******************************************************************************* SID MEIER'S COLONIZATION for PC ******************************************************************************* FAQ/STRATEGY GUIDE (v1.0) ******************************************************************************* By DENOUEMENT (cgparham757@aol.com) ******************************************************************************* DISCLAIMER: This file is copyright by Denouement (Chris Parham). You may NOT reproduce or distribute this guide in any manner, electronically or otherwise, without the express written permission of the author. You may not display this guide on any page in which there are advertisment banners. Below can be found the list of sites that are permitted to host this guide. This list can be changed at any time. List of acceptable sites: GameFAQs (www.gamefaqs.com). List of sites which do NOT have permission: www.cheats.de Remember, plagiarism is a crime and is punishable under the law. Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com Thanks CJayC! ******************************************************************************* E-MAIL POLICY: I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's: DO send questions not in the FAQ. DO send questions in text or HTML format. DO send e-mails with "GameFAQs" in the subject line. DO send suggestions and corrections, this is not a final guide. DO tell me if you find this guide on a site where it is not permitted (see above). DON'T send executables. DON'T send vulgar or inappropriate mail. DON'T send mail over and over again, I only check it once every day, at most. I will try to get back to you as soon as possible...unless you did one of the "DONTS", in which case your mail will be summarily ignored and ruthlessly deleted. ******************************************************************************* CONTENTS 1. Intro Material -- Disclaimer -- E-Mail Policy -- Contents -- Introduction 2. Strategy Guide -- Opening Strategy -- Choosing a Mother Country -- Founding Your First Colony -- Early Trips to Europe -- Early Founding Fathers -- Development -- Expansion Plans -- Middle Game Founding Fathers -- Declaration of Independence -- When to Declare? -- Defeating the Royal Expeditionary Force -- Late Game Founding Fathers -- Score Boostage 3. Statistics -- Units -- Terrain -- Buildings -- Professions -- Founding Fathers -- Colony Name Lists 4. Closing Material -- Closing Statement -- Acknowledgements -- Endnotes ******************************************************************************* INTRODUCTION Colonization is a strategy game created by one of the elite names in this genre, Sid Meier, who is best known for his creation of the Civilization series. It is pretty much alike to his other games and has most of the same basic qualities, except that economics takes a little more precedence over military issues in this game, and there is no emphasis on science and technological development. The only drawback is that there are a few annoying bugs, but most can be cured by simply returning to the previous save. Otherwise, enjoy this game, and I hope my guide for it helps you out in some way!!! Requirements: IBM/Compatible PC 386/486/Pentium 1 MB RAM CD-ROM Drive MSDOS 5.0 or higher VGA graphics Mouse (recommended) Supported Sound Cards: AdLib SoundBlaster Roland Pro Audio Spectrum ******************************************************************************* ******************************************************************************* ******************************************************************************* O P E N I N G S T R A T E G Y ******************************************************************************* ******************************************************************************* In the early game, your goal will be to expand your empire and acquire a solid foothold in the New World. Other nations will generally be friendly to you, or at least indifferent, so take advantage of this to expand fast and push yourself to a position of strength, priming your empire for the middle game's focus on growth and wealth development. CHOOSING A MOTHER COUNTRY When the game begins, you must choose a mother European nation to represent, and until you try to declare independence you will be that nation's colony in the New World. Each nation has different characteristics which make it better or worse than the other nations. Let me summarize the characteristics of each European power. ENGLAND's colonies receive bonus immigrants from Europe, to represent that fact that England's New World colonies were more settlement-intensive than the trading outposts of other powers. Immigrants are generated in two- thirds the time. FRANCE's colonies have very good relations with native tribes (just as the real French did). A French player will get better cooperation from the Indians, and generates hostility with them less quickly. SPANISH colonies were acquired by military force and conquest, and this is reflected by the fact that Spanish forces gain a 50% attack bonus when attacking Indian settlements. A player representing THE NETHERLANDS beings with a Merchantman unit instead of a Caravel. Also, to represent this nation's stable trading base, the market prices in Amsterdam fluctuate less than those in other European capital cities. Personally my favorite nation to play is the Netherlands, because I like playing an economic game. The French aren't bad either, and are especially good for beginning players since friendly Indians let you get off to a good start in the game. England is decent but nothing special, and finally Spain is only good if you really like fighting battles. FOUNDING YOUR FIRST COLONY Civilization players may be somewhat unused to this since in Civ founding that first city, well it doesn't really matter where you do it since you can always expand. In Colonization expansion is more difficult for a number of reasons, so your first city needs to be correctly placed. I will address a few important factors to consider before you set up your first colony. You might want to sail up the coast for awhile and scout out the terrain before choosing a place. First, you want to make sure you're on a decent size land mass; anything that seems big enough to support eight or so colonies is fine. Second, look for two traits in the specific spot you choose. One, having some special resource squares nearby will be a big boost to your colony. A silver mine is an especially good one, if it is available. Second, try not to found a city right next to a native city. While you will probably encounter some natives soon after landing, staying away from their cities will help you avoid undesirable conflicts. Stay on the coast of course (you are doomed otherwise), and watch out for helpful fish squares, which can really boost your food production. Finally, as a general rule you will want to use your two different units to establish two different colonies on this land mass. Make sure both are sea-accessible, and get them started on producing some valuable exports. As far as developing initial colonies, two important structures to acquire early on are the dock and the warehouse. Fishing is by far the easiest way to get large amounts of food and securing a dock will really allow a colony to flourish. Also, without a warehouse, a productive colony serves no purpose, since your fabulous produce will all spoil and be worthless. Other structures to consider building are those that will develop that colony's unique resource squares. EARLY TRIPS TO EUROPE When you send your first ships back to Europe, there are a number of things you need to concentrate on. First, of course, you should be taking back the products of your colonies to Europe at each opportunity, especially since you don't have a warehouse yet and can't store large amounts of goods. Head over to Europe and get your cash from the production of your colonies, but even more important is bringing over new colonists from the mainland. The quality of colonists you pick up here will have a big impact on your success. Ideal choices to recruit in the early game are Seasoned Scouts, Hardy Pioneers, Farmers, Fishermen, and Lumberjacks and Carpenters. Use these new colonists to found new villages around your initial ones and begin the first level of your empire's expansion. EARLY FOUNDING FATHERS Good founding fathers to pick up during the early phase of the game include Thomas Jefferson, who increases your rebel sentiment and gets you production bonuses, and Peter Minuit, who will eliminate the problems of overlap with native villages and increase your potential expansion area. Other decent choices are Franklin, Penn, and de la Salle. Of course, the ultimate deciding factor will be which of these are available. ******************************************************************************* ******************************************************************************* D E V E L O P M E N T ******************************************************************************* ******************************************************************************* Your focus here will be to grow and expand your colonies (more so than your empire as a whole). The reason for this is that you are seeking to bring about the necessary conditions of wealth and population that you need for a successful bid at independence. EXPANSION PLANS Now your goal is to expand your colonies to the area around you. Try to occupy as much of your landmass as possible, and occupy as many resource squares as possible. Especially if there are no Indians in the vicinity, inland colonies are very rarely a liability no matter how weak, so feel free to build a size one or two colony just to exploit an inland silver deposit. However, you will also need eight to twelve (minimum) major coastal colonies to form the backbone of your empire. In addition to building new colonies, you also need to develop your existing ones. That means building the appropriate structures to benefit local production, building fortresses, and so on. It's a good goal to get around six cities of population above ten or twelve; often at this point you will be ready to start preparing for your War of Independence. MANAGING TRADE Having a variety of goods available for trade is essentail for success at this point in the game. The way trade works is, when you sell some of your goods in Europe, the price they will pay for more of these goods goes down, since there is less demand. When you buy something, the price they will pay, and the price at which you are able to purchase more, goes up since the demand is greater than the supply. This means that if you want to make the most profit off trade: (1) diversify your exports among all available possibilities, to keep the demand for each product at a good level, and (2) always sell and buy in as large a bulk as possible, so that change in prices don't take effect until after the transaction. Also, you may be able to obtain positive results by buying a small amount to raise the price, then selling a large volume at the higher new price, this will have to be further looked into. MIDDLE GAME FOUNDING FATHERS Francis Drake and Adam Smith are the best at this time. Factories provide a serious boost to your production that is just what you need at this time, your financial situation will be much more secure with these at your disposal. Privateers are very powerful, both for protecting your shipping lanes, and for disrupting the shipping of other Europeans, thus driving prices in Europe even higher. Pocahontas is pretty decent if the Indians are threatening war; of course if you like the military action, go ahead and kick some native ass. Cortes might be an appropriate choice if that's the game plan you've selected. ******************************************************************************* ******************************************************************************* D E C L A R A T I O N O F I N D E P E N D E N C E ******************************************************************************* ******************************************************************************* Now is the time to fight your mother country...if you have the preconditions you will need to win, declare a secession and try to defeat the Royal Expeditionary Force sent over to destroy you and end your revolutionary bid for freedom. WHEN TO DECLARE? Once you have a steady base of colonies, it's time to start moving some resources toward military development. That will mean hiring gunsmiths and blacksmiths, etc., to produce weapons. You also need to set up schools and teach some veteran soldiers, then equip them with horses and muskets. That's your Dragoon requirement taken care of. Further, you need some Artillery, which you will need to get started on well ahead of time since the demands, especially the cost in hammers, is fairly prodigious. Generally, before declaring independence every one of your coastal cities should have three Cannons inside it, and three Dragoons close by it, to be safe. Soldiers can remain in the town for defensive purposes. Note that in some cases it may be to your advantage not to defend a colony. For instance, if you have a small colony on an island, and leave it undefended, the REF will go after that first. While you will need to go back and retake it, you gain a little time to develop forces. As to naval forces you will need, I often declare independence with very few naval units at my disposal. If you know you have the capacity to crank out Frigates in a hurry, it's often okay just to wait until they are needed, as dealing with the opposing Men O' War will be a problem, but not an urgent one. DEFEATING THE ROYAL EXPEDITIONARY FORCE Up to this point in the game its entirely possible that you haven't really fought a significant war--probably you've had a couple conflicts with the natives, but Colonization doesn't really concentrate on military matters, so it's easy to get out of fighting wars. Now, however, you must defeat the Royal Expeditionary Force or all your efforts to achieve nationhood will be for naught. The REF will always appear next to one of your coastal settlements (of course, most of your settlements will probably be coastal). Another advantage to you is that the REF will not leave the city they land next to, until they have captured/destroyed it. So if you can hold on at the point of insertion, you will be able to defeat the REF. You will be using two main units to do this: Artillery and Dragoons. Every coastal town should have a fortress and be occupied by at least two to three cannon. The cannon should remain in the city and pound on approaching troops. Do NOT use your artillery to lay the final smackdown on the enemy; your cannons should never leave the safety of the fortress. Instead, in the area around each settlement should be two or three Dragoon units, which are able to use ambush bonuses to destroy artillery-weakened enemy units. Let me give you a few other notes--first, Sons of Liberty percentage affects the success of your troops in battle (higher is better, of course). Since I haven't addressed combat before here are some more tips. Note that since you can breed your own horses in this game, at some point you should have brought over a few horses from Europe, they're not that expensive. You should equip all of your troops with horses since they become much more effective; any real-life benefits infantry possesses is not reflected in this game. Basically Dragoons should be your only forces, except for the Artillery you are using to protect your cities. Artillery might also be needed if you plan to capture strongly-defended enemy cities; if you use them in this role, be sure to protect Artillery units with other units at all times. This might be a good role for any Infantry troops you happen to develop since their lack of speed will not be a factor. LATE GAME FOUNDING FATHERS George Washington is the first guy that comes to mind. The benefits he brings to your troops in terms of gaining experience will definitely help you in a drawn out battle with the REF. It helps even more if you're at war prior to declaring independence; in these situations it's vital that you get Washington. Thomas Paine is another good one, he will keep your liberty bell level in the clouds throughout the end of the game. Simon Bolivar is good for the same reason. Also look through the Early and Middle game recommendations if you need to fill an extra spot, as these guys will still be good even in this phase of the game. SCORE BOOSTAGE Hmm, is boostage a word? I think perhaps not. Nevertheless, if you want to maximize your score at the end of the game, here is a few simple things you can do, most of them in the very last stages when you are close to winning. First, if you have Cortes, wipe out the richer Indian cultures (Incas and Aztecs). The money you get will be a big boost, as you get one point for every thousand gold you possess at the game's end. Second, make sure all of your colonists are trained as specialists of some sort, even if they're not using their training at their job...you get extra points for specialist colonists. ******************************************************************************* ******************************************************************************* S T A T I S T I C S ******************************************************************************* ******************************************************************************* ******************************************************************************* UNITS ******************************************************************************* COLONISTS: Your basic people, with many different functions. SOLDIERS: Regular colonists equipped with Muskets, who are able to function as combat troops, can gain Veteran status. PIONEERS: Regular colonists equipped with Tools, can set up new colonies and make terrain alterations. MISSIONARIES: Impoartant units used to deal with Indians, created by giving special training to colonists, or bought in Europe. DRAGOONS: Soldiers you have equipped with horses, more mobile than your normal troops. SCOUTS: Regular colonists equipped with horses, but not guns. Able to function as scouts, and enter enemy cities to conduct negotiations. CONTINENTAL CAVALRY: A more powerful version of Dragoons, even above veteran Dragoons. CONTINENTAL ARMY: A more powerful version of Veteran soldiers. TREASURE TRAIN: A train of wagon carrying treasure from a captured settlement or a Lost City. ARTILLERY: Heavy weapons used to attack or defend fortified positions. WAGON TRAIN: A train for carrying cargo and goods over land. CARAVEL: The most basic sea vessel. MERCHANTMEN: A slightly larger cargo ship. GALLEON: Your biggest cargo ship. PRIVATEER: Used to attack enemy shipping with virtual impunity, or defend your own shipping. FRIGATE: Gunships used to attack and sink enemy warships. REGULARS: Royal Expeditionary Force's infantry units. CAVALRY: Royal Expeditionary Force's mounted units. MAN-O-WAR: Big warships owned by European powers. BRAVES: Indian fighters without guns or horses, not too strong. ARMED BRAVES: Indian fighters with guns, better than your soldiers in the wilderness conditions. MOUNTED BRAVES: Indian fighters with horses. They are very mobile and have more combat power than regular Braves. MOUNTED WARRIORS: Indians with horses and guns equivalent to Dragoons, and better than your Dragoons in wilderness. ******************************************************************************* TERRAIN ******************************************************************************* NAME = Name of terrain type M = Movement rate (# is turns required to pass) D = Defensive bonus to units I = Improvement types V = Value The final nine columns indicate the resulting number of products produced when that type of land is worked by members of given occupations. From left to right the occupations in question are: #1 -- Farmer #2 -- Planter (Sugar) #3 -- Planter (Tobacco) #4 -- Planter (Cotton) #5 -- Trapper #6 -- Lumberjack #7 -- Ore Miner #8 -- Silver Miner #9 -- Fisherman +-------------------------+---+---+---+---+-----------------------------------+ | Name | M | D | I | V | Number of Products | +-------------------------+---+---+---+---+---+---+---+---+---+---+---+---+---+ | Tundra | 1 | - | 4 | 2 | 2 | - | - | - | - | - | 2 | - | - | | Desert | 1 | - | 3 | 2 | 1 | - | - | 1 | - | - | 2 | - | - | | Plains | 1 | - | 3 | 4 | 4 | - | - | 2 | - | - | 1 | - | - | | Prairie | 1 | - | 3 | 4 | 2 | - | - | 3 | - | - | - | - | - | | Grassland | 1 | - | 3 | 4 | 2 | - | 3 | - | - | - | - | - | - | | Savannah | 1 | - | 3 | 4 | 3 | 3 | - | - | - | - | - | - | - | | Marsh | 2 | 1 | 5 | 2 | 2 | - | 2 | - | - | - | 2 | - | - | | Swamp | 2 | 1 | 7 | 2 | 2 | 2 | - | - | - | - | 2 | - | - | | Boreal | 2 | 2 | 4 | 3 | 1 | - | - | - | 3 | 2 | 1 | - | - | | Scrub | 1 | 2 | 4 | 1 | 1 | - | - | 1 | 2 | 1 | 1 | - | - | | Mixed | 2 | 2 | 4 | 3 | 2 | - | - | 1 | 3 | 3 | - | - | - | | Broadleaf | 2 | 2 | 4 | 3 | 1 | - | - | 1 | 2 | 2 | - | - | - | | Conifer | 2 | 2 | 4 | 3 | 1 | - | 1 | - | 2 | 3 | - | - | - | | Tropical | 2 | 2 | 6 | 3 | 2 | 1 | - | - | 2 | 2 | - | - | - | | Wetland | 3 | 2 | 6 | 1 | 1 | - | 1 | - | 2 | 2 | 1 | - | - | | Rain | 3 | 3 | 7 | 1 | 1 | 1 | - | - | 1 | 2 | 1 | - | - | | Arctic | 2 | - | 4 | - | - | - | - | - | - | - | - | - | - | | Ocean | 1 | - | 2 | 3 | - | - | - | - | - | - | - | - | 3 | | Sea Lane | 1 | - | 2 | - | - | - | - | - | - | - | - | - | 3 | | Mountains | 3 | 6 | 7 | 2 | - | - | - | - | - | - | 4 | 1 | - | | Hills | 2 | 4 | 4 | 2 | 1 | - | - | - | - | - | 4 | - | - | +-------------------------+---+---+---+---+---+---+---+---+---+---+---+---+---+ ******************************************************************************* BUILDINGS ******************************************************************************* NAME = Name of structure COST = Cost to build TOOLS = Tools to build SIZE = Size MIN = Minimum size of colony needed UPK = Upkeep (cost to maintain) +-----------------------------------------+--------+-------+------+-----+-----+ | Name | Cost | Tools | Size | MIN | UPK | +-----------------------------------------+--------+-------+------+-----+-----+ | Stockade | 64 | 0 | 3 | 3 | 0 | | Fort | 120 | 100 | 3 | 3 | 10 | | Fortress | 320 | 200 | 3 | 8 | 15 | | Armory | 52 | 0 | 1 | 1 | 5 | | Magazine | 120 | 50 | 1 | 8 | 10 | | Arsenal | 240 | 100 | 1 | 8 | 15 | | Docks | 52 | 0 | 4 | 1 | 5 | | Drydock | 80 | 50 | 4 | 4 | 10 | | Shipyard | 240 | 100 | 4 | 8 | 15 | | Town Hall | 64 | 0 | 2 | 1 | 0 | | Town Hall | 64 | 50 | 2 | 4 | 10 | | Town Hall | 120 | 100 | 2 | 8 | 15 | | Schoolhouse | 64 | 0 | 1 | 4 | 5 | | College | 160 | 50 | 1 | 8 | 10 | | University | 200 | 100 | 1 | 10 | 15 | | Warehouse | 80 | 0 | 1 | 1 | 5 | | Warehouse Expansion | 80 | 20 | 1 | 1 | 5 | | Stable | 64 | 0 | 0 | 1 | 5 | | Custom House | 160 | 50 | 0 | 1 | 15 | | Printing Press | 52 | 20 | 0 | 1 | 5 | | Newspaper | 120 | 50 | 0 | 4 | 10 | | Weaver's House | 64 | 0 | 0 | 1 | 0 | | Weaver's Shop | 64 | 20 | 0 | 1 | 5 | | Textile Mill | 160 | 100 | 0 | 8 | 15 | | Tobacconist's House | 64 | 0 | 0 | 1 | 0 | | Tobacconist's Shop | 64 | 20 | 0 | 1 | 5 | | Cigar Factory | 160 | 100 | 0 | 8 | 15 | | Rum Distiller's House | 64 | 0 | 0 | 1 | 0 | | Rum Distillery | 64 | 20 | 0 | 1 | 5 | | Rum Factory | 160 | 100 | 0 | 8 | 15 | | Fur Trader's House | 56 | 0 | 0 | 1 | 0 | | Fur Trading Post | 56 | 20 | 0 | 1 | 5 | | Fur Factory | 160 | 100 | 0 | 6 | 15 | | Carpenter's Shop | 39 | 0 | 1 | 1 | 0 | | Lumber Mill | 52 | 0 | 1 | 3 | 10 | | Church | 64 | 0 | 2 | 3 | 5 | | Cathedral | 176 | 100 | 2 | 16 | 15 | | Blacksmith's House | 64 | 0 | 0 | 1 | 0 | | Blacksmith's Shop | 64 | 20 | 0 | 1 | 5 | | Iron Works | 240 | 100 | 0 | 8 | 15 | +-----------------------------------------+--------+-------+------+-----+-----+ ******************************************************************************* PROFESSIONS ******************************************************************************* NAME = Name of occupation F. NAME = Full Name S.L. = Student Level CIE = Cost in Europe +---------------------------------+----------------------------+------+-------+ | Name | Full Name | S.L. | CIE | +---------------------------------+----------------------------+------+-------+ | Farmer | Expert Farmers | 1 | 1100 | | Sugar Planter | Master Sugar Planters | 2 | -1 | | Tobacco Planter | Master Tobacco Planters | 2 | -1 | | Cotton Planter | Master Cotton Planters | 2 | -1 | | Fur Trapper | Expert Fur Trappers | 1 | -1 | | Lumberjack | Expert Lumberjacks | 1 | 700 | | Ore Miner | Expert Ore Miners | 1 | 600 | | Silver Miner | Expert Silver Miners | 1 | 900 | | Fisherman | Expert Fishermen | 1 | 1000 | | Distiller | Master Distiller | 2 | 1100 | | Tobacconist | Master Tobacconists | 2 | 1200 | | Weaver | Master Weavers | 2 | 1300 | | Fur Trader | Master Fur Traders | 2 | 950 | | Carpenter | Master Carpenters | 1 | 1000 | | Blacksmith | Master Blacksmiths | 2 | 1050 | | Gunsmith | Master Gunsmiths | 2 | 850 | | Preacher | Firebrand Preachers | 3 | 1500 | | Statesman | Elder Statesmen | 3 | 1900 | | Teacher | Expert Teachers | 4 | -1 | | Colonist | Free Colonists | 4 | -1 | | Pioneer | Hardy Pioneers | 1 | 1200 | | Soldier | Veteran Soldiers | 2 | 2000 | | Scout | Seasoned Scouts | 1 | -1 | | Dragoon | Veteran Dragoons | 2 | -1 | | Missionary | Jesuit Missionaries | 3 | 1400 | | Ind. Servant | Indentured Servants | 4 | -1 | | Criminal | Petty Criminals | 4 | -1 | | Convert | Indian Converts | 4 | -1 | +---------------------------------+----------------------------+------+-------+ ******************************************************************************* FOUNDING FATHERS ******************************************************************************* +-------------------------------------+---------------------------------------+ | ECONOMIC | EXPLORATION | +-------------------------------------+---------------------------------------+ | Adam Smith | Ferdinand Magellan | | Jakob Fugger | Francisco de Coronado | | Peter Minuit | Hernando de Soto | | Peter Stuyvesant | Henry Hudson | | Jan De Witt | La Salle | +-------------------------------------+---------------------------------------+ | MILITARY | POLITICAL | +-------------------------------------+---------------------------------------+ | Hernan Cortes | Thomas Jefferson | | Geroge Washington | Pocahontas | | Paul Revere | Thomas Paine | | Francis Drake | Simon Bolivar | | John Paul Jones | Benjamin Franklin | +-------------------------------------+---------------------------------------+ | RELIGIOUS | +-----------------------------------------------------------------------------+ | William Brewster William Penn | | Jean de Brebeuf Juan de Sepulveda | | Bartolome de las Casas | +-----------------------------------------------------------------------------+ ADAM SMITH: Adam Smith allows factory level buildings to be built in your colonies. Factories allow the production of 1.5 units of manufactured goods for each unit of raw materials processed. JAKOB FUGGER: All boycotts currently in effect are forgiven, without back taxes. Trade in these goods may be resumed at no cost. PETER MINUIT: The Indians no longer demand payment for their land. PETER STUYVESANT: Allows construction of the Custom House in your colonies. JAN DE WITT: Trade with foreign coloniesis allowed. In addition, your Foreign Affairs report becomes more revealing. FERDINAND MAGELLAN: Movement of all naval vessels goes up by one, and time to travel to Europe decreases. FRANCISCO DE CORONADO: All existing colonies and the areas around them become visible on your map. HERNANDO DE SOTO: Results of exploring Lost City Rumors are always positive, and all units have an extended sighting radius. HENRY HUDSON: Fur Trapper output is increased by 100%. LA SALLE: La Salle gives all existing and future colonies a stockade when the population of the colony reaches 3. HERNAN CORTES: Conquered native settlements give up more treasure, and it is shipped for free by the king's galleons. GEORGE WASHINGTON: Every non-veteran soldier or dragoon who wins a combat is automatically upgraded. PAUL REVERE: When a colony with no standing soldiers is attacked, a colonist automatically takes up any stockpiled muskets in defense of the colony. FRANCIS DRAKE: The combat strengths of all privateer units are increased by 50% permanently. JOHN PAUL JONES: A Frigate is added to your navy at no cost. THOMAS JEFFERSON: Increases the Liberty Bell production by 50%. POCAHONTAS: Indian tension levels are immediately reduced to the Content level, and all furthur alarm accumulates half as fast. THOMAS PAINE: Liberty Bell production in all colonies is increased by the same margin as the tax rate. SIMON BOLIVAR: Sons of Liberty membership in all colonies is increased by 20%. BENJAMIN FRANKLIN: European wars no longer have any effect on the relationships between powers in New World, and European powers in the New World always offer you peace in negotiations. WILLIAM BREWSTER: No more criminals or servants appear on the docks, and you select which immigrant in the Recruitment Pool will move to the docks. WILLIAM PENN: Cross-production in all colonies is increased by 50%. JEAN DE BREBEUF: All missionaries function as if they were experts. JUAN DE SEPULVEDA: Increases the chance that subjugated Indians will convert to your cause and join a colony. BARTOLOME DE LAS CASAS: All extant Indian converts are immediately assimilated as new free colonists. ******************************************************************************* COLONY NAME LISTS ******************************************************************************* These are all the names the computer will give your colonies. They will appear in the order as follows: across each row left to right, then down to the next row of names. +-----------------------------------------------------------------------------+ | ENGLAND | +-----------------------------------------------------------------------------+ | Jamestown Plymouth Roanoke Barbados | | Penobscot Boston Baltimore Providence | | Hartford New Haven New York Albany | | New Jersey Charleston Philadelphia Newport | | Yorktown Annapolis Halifax Lexington | | Savannah Williamsburg St. John's Norfolk | | Concord Wilmington Richmond Portsmouth | | Camden Springfield Newport News Antigua | | Rupert House Kingston Reading Ottawa | +-----------------------------------------------------------------------------+ | FRANCE | +-----------------------------------------------------------------------------+ | Quebec Montreal Guadeloupe | | Cayenne St. Louis Martinique | | Port Royal Port au Prince Trois Rivieres | | New Orleans Fort Caroline Fort Detroit | | Fort Frontenac Fort Pontchartain Fort Tadoussac | | Fort Canada Fort Niagara Fort Crevecoeur | | Fort Roquelai Fort Laguille Fort Brest | | Fort Richelieu Fort Louis Fort Prudhome | | Fort Sandouski Fort du Quesne Fort Erie | | Fort Maurepas Fort Francois Xavier Fort St. Michel | | Fort Chicago Fort-de-France Fort Frances | | Fort St. Joseph Fort Miannis Fort Orleans | | Fort St. Ignace Fort Le Rocher Fort Miyamis | | Fort Rosalie Fort Balise Fort Conde | | Fort Pensacola Fort Toulouse Fort St. John | | Fort Kappa Fort Biloxi Fort Mobile | | Sault Ste. Marie Baton Rouge Denonville | | Gananoque St. Croix Port Cartier | | Terre Haute Trois Pistoles Sept-Iles | | Louisville St. Barthelemy St. Pierre | | Miquelon Des Moines Havre St. Pierre | | Port Menier Portage la Prairie St. Boniface | +-----------------------------------------------------------------------------+ | SPAIN | +-----------------------------------------------------------------------------+ | Isabella Santo Domingo San Salvador Veracruz | | Havana Trinidad San Juan Panama | | Cartajena St. Augustine Lima Buenos Aires | | Guatemala Honduras Potosi Santiago | | Guadalajara Asuncion Managua Costa Rica | | Santa Fe Los Angeles Bogota Corpus Christi | | Acapulco Santa Marta San Agostin Caracas | | Tobago San Francisco Santiago San Diego | | San Angelo El Paso Cancun Valparaiso | | Concepcion La Plata Port of Spain | +-----------------------------------------------------------------------------+ | NETHERLANDS | +-----------------------------------------------------------------------------+ | New Amsterdam Fort Orange Fort Nassau New Holland | | Vlissingen Curacao Recife Bahia | | Paramaribo Pernambuco St. Martin St. Eustatius | | Essequibo Berbice Surinam Paraiba | | Bonaire Willemstad Aruba Santa Catharina | | Saba Utrecht Haarlem Tappans | | Hoboken Rensselaerswyck Nederhorst Fort Cristina | | Gottenburgh Fort Kasimiris Fort Elsenburgh Naiack | +-----------------------------------------------------------------------------+ ******************************************************************************* CLOSING STATEMENT Thanks for reading the guide (or at least part of it)! I hope you enjoyed my work and found it useful. ******************************************************************************* ACKNOWLEDGEMENTS: Much of the material in the statistics section was taken from the game itself and the text files which govern these statistics. Thanks to the creators of Colonization! Thanks to Sid Meier for a great game! Thanks to Dell for a great computer to play it on! Thanks to GameFAQs, and especially to CJayC for doing such a great job there. Most of all thanks to me, for the time it took to gather this information. ******************************************************************************* "The Colonization FAQ/Strategy Guide" Last Update: 22.10.2002 Version: 1.0 DENOUEMENT