Totally voluntary cotton-picking arrangements - Colonization part 2

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Things are starting to get better. A free colonist working in a basic building will usually generate 3 units of stuff. However, a specialist will produce twice that, and the first building upgrade will also double output - get both of these together and one colonist produces 12 units of stuff. That's much better, although a single distiller making 12 rum per turn did cause the price of rum to crash down to 5 - the same as sugar. That, unfortunately, is the price of not playing as the Netherlands. It's time for another industry - making coats at Roanoke - and some satellite colonies that are just fur farms for Roanoke.



Once the basic professions are taken care of, the next priority is Statesmen. This is tricky, since they are hugely expensive to buy, and they can only be trained at a university. I get lucky and find one on the docks, but the goal is to have 3 at each colony. Statesmen really are that important. The liberty bells they produce cause Founding Fathers to join, and they also affect the rebel percentage of each colony. If a colony is more than 50% rebel, all workers get production bonuses. If a colony is less than 50% rebel and too large, all workers get produciton penalties. On top of that, experts double the loyalty-related production bonuses, resulting in huge improvements in output in the late game.


In the meantime, some Indian converts want to join. They do better than free colonists at outdoor work, but will never be as good as specialists. They will eventually become obsolete for this reason, but they are a welcome addition in the early game.


I also find my European competitors and sic my pirates on them - with varying degrees of success. I do eventually steal some small cargoes and sink a French caravel.
Naval combat is surprisingly light on consequences: although the losing ship can be sank, it is usually just damaged, which results in teleporting to the nearest drydock, and waiting a few turns to be repaired. Privateers are just nasty at this stage of the game - their attack strength is 12, and the typical targets are caravels - with a pitiful defence of 2, and merchantmen - with a slightly more respectable defence of 6. The strongest cargo ship is the Galleon, with a defence of 10, but nobody has them yet.


Founding Fathers:
Peter Minuit: buys Indian land for free
Wiliam Brewster: prevents crappy immigrant types (criminals and indentured servants) from appearing at the docks. Useful if
you get a lot of immigration (which England does) and if you're on a budget (i.e. not the Netherlands). If you're rich, you can just buy
unlimited ore miners for 600 each and make them forget how to mine ore.
Pocahontas: Makes Indians forget how much they hate you, and halves the rate of generating alarm. If you're the French, that means you piss of the Indians at 1/4 of the normal rate, and can get away with a lot.


00:00 Hello Intertubers
02:00 Criminals (they suck)
03:20 Free money!
05:00 Rum distillery built
15:40 Colony 4 (Barbados - fish farm?)
16:04 Fur trading post built
17:08 Elder statesman
18:05 Peter Minuit
19:10 Naval combat 1
24:00 Naval combat 2
25:00 Production penalties
26:50 Naval combat 3!
27:10 Colony 6 (Penobscot - fur farm?)
29:20 Colony 5 (Boston - fur farm?)
30:23 Naval combat 4!







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