Games PC Sid Meier S - Colonization - Technical Supplement
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Games PC Sid Meier S - Colonization - Technical Supplement
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Ore: In the long term, one of the most important resources found in the New World is an abundance of metal ores. Your blacksmiths can process this ore to create tools and other metal products. Gunsmiths can then use the tools to fashion muskets. As European competition heats up, youll find it more and more necessary to stockpile muskets. Founding Fathers: From the time your people build their first colony, great issues are debated in the Town Halls. There are five categories of discussion: trade, politics, military, religion, and exploration. As the discussions continue, great ideas are formed ideas that fundamentally affect the course of history. As your colonies grow, these ideasembodied in the men who articulate themincrease the potential inherent in your colonies as an independent nation. Independence: Ultimately, if your colonies grow and become self-sufficient, your people will desire independence. When you feel ready to take on the Royal Expeditionary Force, which you can see growing throughout the game, you can declare independence. If you successfully defend your colonial empire, you win the game.
TO PLAYERS OF CIVILIZATION
One of the main goals in the design of Colonization was to provide a rewarding experience to those who loved Civilization. This meant maintaining a lot of the same features that were used so successfully in Civilization. For this reason, if you played Civilization, youll find a lot that is familiarparticularly in the user interface. Many of the same game mechanics have found a life here, as well. If youve played Civilization a lot, probably the best way to learn this game is to jump right in and start to experiment; if you are unfamiliar with Civilization, read on, and have fun. Even if you are familiar with Civilization, we strongly encourage you to play one game at the Discoverer level and take advantage of the tutorial.
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BEFORE YOU START
This manual contains details and tips on playing Colonization. It also provides background material about the topic and suggestions for further reading on the Age of Discovery. The manual applies to all computer systems, except where indicated. Components: The game includes three 3.5" disks, this manual, a player-aid card, and a short technical supplement that provides technical information not included in the manual. If your copy of Colonization does not include all these components, contact our customer service department for help: (410) 771-1151. Installation: To install Colonization onto your hard drive: Insert Disk A into your floppy drive, and type INSTALL. Follow the instructions that appear on the screen thereafter. Learning the Game: There are essentially two ways to approach learning this game: you can study the manual first (Chapters I through VII), or you can just begin playing, referring to the manual when you have questions. The table of contents and the index will help you pinpoint information about a particular aspect of the game. Whichever method you prefer, we recommend you read the introduction of this manual first to get an idea of your goals.
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French Power: The primary strength of the French colonial endeavor lay in their ability to cooperate with the native population. Alliances and trade agreements were made and maintained between French colonists and native tribes for many years. While these relationships were not without violent incident, they were largely successful. The French have the ability to live among the natives more peacefully than other nations. Spanish Power: Spain had recently completed a centuries-long war of re-conquest of the Iberian Peninsula and had an abundance of military-minded young men spoiling for further conquest. The Native American population offered a good target for just such adventures. The Spanish ruthlessly destroyed countless Amerindian civilizations in their relentless search for gold, silver, and other plunder. Accordingly, the Spaniards receive a 50% attack bonus when attacking Indian villages and towns. Dutch Power: During the Age of Expansion, the Dutch gained their independence from Spain, and quickly began to extend their economic influence globally. They established the Dutch East India Company, which dominated trade in the East Indies. They subsequently attempted to do the same in the west by establishing the Dutch West India Company. These large-scale trading concerns were made possible by the rulers of the Netherlands, who were primarily of the merchant class. Accordingly, the Dutch economy is more stable than the other European powers. This is reflected by the consistency of prices in Amsterdam. Also, the Dutch start the game with a trading vessel.
Your Name
Type in the name by which you wish to be known. Enter it by pressing the Enter key. The game suggests a name if you cant think of one.
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THE GAME TURN
Colonization is played in a series of game turns, each following a strict sequence of actions. Each of your opponents (including the natives) has a segment of the turn (called player turn) in which to move units and manage affairs. During your segment, you direct the movement of colonists, ships, and wagons, make decisions about the jobs each of your people is doing, attack enemy units, make naval attacks, and so on.
At the beginning of each game turn the date advances.
Player Turns
Each game turn is divided into a series of player turns. The natives go first in every game turn, then each nationality goes in order (England, France, Spain, Netherlands). European Issues: During each player turn, events in Europe are assessed first (like changes in market prices and the tax rate, the arrival of new immigrants to the docks, and various other items). Colonial Issues: Next, events and issues in each of the nations colonies are assessed and reported if necessary (food shortages and spoilage, lack of this or that resource to complete this or that project, and completion of construction projects). Movement and Combat: Finally, each unit may now move and attack according to the rules of movement and combat (see Moving Units and Combat in the New World). Each unit is activated one after the next, until all have had the opportunity to move (see Giving Orders for details). During the movement phase, you may perform all other management tasks for your colonies, like examining the map and your colonies (see The Map Display), checking European status (see The Europe Display), consulting any of your advisors for reports (see Other Menus), and so on. When all active units have been moved or have had the chance to move, your player turn ends and the next player's begins.
Colony Report Options
These options allow you to turn on or off certain types of reports that appear automatically during the game.
Sound Options
This allows you to turn music and sound effects on and off.
Pick Music
Because we know youll love the music in this game (especially if you have a wave table synthesis sound card), we give you the option to listen to any of the compositions at any time. Note that music must be ON under sound options for this to work.
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Save/Load Game
This allows you to save the game youre currently playing, or load a previously saved game. There are 10 slots for saving games during play. The last two are special, autosave slots. The next-tolast slot always contains a version of the most recent game from last turn; every ten years, a copy of the game is saved and placed in the last slot.
Declare Independence
Also included on this menu is the option to declare your independence. Do this only when you are sure your colonial empire is ready to withstand a prolonged conflict with your home country (see Declaring and Winning Your Independence).
Retire
This ends the current game and calculates your score. Note that your colonial empire will be lost if its not already saved.
This ends the game without calculating a score; your colonial empire is lost if not already saved.
OTHER MENUS
The views menu contains options for switching the map display from view to move modes, for viewing the Europe screen, and other helpful commands. The orders menu lists any special commands that can be given to the currently-active unit, in addition to normal movement commands (see Giving Orders for details). The reports menu contains special reports that you can request from your various advisors. The reports are described in the appropriate sections of the manual. The trade menu contains items related to automating various aspects of trade in the game (see Automating Trade). The Colonizopedia gives you access to the on-line encyclopedia of Colonization. Use it to obtain information quickly about a variety of game-related topics. Right-clicking on units, terrain, and other stuff also accesses the Colonizopedia.
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THE COLONISTS
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As Viceroy of the New World, you control the activities of all the colonists from your nation. You decide where they move, what they explore, where they build settlements, what they build inside the settlements, and so on. Each of your people has a skillor the potential to gain a skillthat can be valuable to you and your empire, if you use it wisely. Deciding whom to give what skills, and where to employ them is a major part of Colonization. Not only do you decide where your people work, you also determine what job they do. It is usually wise to let skilled people do what they do best, although sometimes this is not possible, and sometimes it is not advisable. You must decide year-to-year how best to utilize your people resources. Also, by combining your people's skills with other resources like horses, tools, and muskets, you can create colonists with special abilities and powers. Mounting a colonist on horseback creates a scout who can range far and wide gathering information about the New World and carrying news of your arrival. Giving a colonist tools creates a pioneer unit that can build roads, clear woods, and plow the land to make it yield its produce more efficiently. If you give your people muskets they become soldiers that can defend your hard-won foothold in the New World, expand the might of your new nation, and break free from tyranny. Icon: Each colonist is represented by a small icon of a person. Each type of colonist wears clothes or carries implements that reflect his skill or status. For example, the carpenter stands in front of a sawhorse, the petty criminal has his head and hands in stocks, and the lumberjack wears a red shirt and holds a saw (see the Colonizopedia or Skills Chart for details). Orders Box: In addition, each colonist who moves around the map carries an orders box. This box has two functions: the color of the box indicates the colonists nationality (red for English, blue for French, yellow for Spanish, and orange for Dutch); and a letter inside the box indicates the orders the colonist is currently carrying out.
Cathedral
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Custom House
After Peter Stuyvesant has joined the Continental Congress (see Founding Fathers Ideas and Powers), your colonies can begin to construct custom houses. Constructing a custom house allows you to automate some trading activities with the Europeans. A custom house serves as a permanent arrangement between the colony that constructs it and the mother country. Once completed, you indicate which goods and commodities you want to sell on a regular basis to Europe. The logistics are handled for you by a combination of European and colonial merchant shipping. You no longer have to load and unload cargo or move ships. Another important function of the custom house is that it allows trade with Europe to continue after the Rebellion has begun; otherwise, access to European markets is closed (see Sons of Liberty During the Revolution, for more details). Putting the Custom House to Work: Click on it in the settlement view. A shipping schedule appears, listing all goods and commodities. Select those items you want the custom house to sell to Europe automatically. In subsequent turns, any of the selected goods or commodities that the colony producesor receivesare shipped to Europe automatically, and sold. You can change the shipping schedule at any time by clicking the custom house again and resetting the list.
Political Activities
Printing Press
Your colony can start a printing press and newspaper when its population is 1. Printing presses and newspapers provide a forum for public expression of concerns facing the people. This public forum can create a sense of community and brotherhood which, in turn, generates feelings of patriotism within a colony. When a colony completes a printing press, all liberty bell production within is increased by 50%. Building a newspaper increases liberty bell production by 100%.
Newspaper
Colonization manual part 2
8/16/97 5:30 PM
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THE OLD WORLD
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Regardless of what nationality you represent and how independence minded you are, the bonds that bind you to your home country are strong and enduring. Your home country supplies you with people to populate the New World, ships to get them there, goods to trade with the natives, as well as muskets, tools, and other provisions that allow your colonies to exist in the early years. However, this relationship is not without price. The King wants to profit from your endeavors. He will charge exorbitant prices for seemingly indispensable skills and military equipment. He will tax your colonies in order to gain revenue for the Crown, and hell get you into unwanted wars with your rivals. An important source of information and commerce is the Europe display on which you: trade goods and commodities, recruit new colonists, buy military equipment, and hire specialists.
SAILING TO AND FROM EUROPE
To leave the New World and sail a ship to the Old, the ship must enter a Sea Lane square on the map display, then move toward the nearest map edge. When this occurs, the ship disappears from the map display, and appears in the Expected Soon transit view of the Europe display. When the ship docks in the harbor, it appears in the harbor view. When it leaves the harbor to sail to the New World, it moves to the Bound for New World transit view. When the ship arrives back in American waters, it appears in the Sea Lane square from which it left. The Voyage: During the voyage between continents, ships are in the appropriate transit view on the Europe display. The journey may last from one to four turns, depending upon the weather, the speed of the ship, its navigator, and whether the ship sailed east or west from the New World. It is impossible to predict exactly how long a given voyage will last, but one that begins from the east edge of the map is usually shorter than one from the west. Reversing Direction: You can turn around a ship currently sailing for Europe and bring it back to the New World (before it arrives in Europe) by moving it from the Expected Soon to the Bound for New World transit views. The opposite is also possible. Leaving the Harbor: When you wish to return a ship currently in harbor to the New World, simply drag it from the harbor view into the Bound for New World transit view. Any cargo currently onboard ship goes along, and any colonists on the docks that are on sentry duty (S appears in their orders box) board the ship if there is an empty cargo hold for them (see Recruiting and Hiring, below).
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THE EUROPE DISPLAY
Transaction Monitor Transit Boxes En route to New World Harbor View Docks
Warehouses Exit Button
You conduct all trade transactions with your mother country on the Europe display. On this display, you can examine the current prices of all goods and commodities in your home countrys market, check out all the ships currently in your home country's harbor, or en route to or from the harbor, pick up immigrants that are ready or willing to go to the New World, purchase ships or artillery units, or hire professionals to come to America to aid in your cause. As you establish yourself in the New World and begin trading with Europe, your ships will probably be making the journey from New World to Old almost continually. To open the Europe display, press the Europe Status key (E). The display automatically opens when one of your ships docks at the harbor in your European home country. The display contains several different views: the transit views, the harbor view, the warehouses, and the docks.
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HARBOR AND WAREHOUSE VIEWS
The harbor view and warehouses of the Europe display function identically to their counterparts on the colony display. The only difference is that loading and unloading cargo on the Europe display is an economic transaction, causing the value of your treasury to be adjusted according to the prices displayed in the warehouses. The warehouses (horizontal strip along the bottom of the screen) show all the goods and commodities that can be sold or purchased in your home country port. There is an infinite supply of all these goods and commodities, and the port buys as much of each as you can bring to market. Both ask and bid prices are listed for each item. The number to the left of the slash is the amount of gold you are paid per unit of cargo you sell (bid); the number to the right is the amount of gold you must pay to buy the cargo (ask). The harbor view shows all ships currently docked in the harbor. Beneath the wharves runs a row of boxes representing the cargo holds of the currently-selected ship. In this view, you can transfer cargoes from warehouses to your ships, or vice versa. You can also transfer cargoes from ship to ship.
BUYING
SELLING CARGO
The procedure for buying and selling cargo in Europe is nearly identical to that for loading and unloading cargo in one of your colonies. The only difference is that here your treasury is adjusted. Buying Cargo: With the mouse, drag the cargo you want to buy from the warehouse onto the ship. You can purchase up to 100 items of that cargo, and your treasury decreases accordingly. Selling Cargo: Selling cargo works the opposite way. Using the mouse, drag cargo from your ships hold to the warehouse area of the display. The cargo is automatically stowed in its proper place, and your treasury increases accordingly. Alternatively, you can press the Unload key (U) and empty the cargo in your first hold into the warehouse. Repeated use of the Unload key (U) eventually unloads an entire ship, updating your treasury hold by hold. Buying and Selling Partial Cargoes: You may want to buy or sell somebut not allof the cargo in a hold or warehouse. To do so, shift-drag the cargo. A dialog box appears into which you can type the exact number of the cargo you want transferred.
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INDIAN ANGER AND ALARM
In general, the Indians remain a mysterious entity, moving silently through the woods and plains of their land. The attitude of each tribe toward the settlers is a source of worry and concern to all, but is cloaked in mystery. The native settlements each have an identity of their own, but a general tribal uprisinginvolving all settlements of that tribecan occur if your actions toward some villages of the tribe are insensitive or brutal. In addition to tribal anger, each native settlement has a level of alarm, which increases with your population and proximity. Overall tribal anger is affected by direct action you take against the Indians. Alarm in individual settlements is affected not by direct action, but by indirect pressures such as your proximity to that settlement, the size of your colony, the presence of weapons, and so on.
ANGERING
NATIVES
In general, Indians dislike change in the environment. Working or changing land they deem their homeland or sacred makes the natives more discontent. Improving Indian Land: If you clear, plow, or build a road in Indian homeland squares, or work their land in any way without buying it first, their attitude shifts toward anger. Attacking or Demanding Tribute: If you attack braves or native settlements, the tribes attitude swings dramatically toward anger. This is true regardless of the number of times they have attacked your holdings. If one of your soldier, scout, or dragoon units demands tribute from an Indian village, this increases the tribes anger. Alarming a Village: The more alarm generated by your colonies (see Village Alarm, below) in villages of a certain tribe, the faster the mood of that tribe turns from content to angry. Involving a Capital: All of the provocations above have a more devastating effect if a tribal capital is involved. Treat Indian capitals with care. Corrupting Burial Grounds: Sometimes when you explore rumors of lost civilizations, you break into burial grounds. They may be sacred to a nearby tribe. In some cases, it can be very profitable to search these grounds for treasure. Be aware, though, that if you do, you may anger the nearby Indians dramatically, causing them to immediately attempt to rid the New World of you and your kin.
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The next colonial moves of the French so closely paralleled those of the English that they suggest close and conscious competition between the two countries. With much of the Spanish Armada at the bottom of the English Channel, England and France were now emerging as the true powers of Europe. France had first explored American coasts in the 16th century. Jacques Cartier made three voyages to North America in 1534, 1535, and 1541. His first voyage ventured into the Gulf of St. Lawrence; the second went farther down the St. Lawrence River to where Quebec now stands and to the site of Montreal near the head of navigation. Cartier wintered at Quebec and his party nearly perished from scurvy until the Indians explained how juice from certain tree leaves could save them. Cartier's voyage of 1541 attempted to place a colony in North America, but the harsh climate and the hostility of the natives convinced him to return home with the survivors. Not for another 60 years would the French return to North America to attempt colonization. France in 1600 was a powerful nation of sixteen million, twice as large as Spain and three times the size of England. Henry IV was a Protestant who converted to Catholicism to become King. Recognizing the advantage of settling the Americas, he offered the fur monopoly to anyone willing to undertake its colonization. Furs, especially beaver, were important to French industry. The Company of New France was created to underwrite this colonial enterprise, and they sent Samuel de Champlain on a reconnaissance voyage in 1603. He made several attempts to settle on the coast below the St. Lawrence River, but found the Indians too hostile. In 1608, Champlain returned to the Americas with new settlers, determined to establish a colony at Quebec from which he could control river traffic and fur poaching. He built a fortified log village at the base of the Quebec cliffs that remained the only evidence of a French colony for many years. In 1609, he agreed to help the local Hurons and Algonquins in a war against the Iroquois to the south. Although this policy improved relations with the local natives and thus the fur trade, the long-term consequences were fateful. When the Iroquois later became the most powerful native nation between the French and English, their deep-rooted enmity to the French helped assure that the English would dominate the continent. The French attempted to maintain excellent relations with the nearby natives as part of Champlain's plan to enlist their aid in his search for a northwest passage, and to facilitate the fur trade. He instituted an exchange program in which Frenchmen lived with an Indian tribe for a year (they were known as coureurs des bois), and Indians came to live with the French. With native help, he discovered for France two of the Great Lakes: Huron and Ontario. The Great Lakes eventually provided access to the interior of North America.
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The Dutch most commonly established stations that rarely achieved the status of a colony. In the early 1600's they seized land in Brazil, the West Indies, and sites along the coast of North America. These outposts were planted by joint stock companies similar to those used by the English. Investors in Holland pooled capital, which was used to hire colonists and provide for their transportation. Profits were expected to come from trade, raw materials, and in some cases, from privateering on Spanish shipping. Like most colonial powers, the Dutch pursued several goals simultaneously. In 1621, the Dutch West India Company was formed. Three years later, a large Dutch fleet sponsored by the Company attempted to wrest the sugar producing areas of northeast Brazil from the Portuguese. They were somewhat successful and gained control of the sugar trade in this region for years. However, the West India Company could never afford suitable garrisons and naval patrols. There was no large influx of Dutch colonists. Eventually, the Portuguese populations rose up and threw the Dutch out by 1654. The fleets of this West India Company raided throughout the Caribbean during the 1600's. Their greatest success came in 1628 when Admiral Piet Heyn intercepted and captured the yearly Spanish treasure fleet off Cuba. Dutch predations opened the way for Dutch traders and they came to dominate Caribbean trade. One estimate is that Dutch trade exceeded the official Spanish trade by five times. The Dutch themselves captured only a few islands for bases. They preferred islands because they were much easier to defend than harbors along the coast of South America which would need landward fortifications. In 1634, they seized the barren Curacao islands off the coast of Venezuela. Here they found a suitable harbor within striking distance of the entire Spanish Main. A station in North America was attractive to the Dutch because it could provide an outpost for fur trading and a naval base on the American side of the Atlantic. Also in 1624, the West India Company landed thirty families on Manhattan Island, at the mouths of the Delaware and Connecticut Rivers, and up the Hudson near present-day Albany. Within a year, the settlement near Albany, between the Mohawk and Hudson Rivers, was solidified and called Fort Orange. This was an advanced trading station meant to intercept furs headed for New England from the Iroquois interior.
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CREDITS
Design
Sid Meier, Brian Reynolds, Jeff Briggs, Douglas Caspian-Kaufman
Programming
Brian Reynolds
Art Direction
Barbara Bents Miller
Computer Art
Stacey Clark Tranter, Bob Kathman, Barbara Jeznach, Michael Haire, Charlie Shenton, Kevin Boehm, and Susan Clausen
Music Composition and Arranging
Jeff Briggs, Roland Rizzo, and Ken Lagace
Sound Programming
Ken Lagace, Jim McConkey, Roland Rizzo, Mark Reis, and Dave Evans
Documentation
Jeff Briggs with Bruce Shelley
Editor
Jonatha Caspian-Kaufman
Manual Design and Layout
Joe Morel, Cesar Novoa
Illustrations
Bob Kathman
Quality Assurance
Matt Showalter, Jim Tricario, Jen MacLean, Don Emmel, Jason Coleman, Brian Wilson, Bill Burton
Producer
Jeff Briggs
Colonization player aid cards
8/16/97 5:28 PM
SID MEIERS COLONIZATION PLAYER AID CARDS
COMBAT STRENGTHS CHART
Treasure Train
Wagon Train
Free Colonist
Armed Brave
Mounted Brave
Mounted Warrior
Soldier
Dragoon
Veteran Soldier
Veteran Dragoon
Continental Continental Regular Cavalry Regular Cavalry
Artillery
Treasure Train* Wagon Train* Any Unarmed Colonist* Seasoned Scout
STRENGTH
NATIVE UNITS
Brave Armed Brave Mounted Brave Mounted Warrior
MILITARY UNITS
Soldier Dragoon Veteran Soldier** Veteran Dragoon** Continental Regular Continental Cavalry Regular Cavalry Artillery*** Damaged Artillery***
3 4.6 7/5 5/3
* These units may not attack. ** Veteran soldier strengths are (normal strength + 50%). *** Artillery units list attack/defense strengths; they suffer severe penalties when not inside a fortification. Artillery inside a fortification gains a bonus when defending against Indian raids. When an artillery unit is defeated in battle, it is damaged.
NAVAL UNITS CHART
FORTIFICATION CHART
Man-o-War
Caravel
Merchantman
Galleon
Privateer
Frigate
Caravel* Merchantman* Galleon* Privateer Frigate Man-o-War
No No No Yes Yes Yes
Fortified Unit
Stockade
Fortress
FORT TYPE
Fortified Unit Stockade Fort Fortress
DEFENSE BONUS
50% 100% 150% 200%
* These units may not attack.
Copyright 1994 MicroProse
Note that artillery defending in a fortified colony receives a 75% bonus against Indian raids.
SKILLS CHART
Expert Farmer
Expert Fur Trapper
Expert Lumber Jack Expert Ore Miner
Master Sugar Planter
Master Tobacco Planter
Elder Statesman Master Carpenter
Master Distiller
Master Tobacconist Master Weaver
Master Blacksmith Master Gunsmith
Seasoned Scout Hardy Pioneer
Veteran Soldier Jesuit Missionary
Expert Fisherman
Expert Silver Miner
Master Cotton Planter
Firebrand Preacher
Master Fur Trader
OUTDOORSMEN
Expert Farmer Expert Fisherman Expert Fur Trapper Expert Silver Miner Expert Lumber Jack Expert Ore Miner Master Sugar Planter Master Cotton Planter Master Tobacco Planter
PRODUCES
Food Food Furs Silver Lumber Ore Cane Sugar Cotton Tobacco
WHERE 1
SCHOOL 2
S* S* S* S* S S C* C* C*
Plains, Savannah, Prairie, or Grassland Ocean Forested Terrain, except Swamp Mountains Forested Terrain Hills, Mountains, Swamps, Marsh, Tundra Savannah, Marsh, Swamps Plains, Grassland, Prairie, Savannah, Desert Plains, Grassland, Prairie, Savannah, Marsh, Swamp, Desert
SPECIAL
Firebrand Preacher Elder Statesman Crosses Liberty Bells Church/Cathedral Town Hall U U
CRAFTSMEN
Master Master Master Master Master Master Master Carpenter Distiller Weaver Tobacconist Fur Trader Blacksmith Gunsmith
CONVERTS
Lumber to Hammers Sugar to Rum Cotton to Cloth Tobacco to Cigars Furs to Coats Ore to Tools Tools to Muskets
Carpenters house/Lumber mill Distillers house/Distillery/Rum factory Weavers house/shop/Textile mill Tobacconists house/shop/Cigar factory Fur trading post/factory/Fur factory Blacksmiths house/shop/Ironworks Armory/Magazine/Arsenal S C C C C C C
Seasoned Scout Hardy Pioneer Veteran Soldier Jesuit Missionary Better at exploring rumors, negotiating, meeting Chiefs, infiltrating Clears forest, plows fields, and builds roads faster Increased attack and defense strengths More effective missions, denouncements, incitings S* S C U
1) The presence of plowing, a road, and/or a river in a square increases the output of that square. 2) Minimum level of school required to teach the skill: S=Schoolhouse; C=College; U=University * This skill can be learned from the Indians.
MOVE COST*
2/1 2/1 2/1 2/1 3/2 3/2 1/1 2/1
DEFENSE BONUS*
50/0 50/0 50/0 50/0 50/25 75/25 50/0 50/0
3/4 3/4 3/4 3/4 2/3 2/3 2/2 2/0
0/0 0/1 0/0 1/3 1/1 2/3 0/0 0/0
PRODUCTION VALUES* COT FUR LMB
1/2 1/2 1/3 1/3 0/0 0/0 1/1 0/0 3/0 2/0 2/0 2/0 2/0 0/0 2/0 3/0 6/0 6/0 4/0 4/0 4/0 4/0 2/0 4/0
0/0 0/0 0/0 0/0 2/3 0/0 1/2 1/0
0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/0
0/0 0/0 0/0 0/0 0/0 0/0 0/0 0/3
1/1 1/3 1/2 1/2 2/3 0/1 0/1 0/0
*All values are for forested/non-forested terrain, except where the terrain type cannot sustain forests. Move Cost is the number of moves it costs a unit to enter that terrain type. Defense Bonus is a percentage of a units base strength that is added to its defense in that terrain type. Production Values are the number of goods or commodities produced per turn in that terrain type by a free colonist.
D i v i s i o n
S p e c t r u m
H o l o B y t e,
I n c.
Tags
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