Spain Ragequits - Colonization part 4

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We begin by starting a war with France... I feel so British!

The colonies are slowly transitioning into something more self-sufficient than mere colonies. We are still dependent on Europe for manpower, but even that is starting to change, as some colonies have a huge food surplus, which results in new colonists being generated.

The fourth industry - cigars - is set up in Providence. Although it's just one Master Tobacconist right now, I can build on that. It is a good idea to export all 4 of the manufactured goods types - rum, coats, cloth and cigars - because the prices are linked. The game tries to make sure that all 4 prices don't collapse at once, and the result of this is that exporting huge piles of rum and coats has pushed the prices of cloth and cigars up to the maximum.

We are starting to get short on tools. Plymouth is the only serious tool production centre right now - once it finishes its college, It can train more blacksmiths, which should alleviate the problem.

We also see a new unit type - the Treasure Train! These are generally acquired from destroying Indian villages or graverobbing. They are slow, weak, and can only be carried by a Galleon. Their only use is to be sold - sometimes for over 10000gp.

I also get screwed by my attacking units being completely destroyed when losing instead of getting downgraded. That's a bug! https://www.gog.com/forum/colonization_sid_meiers/combat_isnt_as_i_remember_it

00:00: Hello intertubers
01:40: War with the French!
03:00: Artillery
06:50: War with France ends
07:20: Producing 60 rum!
08:30: Spain quits.
10:55: Disaster!
13:10: War with the Dutch
13:45: New colony!
19:34: Learn by doing - Fur Trapper
20:20: Seasoned Scouts
24:10: Treasure! (3800)
24:55: Treasure! (4400)
26:10: Dutch privateer sunk!
26:30: Dutch privateer sunk again!
29:00: Fountain of youth!

New founding fathers - there are a lot of them this time, as I'm now producing bells at a respectable rate.

Jean de Brebeuf: All missionaries function as experts.

Removes the need (if there ever was a need) for training missionaries, and gives Petty Criminals a use.


Hernando de Soto: Exploring lost cities always yields good results.

I like to get him before hitting all the rumours, because some of the bad results are very bad (losing the scouts, for example)


Simon Bolivar: Rebels increased by 20%!

This actually changes the base rate, which means even new colonies founded after getting Bolivar will start at 20% loyalty.
This is a big deal. In particular, you only need an extra 30% loyalty on top of that to start seeing improvements. Bolivar is one of the best founding fathers to get - if you see him, pick him.


John Paul Jones: A free Frigate.

This would otherwise have cost either 5000gp, or 512 hammers plus 200 tools - the hammers alone would take 11 turns of production at a big colony with 3 carpenters. With a combat strength of 16, Frigates tend to wreck enemy privateers, particularly if they don't have Drake.

A freebie is nice, but it doesn't transform the game in the same way most other founding fathers do. Meh.


Francis Drake: 50% combat bonus to all privateers.
Obviously helpful if you're harassing the other Europeans with privateers (as I am)


Sieur De La Salle: Free stockade whenever a colony reaches population 3.

Likely to save 6-7 carpenter-turns per colony from not having to build the Stockade, so that's something. Theoretically, this can hurt you, because it is not allowed to abandon a colony with a stockade (there are ways round that, like provoking the indians into killing it, but they are annoying). Still, it's not too hard to avoid putting a third colonist into temporary colonies.


Jacob Fugger: Forgives all current boycotts, without having to pay the taxes.

Useful if you get him at the right time, but he just delays the inevitable.


George Washington: Soldiers are automatically promoted when they win a fight, if possible.

Free colonists will become soldiers, which is the normal reason for getting Washington. Also, criminals become indentured servants, and indentured servants become free colonists - but since I'm not getting any undesirables on the docks any more, that's not really an issue.


Ferdinand Magellan: All ships gain +1 movement point. Also, sailing across the Pacific takes less time.

The movement bonus was surprisingly useful in this game, as it allows a Galleon that spawns on the high seas to make it to Jamestown in a single turn.







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