’s forces. Before declaring your independence you need
to have the majority of the people behind you. This can be done
by promoting free speech and by providing a strong governmental
system.
3 Installation
You can download a system independent installer, which should install
FreeCol and set up the required shortcuts on your desktop. If everything
works as planned, you will only need to double click the icon in order
to start the game. If this is not the case, then please read the following
paragraphs.
3.1 System Requirements
FreeCol is written in Java. In order to run, it requires a Java Virtual Machine.
In theory, FreeCol should run on any platform on which a Java Virtual Machine
compatible with Sun Java 5 or 6 is available. In practice, however, things are less
clear cut.
FreeCol is known to work with Sun’s Java 5 and 6 (which you can get here,
but not with projects based on GNU Classpath or OpenJDK, as some font
handling classes used by FreeCol have not yet been implemented. This is expected
to change in the near future, however. FreeCol is known to run on recent versions
of Windows and Linux, and on MacOSX to some extent. If you are using Linux,
using Java 6 is recommended, as its font rendering is much better. If you
are using FreeCol on a different platform, we would like to hear about
it.
FreeCol requires at least 128 MB memory and works best with a screen
resolution of at least 1024x768 pixels. You can still use the game with a smaller
screen, but some dialogs will not be completely displayed.
3.2 Compiling FreeCol
In order to compile FreeCol you will need Java and the Ant build system,
which you can get here. When these are installed, go to the root directory of
FreeCol and type ant to build a JAR file containing the game. This process
requires the native2ascii task, which is an optional ant task. Some Linux
distributions place optional tasks in a different package, so make sure you have
installed all necessary packages if you are a Linux user. The game is started using
the command java -Xmx128M -jar FreeCol.jar.
If something goes wrong, please open a bug report at the SourceForge page of
FreeCol. Use the command ant -projecthelp to find out about other kinds of
things you can build (this manual, for example). Note that you will require
additional software to build the manual, however.
4 Interface
This section will provide information about various interface elements, as well
as the keyboard shortcuts and the different actions that can be used in the
game.
4.1 Starting the game
If you installed FreeCol with the system independent installer, or the Windows
installer, there should be a shortcut on your desktop. Double click the icon in
order to start the game. If that does not work, or if you prefer using the command
line, then please read the following paragraphs.
4.1.1 Command line options
If you are in the directory in which FreeCol is installed, you can start the game
with the command java -Xmx128M -jar FreeCol.jar. This will tell
the Virtual Machine to load the game and to set the maximum heap
size to 128 MB. Refer to the manual of your Java Virtual Machine for
details.
There are many other Java options, but you probably won’t need to change
the default settings. FreeCol is developed in English, but it includes translations
into Breton, Finnish, French, German, Hungarian, Italian, (Brazilian) Portuguese,
Russian, Spanish and Swedish, some of which are not very complete, however.
Java will automatically select the translation for your locale, if available, and
English otherwise. If you should wish to select a different language, or if language
selection fails, you can choose a different language from the preferences
menu.
FreeCol also provides several application-specific command line options:
- --freecol-data DIR Specify the directory that contains FreeCol’s
data files. In general, you will only need to use this if you have installed
a modified copy of FreeCol’s data files.
- --windowed[[=]WIDTHxHEIGHT] Run FreeCol in windowed mode
instead of full screen mode and set the window width and height. You
will need this if your window manager or Java Virtual Machine do not
(correctly support) FreeCol’s full screen mode. If you use Linux and
Java 5, for example, you should set the window width to the width of
your screen, but probably set the window height slightly lower than the
height of your screen, in order to leave space for the menu bar, dock
etc.
- --load-savegame SAVEGAME_FILE Load the given savegame. This is
particularly useful in combination with the client option show savegame
settings.
- --no-sound Run FreeCol without sound. Note that the game does not
yet contain any music, so the only sounds you will hear will be special
effects.
- --usage Display the help screen.
- --version Display the version number.
- --server PORT Start a stand-alone server on the specifed port. If you
don’t know what that means, you will not need the option.
- --server-help Display a help screen for the more advanced server
options.
There are several other options that you will probably only be interested in if
you are a developer:
- --no-java-check Skip the java version check.
- --no-memory-check Skip the memory check.
- --log-level LEVEL Set the java log level.
- --debug Start the game in debugging mode.
4.1.2 Game setup
If you start FreeCol without command line options, the game will first open a
dialog that allows you to start a new game, to open a saved game, to open the
map editor, to set various options, and to quit.
If you decide to start a new game, you will be presented with another dialog,
which enables you to start a single-player game, to retrieve a list of servers from
meta.freecol.org, to join a multi-player game, or to start a new multi-player
game.
If you wish to join a multi-player game, you must enter the IP address of a
server that is running a FreeCol game as well as the port it is running on. The
default port is 3541. If you wish to start a multi-player game, then the IP address
of the server will be that of your computer, but you must still select a port to run
the server on. Again, the default port is 3541. You must also decide whether you
want to run a public server or a private server. By default, you start a private
game.
If you choose to retrieve a list of running games from the metaserver, your
computer will attempt to establish a connection to meta.freecol.org, port 3540.
You will be presented with a list of games, from which you can select one to
connect to. Please note that the list will frequently be empty, since not that many
public multi-player games are being run.
FreeCol is a client-server game. The game server takes care of the game logic,
and the client provides the graphical user interface. One or several clients can
connect to the game server via the network. In the case of a single-player game, all
other players are handled by the game server. At the moment, however, your
client uses a network connection even if the server is running on the same
computer.
This means that you can only run FreeCol if you have the necessary privileges
to bind an unprivileged port. If you use a personal firewall that blocks the port
you wish to use, you will need to configure your firewall accordingly. If you wish to
retrieve a list of games from the metaserver, you also need to configure your
firewall to permit connections to that server, port 3540. In order to connect to a
server, your client also needs to bind a port. Which port depends on the operating
system you use.
If you are running a public game server, then your firewall must also permit
the clients to connect to the port of the game server.
4.1.3 Game options
If you decide to start a single-player game or a game server, you will be able to
choose which nation to play and which colour to use. The map generator options
allow you to load a map, or to set several parameters that will influence
the size and terrain of a randomly generated map. FreeCol includes a
large map of the Americas, which can be selected by clicking on the map
icon.
The game options proper allow you to select several parameters that influence
game play, such as non-standard rules, victory conditions and the difficulty of the
game.
If you join a multi-player game, you can also choose a nation and colour, but
other players might already have selected your preferred nation.
4.2 Client options
The client options panel allows you to customize how your client displays the
game objects and how it handles some tasks such as auto-saving.
First, we have general display options:
- The language to use. Some languages are spoken in more than one
country. In this case, you might also be able to select a specific country.
If the translation you choose is not complete, the missing strings will be
taken from another language file. This could be the default translation
for your language or the English language version. If you selected
Austrian German, for example, missing strings would be taken from
the default German translation if available, and the English language
version otherwise.
- The minimum number of goods to display with a counter. If you accept
the default setting of seven, for example, six hammers will be diplayed
without a number, and seven hammers will be displayed with the
number 7 on top. Note that some panels only show a single item with
a number next to it or below it anyway.
- The maximum number of goods to display. If you accept the default
setting of seven, then no more than seven items will be displayed, even
if the corresponding counter tells you that these seven items represent
a far larger amount.
- Whether to center on the active unit always.
- Whether to display the Fog of War.
- Whether to scroll the map when dragging with the mouse.
- Whether to sort your colonies by name, age, position, size or Sons of
Liberty membership. Since name, age and position are unique, these
keys impose a total order, whereas size and Sons of Liberty membership
do not. In the case of size, the Sons of Liberty membership is used as
a secondary key, and vice versa.
Next, we have message display options: You can choose whether to group
messages by type, by source, or not at all. The source of the message is a game
object, typically a colony or unit, and the type of the message is either the default
type, which is always displayed, or one of the following types, which can be turned
off:
- Warning messages. These are important and should generally not be
turned off.
- Messages about the Sons of Liberty membership in your colonies.
- Messages about the efficiency of the government in your colonies. The
efficiency of the government influences the production of all types of
goods.
- Messages about the number of goods in your colonies’ warehouses.
- Messages about units improving through experience, education or
promotion after a battle won.
- Messages about units being demoted after a battle lost.
- Messages about new units, such as colonists born in your colonies.
- Messages about units lost in battle, missing in action or dead of
starvation.
- Messages about the completion of buildings in your colonies.
- Foreign diplomatic messages about the declaration of wars and signing
of peace treaties.
- Messages about the prices of goods in Europe changing.
- Warnings about the suitability of colony sites. These messages are
particularly useful for new players. Turn them on if you are unsure
where to establish your colonies.
- Messages about the factors that influence combat. Turn them on to
learn more about things like the terrain bonus, the ambush bonus, or
the “artillery in the open” penalty.
Finally, there are the savegame settings:
- Whether to show savegame settings always, only when starting
multi-player games, or never. These settings include the name, address
and port of the game server you wish to connect to. If you only play
single-player games, you can choose the option “never”.
- After how many turns you want the client to create an auto-save file.
If you select 0, then the client will never create auto-save files.
4.3 The main screen
The figure 1 represents the main screen.
The main screen consists of five different areas: the menu bar at the top,
the minimap in the lower left corner, the info panel in the lower right
corner, the order buttons between the minimap and the info panel, and the
main map in the background. The units, colonies, and so forth can be
seen on the main map. They are also represented as coloured dots on the
minimap.
The menubar obviously contains the menu. It contains the submenus Game,
View, Orders, Report and Colopedia, at the left hand of the screen, as well as a
status area at the right hand of the screen. The status area tells you about your
score, the amount of gold you possess, your current tax rate and the current
turn.
The allows you to:
- start a new game
- open a savegame
- save the current game
- change your preferences
- reconnect to the server
- chat with another player
- declare independence
- end your turn
- quit
The allows you to:
- turn the minimap and the info panel on or off
- turn the display of tile names on or off
- turn the display of tile owners on or off
- turn the map grid on or off
- switch between the unit view and the terrain view
- switch to the Europe panel
The enables you to give orders to the currently selected
unit:
- wait until other units have moved
- switch to sentry mode
- fortify
- go to a destination you select
- build a colony
- plow the tile the unit is on
- build a road on the tile the unit is on
- unload all goods and units on board
- continue towards a selected destination
- skip this turn
- switch to a different unit on the same tile
- forget current orders
- change the unit’s name
- disband the unit
Note that not all orders are available at all times. The unload order is only
available if the unit is a carrier and is in a colony, for example, and the build
colony order is only available if the unit is able to build colonies and the tile it is
on will support a colony.
The provides access to various reports on the current state of
your colonies. In these reports, icons as well as text strings of a greyish-brown
colour link to the places they refer to. If you click on the name of a colony, for
example, the Colony Panel will be opened.
- The Religious Advisor tells you how many crosses your colonies
produce, and how many crosses are required in order to recruit the next
emigrant in Europe.
- The Labour Advisor tells you which types of colonists have emigrated
to the New World or are waiting in Europe. If you can not remember
where you sent your only Expert Ore Miner, for example, you can use
this report to locate him.
- The Colony Advisor tells you which units are present in each of your
colonies, what each colony is producing, which buildings have already
been built, and which building is currently being built.
- The Foreign Affairs Advisor tells you about your relations with
foreign powers, the number of colonies and units they possess, as well
as their relative naval and military strength, and the amount of gold
they possess. As soon as Jan de Witt has joined the Continental
Congress, you are also informed about the number of Founding Fathers,
the current tax and the current Sons of Liberty membership of your
opponents.
- The Indian Advisor tells you about your relations with the various
Indian nations, and the number of settlements they possess.
- The Continental Congress Advisor tells you which Founding
Fathers are already present in the Continental Congress and which
Founding Father is currently being elected. It also tells you how many
Liberty Bells each of your colonies is producing, and whether they have
already built the Printing Press and the Newspaper.
- The Military Advisor informs you of the deployment of your military
units, as well as the strength of the Royal Expeditionary Force.
- The Naval Advisor informs you of the whereabouts of your naval
units, as well as the strength of the Royal Expeditionary Force.
- The Trade Advisor details the current market prices of all goods, the
profits before and after taxes you have made, as well as the amount of
goods present in each of your colonies. Colonies that have already built
the Custom House are highlighted, as are all goods that are currently
being automatically exported from these colonies.
- The Turn Report presents a summary of various events that have
occurred during the current turn. If no such events have occurred, the
Turn Report will not open.
- The Requirements Report gives an account of how well certain
requirements of your colonies are met. It tells you which colonies require
expert units and where these units can be obtained or trained, for
example. It also tells you which colonies require raw materials in order
to increase their production of manufactured goods, and which colonies
produce a surplus of these materials.
The provides access to the online game help, which is divided
into six sections:
- The terrain section contains information on all the different types of
terrain you may encounter in the New World.
- The unit section provides details on various types of units, your own
as well native units and units of the Royal Expeditionary Force.
- The goods section gives on overview of all the types of goods in the
game.
- The building section provides information on the various constructions
you may build in your colonies.
- The Founding Father section can be used to look up information on the
various Founding Fathers you may elect to the Continental Congress.
4.3.2 The Info Panel
If you are in unit view mode (the default), the info panel in the lower right
corner of the screen either shows information on the currently selected unit, or
contains a button to end the current turn if no unit is selected. If a unit is
selected, then the info panel shows an image of the unit, as well as its name and
the moves it has left. If the unit is a carrier unit, such as a ship or wagon train,
the info panel also shows the units or goods on board of the carrier. If
the unit is a pioneer, the info panel shows the number of tools the unit
carries.
If a unit is displayed, you can click on the info panel in order to centre the
map on this unit.
If you are in terrain view mode, then the info panel displays the name, owner,
defense bonus, movement cost and potential production of the selected tile. You
can switch between view modes by pressing Shift-Ctrl-V, or by using the view
menu.
4.3.3 The Minimap
The minimap in the lower left corner of the screen shows you a more abstract
view of the map than the main map. Different types of terrain are distinguished
by colour, and units and settlements are also represented by dots in the colour of
the nation that owns them. You can use the minimap to navigate around
the map quickly. Either click on the minimap to center the view on a
certain point, or drag the white frame around. Zoom buttons to the left
and to the right of the minimap allow you to zoom into and out of the
view.
4.3.4 The Unit Buttons
The unit buttons displayed between the minimap and the info panel allow
you to give order to your units. Note that not all buttons are always
active. A ship can not plow a tile, for example, so the plow button is never
active if the selected unit is a ship. The eight buttons have the following
functions:
- wait
- skip turn
- fortify
- clear forest / plow tile
- build road
- build colony
- disband unit
All these actions are also available from the Orders Menu of the menu bar, and
as keyboard shortcuts.
4.3.5 The Main Map
The main map shows you the New World in greater detail. You can see
the different types of terrain, forested and otherwise, hills, mountains,
rivers, and, of course, the various units and settlements of the native and
European players. Left click on a tile in order to center the main map, or on a
unit in order to select it (a display option allows you to decide whether
the map should always centre on the selected unit, or not). Left click
on a colony in order to open the colony panel. If there is an active unit
outside of the colony on the same tile, then a single left click will select
the unit instead. In this case, a double click will still open the colony
panel.
Right clicking on an empty tile, will either display some information on that
tile if no unit is selected, or open a pop-up menu that additionally allows you to
send the selected unit to this tile. If the tile contains some of your units, the menu
will also enable you to select each of these units. If the tile contains a
native settlement, the menu will also provide you with an item that will
bring up some information on that settlement. It the tile contains one
of your own colonies, the menu will also allow you to open the colony
panel.
You can also activate the map scroll by moving the cursor towards the edges of
the main map. Scrolling with the minimap is faster, however.
If a unit is selected, further information about that unit is displayed in the info
panel, and you can move the unit using the numeric keypad. If you select a unit
with the left mouse button and drag the mouse, the main map will display the
best path from the unit’s current position to the tile the mouse is hovering
over.
The tiles the path consists of will be marked with boots if the unit is on foot,
with horseshoes if the unit is mounted, with wheels if the unit is a wagon train, or
with sextants if the unit is a naval unit. Full-colour symbols mark tiles that can
be reached in the same turn, whereas shaded symbols mark tiles that
can be reached only in subsequent turns. A number indicates how many
turns later the unit will arrive on this tile. You can see this on the main
screen.
Once you release the mouse button, the selected unit will begin to follow this
path. It will awake once it has arrived at its destination or if it can no longer
follow the path (if a unit belonging to a different player is in the way, for
instance). You can also press the middle mouse button, or both mouse buttons if
your mouse only has two buttons, in order to give the selected unit a movement
order.
In the original Colonization game, a unit used up all movement points when
entering a colony. In FreeCol, this is not the case — a unit can enter a colony just
like any other tile. If the unit is placed in a building, or on a colony tile, or if
a carrier is loaded or unloaded, however, it will lose all its movement
points.
Units are marked with small coloured shields, which may or may not display a
letter. The background colour indicates the nation this unit belongs to. The
Dutch units, for example, are usually marked with orange shields. The letter
indicates the current state of the unit:
- -: the unit is active (no orders).
- F: the unit is fortified.
- G: the unit is going somewhere.
- P: the unit is plowing a tile.
- R: the unit is building a road.
- S: the unit is a sentry (waiting for transport).
- 0: the unit has no moves left.
If the unit is a foreign naval unit, the shield will display a number instead.
This is the number of holds this unit is using.
Indian Settlements display at least two shields: the first indicates the nation
this settlement belongs to, and the second, which bears an exclamation mark (!),
indicates the current relations between the nation and your colonists. Its
background may be green, blue, yellow, orange or red, depending on whether your
relations are good, mediocre or bad. A Settlement with a European mission
displays a third shield bearing a cross on a black or grey background. The colour
of the cross indicates the European nation that established the mission. The
background of the shield is black if the mission was established by a Jesuit
Missionary, and grey otherwise.
The order buttons represent some of the orders you can give to your units. You
can move your mouse over the buttons to see their respective orders. If a unit is
unable to perform a certain action, the corresponding order button will be
disabled. The orders are also available from the Orders Menu, and you can use the
following keyboard shortcuts:
- b: build a colony.
- c: center on the currently selected unit.
- d: disband the active unit.
- e: show the Europe panel.
- f: fortify.
- g: goto some destination.
- p: plow the current tile.
- r: build a road on the current tile.
- s: be a sentry (wait for something to happen).
- w: wait.
- space: skip for this turn.
- enter: end the turn.
- plus or equals: zoom in (not yet implemented).
- minus or underscore: zoom out (not yet implemented).
- ctrl-d: display tile names.
- ctrl-g: display grid.
- ctrl-m: show/hide the map controls.
- ctrl-n: new game.
- ctrl-o: open a game.
- ctrl-q: quit the game.
- ctrl-r: reconnect.
- ctrl-s: save a game.
- ctrl-t: show the chat panel.
You can customize these settings in the preferences dialog.
4.4 The Europe panel
The figure 2 represents the Europe panel.
In this panel, you can control the ships embarked for America or Europe, and
the ships currently stationed in Europe. You can also buy goods, recruit, purchase
and train units. Units recruited, purchased or trained are in the Docks Area in the
Europe panel.
If a ship has set sail for Europe or America, you can change its direction by
dragging it from the Going to America box to the Going to Europe box (or vice
versa).
If a ship has docked at the European port can drag and drop units between
the Docks and Cargo panel. You drag and drop goods between the Cargo panel
and the Market panel. If you want to buy or sell less than 100 units of goods,
press the shift key while dragging. This will allow you to specify how many units
you wish to transfer. If you press the “Unload” button, all goods will be
unloaded.
If any of the goods are displayed in grey, this means they are being boycotted
by the Crown because you refused a tax raise. You must pay your tax arrears
before you can trade these goods. You can do this by dragging the goods as usual,
in which case you will be given the chance to pay your tax arrears (provided you
have enough money). A small area at the top right of the screen will keep
track of how much money you made or spent and how much taxes you
paid.
From time to time, new colonists eager to join you in the New World will
appear on the European Docks. If you are unwilling to wait, you can
also recruit new colonists by paying for their journey to the New World.
Alternatively, you can train expert units at the Royal University. Paying for their
education is expensive, however, and not all types of experts are available in
Europe.
Units present in Europe can also be armed, mounted, equipped with tools or
blessed as missionaries in Europe. In order to select one of these actions, you need
to right click on the unit. Note that you will have to pay for the arms, horses or
tools required to equip your units.
In order to send a ship back to the New World, you must drag it to the Going
to America section of the Europe panel.
4.5 The Colony panel
The figure 3 represents the Colony panel.
To view a colony’s panel, left click on it from the main screen. In this panel,
colonists can be assigned to cultivate tiles surrounding the colony, to work
in buildings, defend the colony against attackers or wait outside of the
colony.
The colony panel consists of several panels and control elements with different
functions. At the top of the panel, you can see a select box displaying the name of
the colony, which can be used to select a different colony.
Below this select box, you can see the area surrounding the colony to the left
and a scroll pane displaying the buildings of the colony to the right. You can drag
and drop a unit on a tile or a building. The tiles surrounding the colony can
produce several kinds of goods, however. If the unit is not producing the right
kind of goods, you can right click on the unit to select a different kind of
work.
As buildings can produce only one type of goods, the unit will automatically
do the right kind of work. Nonetheless, you can also right click a unit in a building
in order to assign it to a different building.
Below the surrounding area, you can see the production panel, which shows
how much food, horses, bells and crosses your colony is producing. It also tells you
how many colonists support the Sons of Liberty and how many support the
crown.
Below the list of buildings, you can see four elements related to the production
of buildings and units. At the top left, a select box allows you to select
the building or unit you wish to build. The button at the bottom left
allows you to buy the selected building or unit instead of building it. The
two progress bars to the right show you how many hammers and tools
are required to finish the selected building or unit, how many hammers
and tools you have already produced, how many will be produced in the
next turn, and how long it will take until all necessary goods have been
produced.
Yet further below, two panels show you the ships or wagon trains in your
colony’s port. If there is at least one unit present, the cargo panel to the right will
show you the cargo of the selected carrier. Below these two panels, you can
see the colony’s warehouse area. You can drag and drop goods from the
warehouse to the cargo panel and vice versa in order to load and unload
your ships or wagon trains. Press the shift key while selecting goods if
you do not wish to select all the goods present, or less than one hundred
units.
You can also drag and drop units from one of the other areas to the cargo
panel of a ship.
The Warehouse can only hold a certain amount of goods of each type. Its
initial capacity is limited to 100 units of each type of goods, but it can be
increased to 300 by building two Warehouse Expansions. If the current limit of the
warehouse is exceeded, the number of goods is printed in red. If you do
not store the excess units elsewhere, they will be lost at the end of the
turn.
If you have already built a Custom House in the colony, you can right-click on
the goods in the Warehouse in order to export them to Europe automatically.
Goods marked to be exported are printed in green. Right-click on the goods again
to stop exporting them automatically.
To the right of these panels you can see the units outside of your colony. These
can be fortified units defending your colony, or units just passing through, or
waiting for passage elsewhere. Right clicking on one of these units once again
allows you to give them orders. You can also drag and drop units from and to this
area.
At the bottom of the Colony Screen, you will see a row of buttons, not all of
which are always active. From left to right, these buttons will allow you
to
- Unload the active ship or wagon train
- Fill up all partially filled holds of the active ship or wagon train
- Open the warehouse dialog in able to change the export and warning
levels for all types of goods (see below)
- Rename the colony
- Close the dialog
4.5.1 The Warehouse Dialog
The warehouse dialog allows you to set the warning levels for all types of
goods. If you have turned on the warnings about goods levels, you will receive a
warning if the number of goods drops below the lower level or rises above the
higher level. In a warehouse with a capacity of 100 units of each type of
goods, the lower level is set to 10 and the higher level is set to 90 by
default.
The export level allows you to specify how many goods should be kept in
reserve if goods are automatically exported from this colony, either through the
Custom House, or by a carrier following a Trade Route. A checkbox indicates
whether this type of goods should be exported through the Custom House or not.
If you have not yet built a Custom House in this colony, the checkbox is
disabled.
5 The New World
At the beginning of the game, you will start with a naval vessel and two
colonists. Your first task will be to discover the New World, which should lie due
West, although sailing North West or South West may prove quicker. As soon as
you have discovered land, you can establish your colonies and produce goods to
send home to Europe.
5.1 Terrain Types
There are many different types of terrain in the New World, each with its own
peculiar advantages. At the beginning of the game you will probably arrive at a
High Seas tile (or at the edge of the map). High Seas tiles (and the
map edge) allow you to sail between Europe and the New World. As you
approach land, the High Seas will be replaced by Ocean tiles, which produce
Fish.
In the New World, you will also discover Plains, which produce a great deal of
Grain, a lesser amount of Cotton, and some Ore; Grassland, on which Grain and
Tobacco can be cultivated; Prairie, which are suitable for growing Grain and
Cotton; Savannah, which produces Grain and Sugar; Marsh, where Grain can
be cultivated and some Ore can be mined; Swamp, which yields some Grain, and
small amounts of Sugar, Tobacco and Ore; Desert, which produce some Food,
Cotton and Ore; as well as Tundra, where Grain can be grown, and some Ore
can be mined.
Large parts of the New World are covered in forests, all of which yield varying
amounts of Grain, Lumber and Furs. The Boreal Forest also produces Ore, the
Mixed Forest Cotton, the Conifer Forest Tobacco, the Tropical Forest
Sugar, the Rain Forest produces small amounts of Ore, Sugar and Tobacco, the
Wetland Forest and the Scrub Forest yield some Ore, and the Broadleaf
Forest Cotton.
The Hills produce a small amount of Grain, and can be mined for Ore and a
lesser amount of Silver. The Mountains are unsuitable for agriculture, but yield
some Ore and Silver. Arctic tiles are the least useful type of terrain, as they
produce nothing at all. Terrain types that produce no Grain, such as the
Mountains and Arctic types, can not support colonies.
The New World is also irrigated by minor and major rivers. The prouction of
most types of Goods is increased by the presence of rivers and roads, which your
Pioneers can build. All terrain types which produce Grain (except the Hills) can
also be cleared or plowed by your Pioneers. In the case of open land, plowing
increases the production of Grain and most other types of goods. In the case of
forests, clearing removes the forest and transforms the tile into open land: Boreal
Forest is transformed into Tundra, Mixed Forest into Plains, Conifer Forest into
Grassland, Tropical Forest into Savannah, Wetland Forest into Marsh, Rain
Forest into Swamp, Scrub Forest into Desert, and Broadleaf Forest into
Prairie.
5.2 Goods
The New World produces many goods, which can be traded in Europe. In
order to this, you must use your ships to transport them to your Home Port. As
soon as the ship arrives in Europe, you can sell the goods, and buy others, in the
Europe Panel. Later in the game, after you have built Custom Houses, goods can
be exported automatically. Until then, you can partially automate this process by
establishing Trade Routes.
Exporting these goods to Europe will be one of your most important sources of
income. At the beginning of the game, you will probably want to export raw
materials, such as Sugar and Tobacco, but as prices drop, you should
concentrate on luxury products, such as Rum and Cigars, which command
higher prices.
Food is the single most important good, since all your colonists consume two
units of food each turn. If this demand can not be met, some of your colonists will
starve to death. On the other hand, a colony that has accumulated 200 units
of food will produce a new Free Colonist. Unfortunately, buying food
in Europe is always expensive, and colonial foodstuffs fetch only poor
prices.
Food comes in two varieties, Grain, which can be cultivated on nearly all land
tiles, and Fish, which is produced by ocean and lake tiles. In order to harvest the
bounty of the sea, you will need a Dock, however.
Breeding new Horses also requires food, but the horses you already have are
content to eat grass and consume no more of your precious food. In order to breed
horses, you need at least two horses in your colony (for obvious reasons).
Breeding horses does not require Stables, but Stables do speed things
up.
Four raw materials are typical for the New World. They will initially generate
a good income, but prices will inevitably drop. These goods are Sugar, which is
best cultivated on Savannah tiles, Tobacco, best cultivated on Grassland,
Cotton, which is most abundant on Prairie tiles, and Furs, which are available
on all forested tiles, but most abundantly on Boreal Forest and Mixed Forest
tiles.
These four materials can be used to produce corresponding luxury goods,
which will fetch much higher prices in Europe. In a distillery, Rum is produced
from Sugar. Tobacco is used to make Cigars in the Tobacconist’s House. The
Weaver weaves Cloth from Cotton in his house, and the Fur Trader turns Furs
into Coats in his house.
Initially, the resource which fetches the highest prices in Europe is Silver,
which can be mined in Hills and Mountains. As prices drop, Silver will become
less and less useful, however. On the other hand, Hills and Mountains also
produce Ore, which is not in great demand in Europe, but which can be refined
to produce Tools in the Blacksmith’s House. Tools are required for clearing
forests and plowing fields, as well as for constructing advanced buildings
and units. Furthermore, Muskets can be produced from Tools in the
Armory.
Lumber also fetches poor prices in Europe, but can be used to produce
Hammers in the Carpenter’s House. Hammers are required for constructing all
buildings, as well as naval units and Wagon Trains. Hammers are “abstract” goods
that can neither be transported nor traded. They represent the work required to
finish a building rather than some tangible material.
The two other “abstract” goods are Liberty Bells, which are produced in
the Town Hall, and Crosses, which are generated by the Church. They
represent the concepts of liberty and of religious freedom. Liberty Bells are
needed to convince your colonists of your policies, and to elect Founding
Fathers to the Continental Congress, whereas Crosses attract further
colonists.
Trade Goods, on the other hand, can be transported and traded, but they
can not be produced in your colonies. They are only available in Europe and are
useful for trading with native settlements, which generally demand Trade
Goods.
5.2.1 Trade Routes
The orders menu allows you to assign a Trade Route to a ship or wagon
train. If you select this order, the trade route dialog, which enables you to
select a trade route or create a new trade route, will open. If you have not
created a trade route, you must use the edit trade route dialog to do so
first.
A trade route consists of two or more stops, which may either be the Home
Port, or one of your colonies. Select a destination from the select box and press
the add new stop button. If you select the special destination all colonies,
then your Home Port and all your colonies will be added to the list of
stops.
If you have selected a destination, you can drag and drop goods from the
goods panel to the cargo panel. These are the goods your ship or wagon train
should have on board when leaving this stop. If the ship or wagon train
arrives at the destination with other goods on board, these goods will be
unloaded.
Note that the ships and wagon trains will take the capacity and settings of the
warehouses in your colonies into account. They will not unload cargo that
would be wasted and they will only load goods that should not be kept in
reserve.
As soon as a ship or wagon train reaches the last destination of the trade
route, it will continue at the first destination.
5.3 Special Resources
Some types of terrain can also have special resources, which increase the
production of a particular type of goods. These resources look just like the goods
they will produce. These tiles are particularly valuable.
5.4 Native Settlements
The New World is by no means an uninhabited country. Various tribes of
Indians already live there, and make use of the land. When your colonists
arrive, you will have to decide whether you will attempt to peacefully
coexist with the natives, or to wipe them out. The French player has the
advantage of generating only half the alarm among the natives. The Spanish
player has the advantage of greater military efficiency against the natives.
Your choice of Home Country may influence your strategy — or vice
versa.
Small Native Settlements use the tile they are built on as well as all adjacent
tiles, just like your Colonies do. Large Native Settlements also use tiles that are
two moves away. Your colonists can not use tiles that are already used by natives.
If they attempt to do so, the natives will demand some gold for the land. You
must then decide whether to pay their price, take the land away from the by force,
or to leave the land alone. Naturally, the natives will not be pleased if you
take the land away from them. As soon as Peter Minuit has joined the
Continental Congress, however, the natives no longer demand payment for their
land.
Colonies and armed units near their settlements will alarm the natives and
poison your relations. If the natives are happy, they will come to your colonies
offering gifts. If they are unhappy, they will come and make demands instead. If
they get really angry, they may attack your units or colonies. After a few turns,
however, they will usually calm down again.
Some types of units may enter Native Settlements. Units that carry goods,
such as Wagon Trains and Ships, can enter the settlements and trade with them.
Trade always improves your relations with the natives.
Scouts can either demand tribute, or ask to speak with the chief of the
tribe. Demanding tribute is obviously not good for your relations with the
natives, whereas speaking with the chief for the first time may be to your
advantage. The chief may offer you some gold, or tell you about nearby
lands. If your Scout is not a Seasoned Scout already, he may become
so.
Free Colonists and Indentured Servants may enter a settlement in order to
learn the skills of the natives. And Missionaries, which may be either Jesuit
Missionaries or ordinary colonists blessed as missionaries in the Home Port or any
colony with a Church, are able to establish a Mission or to incite the natives
against another European nation.
The presence of a Mission will reduce tension between the natives and your
colonists. In time, some of the natives may also convert and join your colonies as
Indian Converts.
5.5 Lost City Rumours
In the New World, there are also rumours about Lost Cities, such as El
Dorado, or Cíbola. You may send your colonists to explore these rumours, and
you might indeed discover one of the Seven Cities of Gold, and a Treasure Train.
Other outcomes, however, are also possible.
Mostly, the rumour proves to be nothing but a rumour. Occasionally, you
might disturb the burial grounds of a native tribe, which will cause the tribe
to declare war on you. It is also possible that your expedition simply
vanishes without a trace. On the other hand, you might also discover a small
tribe and a few trinkets. Your colonist might become a Seasoned Scout if
he has no other skill, or you might discover the sole survivor of a lost
colony.
Possibly the best outcome is the discovery of the Fountain of Youth,
which will cause numerous colonists to appear on the docks in your Home
Port.
As soon as Hernando de Soto has joined the Continental Congress, Lost City
Rumours always yield positive results.
6 Colonies
6.1 Picking a suitable site
Your colonies are your most important assets in the new world. Therefore, it is
very important to build them in the right place. There are several aspects to
consider:
6.1.1 The colony tile
Some terrain types are more suitable for establishing a colony than others.
Colonies can not be built on Arctic tiles, nor on Mountains, because these terrain
types produce no Grain. Hills and Deserts are less suitable than other
tiles because they produce less food, which is very important in the long
run. Tiles with forest generally produce less food than tiles without, but
Pioneers are able to cut down the forest and plow the tile, which will
increase food production. The presence of a river will also increase food
production.
The Hills produce a small amount of Grain, and can be mined for Ore and a
lesser amount of Silver. The Mountains are unsuitable for agriculture, but yield
some Ore and Silver. Arctic tiles are the least useful type of terrain, as they
produce nothing at all. Terrain types that produce no Grain, such as the
Mountains and Artic types, can not support colonies.
The New World is also irrigated by minor and major rivers. The prouction of
most types of Goods is increased by the presence of rivers and roads, which your
Pioneers can build. All terrain types which produce Grain (except the Hills) can
also be cleared or plowed by your Pioneers. In the case of open land, plowing
increases the production of Grain and most other types of goods. In the case of
forests, clearing removes the forest and transforms the tile into open land: Boreal
Forest is transformed into Tundra, Mixed Forest into Plains, Conifer Forest into
Grassland, Tropical Forest into Savannah, Wetland Forest into Marsh, Rain
Forest into Swamp, Scrub Forest into Desert, and Broadleaf Forest into
Prairie.
6.1.2 The adjacent tiles
In the early stages of the game, you will need to generate cash by selling
products from the New World in your Home Port. Thus, many of your early
colonies should probably be situated next to bonus tiles, which greatly increase
production. Rivers also increase production, though not as much as a bonus
resource. On the other hand, they increase the production of many different kinds
of goods, unlike a bonus resource.
In order to improve your colony, you will have to construct various buildings.
This will require large amounts of lumber. For this reason, you should
make sure that at least one tile adjacent to your colony site can produce
sufficient amounts of lumber. You will also need tools to construct advanced
buildings. Therefore, it is an advantage if the colony can also produce ore,
which can be refined to produce tools. However, ore is not as important as
lumber.
Some of the tiles may be owned by other European powers, or claimed by
Indians. Building a colony too close to other settlements is not a good idea, unless
you plan to conquer or destroy these settlements. But remember that colonies
with a Stockade can not be abandoned. Keeping your own colonies close together
is a good strategy, however, as long as you avoid sharing tiles between several
colonies as far as possible.
6.1.3 No Reforestation
You can order your pioneers to cut down forests by plowing a tile. This will
increase the food produced on these tiles, and the lumber will be delivered to your
colonies. However, you can not plant new forests later. Once cleared, a tile will
never produce lumber again.
6.1.4 Government Efficiency
The efficiency of the local governments of your colonies depends on the
colonists’ support for the Sons of Liberty. If more than 50% of the colonists
support the Sons of Liberty, they all produce one additional unit of goods, and if
support for the Sons of Liberty increases to 100 %, they even produce two
additional units.
On the other hand, if the number of Tories exceeds a certain number which
depends on the difficulty of the game (4 colonists by default), their production
decreases by one unit, and if it exceeds this limit by four colonists, their
production is decreased by two units. This waste may well destroy your colony
and should be avoided at all costs.
In order to prevent this kind of mismanagement, you need to increase the
support for the Sons of Liberty. You can do this by producing Freedom Bells in
the Town Hall.
6.2 Colony Buildings
A newly established colony already includes several buildings, namely a town
hall, a carpenter’s house, a blacksmith’s house, a tobacconist’s house, a weaver’s
house, a distiller’s house, a fur trader’s house, and a warehouse. You can improve
your colonies by upgrading all of these buildings except the town hall, and by
constructing various new buildings. However, many buildings can only be
constructed in colonies of a certain size, or after certain Founding Fathers have
joined the Continental Congress.
The craftsmen’s houses can be upgraded to workshops, which produce more
manufactured goods. After Adam Smith has joined the Continental Congress,
workshops can be upgraded to factories, which produce one and a half units of
manufactured goods from each unit of raw material. While the town hall itself can
not be upgraded, the production of Liberty Bells can be boosted by constructing a
printing press and then a newspaper.
All in all, there are sixteen different buildings, eight of which are part of every
newly established colony:
- The Town Hall, which can not be upgraded, provides workplaces
for up to three colonists producing Liberty Bells. Its effect can be
increased by building a Printing Press and a Newspaper.
- The Carpenter’s House, which can be upgraded to a Lumber Mill
once the colony’s population reaches 3, is used to convert Lumber to
Hammers. Hammers are required to construct or upgrade all kinds of
buildings.
- The Blacksmith’s House, which can be upgraded to a Blacksmith’s
Workshop, is used to convert Ore to Tools. Tools are required
to construct certain kinds of buildings and to upgrade all kinds of
buildings. Tools are also used by Pioneers and to produce Muskets.
Once the population of the colony has reached 8, the Blacksmith’s
Workshop can be replaced by Iron Works, provided that Adam Smith
has joined the Continental Congress.
- The Tobacconist’s House, which can be upgraded to a
Tobacconist’s Shop, is used to produce Cigars from Tobacco. Once
the colony’s population has reached 8, it can be further upgraded to a
Cigar Factory, provided that Adam Smith has joined the Continental
Congress.
- The Weaver’s House, which can be upgraded to a Weaver’s Shop,
is used to turn Cotton into Cloth. It can be upgraded to a Textile
Mill as soon as the population of the colony is at least 8 and Adam
Smith has joined the Continental Congress.
- The Distiller’s House, which can be upgraded to a Rum Distillery,
is used to produce Rum from Sugar. Once Adam Smith has joined the
Continental Congress and the colony’s population is at least 8, the rum
distillery can be replaced by a Rum Factory.
- The Fur Trader’s House, which can be upgraded to a Fur Trader’s
Post, is used to produce Coats from Furs. Once the colony’s population
has reached 6, it can be further upgraded to a Fur Factory, provided
that Adam Smith has joined the Continental Congress.
- The Warehouse stores all kinds of goods. Its initial capacity is 100
units of each kind of goods, but it can be upgraded to a Warehouse
Expansion, which holds 200 and finally 300 units.
The following eight buildings are not part of your basic colony and have to be
constructed later:
- A colony with a population of at least 4 may build a Schoolhouse,
which enables some master craftsman to teach an unskilled colonist
their trade. As soon as the population reaches 8, it can be upgraded to
a College, in which additional trades can be taught by two colonists.
Once the population reaches 10, the college can be replaced by a
University, at which all trades can be taught by three colonists. See
Skills and Education for details.
- The Armory is used to produce Muskets from Tools. As soon as the
population reaches 8, the armory can be upgraded to a Magazine
and then to an Arsenal, provided that Adam Smith has joined the
Continental Congress.
- A colony with a population of 3 or more may build a Church, which
can be upgraded to a Cathedral as soon as the population reaches
8. The religious freedom of the New World (symbolized by Crosses)
causes increased emigration from Europe.
- The Stockade, which can be constructed as soon as the colony’s
population reaches 3, protects the colonists from attacks. Note that a
colony with a stockade can not be abandoned, it can only be burned to
the ground by natives. The stockade can be upgraded to a Fort, which
provides better protection and bombards Privateers and enemy naval
units on adjacent ocean tiles. The fort can be replaced by a Fortress
as soon as the population reaches 8.
- The Stables increase the production of Horses.
- The Dock allow colonists to produce Fish on ocean tiles adjacent to
the colony. As soon as the population is at least 4, it can be upgraded
to a Drydock, which allows the colony to repair damaged ships. When
the colony’s population reaches 8, it can be further upgraded to a
Shipyard, which enables the colony to build new ships.
- The Printing Press, which can be upgraded to a Newspaper as
soon as the population reaches 4, increases the colony’s production of
Liberty Bells.
- The Custom House, which can be built as soon as Peter Stuyvesant
has joined the Continental Congress, allows the colony to export goods
to Europe directly without the help of ships. Optionally, it may also
ignore Boycotts.
6.3 Using Buildings
Some buildings have an immediate effect. The Stockade, for example, provides
protection for your colony, and the Docks enable your colonists to go fishing. The
effects of these buildings can not be increased by workers. In the building box at
the top right of the colony panel, these buildings are shown in parentheses (like
this: “(Stockade)”).
Most buildings do nothing by themselves, but provide workers with a place to
produce manufactured goods. The Tobacconist’s House, for example, allows
colonists to make Cigars from Tobacco. Place one or more colonists in a
building in order to convert raw materials to manufactured goods, which can
be sold for higher prices. For each building, there are expert units that
work more effectively than Free Colonists. Other units may work less
effectively.
6.4 Building Units and Buildings
In order to upgrade buildings, and to construct new buildings and certain
kinds of units, such as Artillery and ships, you will need to produce Hammers,
which represent work being done. Hammers are made from Lumber, so you
need to produce lumber, either by cutting down forests, or by placing a
colonist on a forested tile next to your colony and ordering him to work as a
lumberjack (right click on the unit to give it orders). Then you can place
a colonist in the Carpenter’s House in order to convert the lumber to
Hammers.
Units and advanced buildings also require Tools, which are made from Ore. So
you need to place an ore miner on a tile that produces ore (Hills, for example)
and another in the Blacksmith’s House, in order to convert the ore into
tools.
7 Your Home Country
Your Home Country is a European monarchy, either Spain, France,
England or the Netherlands. Each of these countries has one special ability.
If you hail from Spain, you will be more successful fighting against the
natives. If you are French, you will be more successful cooperating with the
natives. The English generate more colonists, and the Dutch are better
traders.
7.1 Your Home Port
The Home Port is a port city in your home country, where you can trade
Goods, and train, recruit and buy Units. If you have not built a Drydock in any of
your colonies, your damaged ships will also return to the Home Port for
repairs.
As you generate Crosses in your colonies, colonists will appear at the docks of
the Home Port. Unless William Brewster has joined the Continental Congress,
many of these colonists will be Indentured Servants and Petty Criminals. Once
William Brewster has been elected, these units will no longer appear at the docks,
and you will be able to select the next colonist to emigrate from the recruitment
list.
The recruitment list is a list of three colonists who are thinking about
emigrating to the New World, but have not yet reached a decision. You can
recruit them by offering gold as an incentive. At the beginning of the
game, this is a good way of increasing the population of your colonies.
However, the amount of gold required will greatly increase during the
game.
If you have enough gold, you can also train colonists at the Royal Academy. In
exchange for the education you provide, they will also emigrate to the New
World. Not all types of colonists can be trained at the Royal Academy,
however.
Ships and Artillery can also be purchased in the Home Port. You can also
build these units in your colonies, as soon as you have built a Shipyard and an
Armory, respectively.
7.2 Your Monarch
Your Home Country is ruled by a Monarch whose actions can have a
profound influence on your colonies and your relations to other nations present in
the New World.
From time to time, the Monarch may decide to raise the Taxes you pay on all
goods you sell in the Home Port. You may refuse to accept these taxes, however,
in which case your colonists will stage a protest similar to the Boston Tea
Party and throw some goods into the harbour. The Monarch will not be
amused and will boycott this type of goods. This means that you will no
longer be able to trade these goods in the Home Port until the Boycott is
lifted.
You can end a Boycott by paying the outstanding tax arrears. As soon as
Jacob Fugger II joins the Continental Congress, all Boycotts will be lifted, but the
Monarch may declare further Boycotts later on. As soon as Peter Stuyvesant joins
the Continental Congress, you will be able to build Custom Houses in your
colonies. The original Colonization game contained a bug which made the
Custom House ignore all Boycotts, and this behaviour is available as a rule
variant.
Naturally, the Monarch does not trust your colonists, some of which are
nothing but Petty Criminals, and some of which even support the infamous Sons
of Liberty. For this reason, the crown maintains the Royal Expeditionary
Force, which is to put an end to insurrections in the New World. From
time to time the Monarch may inform you that further units have been
added to the Royal Expeditionary Force, just so that you don’t get any
ideas.
The Monarch may also declare war on any nation present in the New
World, both European and native. This will also affect your relations with
this nation, unless Benjamin Franklin has already been elected to the
Continental Congress. In this case, the Monarch’s wars do not affect you
anymore.
If you are already at war with some nation, either due to the Monarch’s
actions, or your own, the crown may offer you some cheap Mercenaries. If you
agree to their price, these units will appear at the docks in your Home Port, ready
to set sail for the New World.
8 Units
Several dozen different units are available in FreeCol, but not all units are
available to all players. Some units are available only to Indian Players, some
units are only available to European Players, and other units are available only
to the Royal Expeditionary Force.
The most basic unit of the European Players (including you) is the Free
Colonist. The Free Colonist is quite good at any task, but has no special skills.
At the beginning of the game, many of the colonists will not be volunteers, but
Indentured Servant, or Petty Criminal, who are deported to the New World.
Indentured Servants are pretty bad at all jobs within the colony, but
just like Free Colonists, they can be sent to native villages to learn a
skill from the natives. Petty Criminals are very bad at all jobs within
the colony and can not learn anything from the natives. However, both
Indentured Servants and Petty Criminals can become Free Colonists through
Education.
Many early colonies failed due to a lack of food. In order to avoid a similar
fate, you must ensure adequate food production from the very beginning. All your
colonists can produce some amount of food, especially on the more fertile terrain
types, but the Expert Farmer and the Expert Fisherman will greatly increase
your food production. But note that the Expert Fisherman requires a Dock to
moor his boat to, and that this requires at least one ocean tile adjacent to your
colony.
Four types of units are not available in Europe because they posses
skills that can only be learned from the native population. These are the
Master Sugar Planter, the Master Cotton Planter, the Master
Tobacco Planter, and the Expert Fur Trapper. These units are able to
greatly increase your production of Sugar, Cotton, Tobacco, and Furs,
respectively.
In the beginning of the game, you will most likely export a great deal of
these goods to Europe, but beware, prices will drop! However, all the raw
materials of the New World can be used to produce luxury goods that
will sell for higher prices in Europe. Sugar can be used to distill Rum,
Cotton can be used to produce Cloth, Cigars are made from Tobacco,
and Coats are made from Furs. All your colonists can do this, but the
Master Distiller, the Master Weaver, the Master Tobacconist, and
the Master Fur Trader are the experts who will really rev up your
production.
The New World also has two mineral resources, Ore and Silver, to offer. Again,
all your colonists are able to mine these resources to a certain extent, but you will
need the Expert Ore Miner and the Expert SilverMiner to make the most of
them.
Lumber can be produced in all forested tiles, and can also be exported to
Europe, although prices are low. However, you will need vast amounts of lumber
in order to upgrade your colonies, and no colonist is more skilled at cutting down
forests than the Expert LumberJack. Nor is any colonist more skilled at
turning the lumber into buildings than the Master Carpenter.
The more advanced buildings you can construct in the your colonies require
not only lumber but also Tools, which are produced from Ore. This is the job the
Master Blacksmith excels in. Tools are also used by your Pioneer to clear
forests and plow fields, but none of your other colonists can match the
outdoors skills of your Hardy Pioneer. And finally, Tools are required for
the production of Muskets, a demanding task best left to the Master
Gunsmith.
All your units are able to explore the New World, but the colonist most
suited to this dangerous endeavour is the Scout, a mounted colonist. A
Scout may become a Seasoned Scout through experience, either by
visiting native settlements, or by investigating Lost City Rumours. The
Seasoned Scout is much more skillful at these jobs, but beware, they are
dangerous!
Another colonist able to visit native settlements is the Missionary. Any
colonist can be converted to a Missionary by blessing him in a colony with a
Church, or in the Home Port, which is sure to have several churches and maybe
even a Cathedral. Missionaries are able to establish a Mission in the native
settlement, and to convert the natives. The Jesuit Missionary, however, is much
more accomplished at the job.
The converted natives may join your colonies as Indian Convert. They ar |