Brittannia rules the waves - Colonization part 3

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The perennial question for civilization-like games is: do you build out or up? In Colonization, there is initially a motivation to build out: Each colony farms its home square twice for free, plus each colony makes 1 free cross and 1 free bell per turn. On top of that, large disloyal colonies get a crippling inefficiency penalty.

But... that free farming is not as good as what a specialist can do. And because crosses and bells get less efficient as time goes on, a measly +1 hardly matters after the first free immigrants and founding fathers show up. And if you want industry, it helps to have 3 specialists working at an upgraded shop... which, in turn, means you probably want a warehouse so excess production won't disappear. And then you almost certainly want some statesmen to get a loyalty bonus, and they will work better with a printing press and newspaper... so you probably want a lumber mill and a bunch of carpenters cranking out hammers to build all that. And now you need farmers or fishermen to feed all those people. And a lumberjack or two to keep the carpenters going... etc.

The game slowly and insidiously encourages you to switch to building up, at least where indoor workers are concerned. Small farming colonies are still possible, because working the land doesn't need buildings, but anything that does involve buildings wants to get big. The inefficiency penalty is still a problem - until Statesmen make it not a problem. And then colonies start to get really big.

It's possible to build a mega-city colony that is so big that it has to import food to survive. I personally hate doing that, because the automated wagon trains delivering food are likely to get blocked by a random Indian, derp out and wander off. I do occasionally have a colony with carpenters that needs regular lumber deliveries to operate - Plymouth is going down that route because its population is already bloated with ore miners and a blacksmith.


New founding fathers:

Adam Smith: Adam Smith makes it possible to produce factories, which produce 1.5 units of refined goods per unit of raw material.
So instead of producing 12 at an upgraded shop, a specialist will consume 12 goods and produce 18. And at maximum loyalty, a specialist will consume 16 and produce 24, which adds up to an output of 72 if three (the maximum) specialists are working in the factory. Not bad at all. (Particularly if you are The Netherlands)

Feeding the factories with raw materials does start to become a problem, particularly if I can't get hold of the appropriate farming specialists - this is probably the best use for Indian converts, since a +1 bonus is better than no bonus at all. It's a little bit unfortunate that I have already destroyed the market for rum and coats, but I'm about to start a weaving industry at Barbados, which should turn a decent profit.

Thomas Jefferson: Liberty bell production increased by 50%. Very important once you get serious about bell production, so this one really hit at about the right time.

William Brewster: All missionaries function as experts. Meh. I chose him because there weren't any great options.







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