COLONIZATION
Genre
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Turn based strategy
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System
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386
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Year
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1994
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Developer |
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Following on from the phenomenal success of Civilization,
Sid Meier and chums at Microprose produced Colonization, a Civ-type management/strategy
game dealing with the settling of the Americas. I loved it, finding it
instantly accessible and surprisingly deep.
THE GAME
Using a very similar interface to that found in Civ,
you start with a ship and two colonists just off the coast of the new
world, which can either be randomly generated each game, or else model
the real American continents. You can then either land one or both of
your explorers, to scout or build a colony, or else stay onboard while
your ship uncovers more of the coastline. Unlike in Civ, it pays to hold
fire on founding your first settlement, both because of the more varied
terrain and because you can easily find yourself settling a small island
rather than the main landmass if you don’t check along the coast first.
On making landfall, you will often be met by one of
the native tribes. Being the PC ‘90s, you are not required, nor even encouraged
to wipe the poor buggers out, instead you have much to gain from establishing
and maintaining cordial relations. However, time marches on and you have
to set about building your first colony, which is accomplished just as
in Civ, except now any colonist can do so, rather than having a specialist
unit.
When you go to the colony screen for the first time,
one of the fundamental differences from Civ becomes apparent. You now
have to deal with both the land outside the colony proper and what goes
on within it. On your land, you can harvest food (also from the sea, once
you have built docks), furs, sugar, cotton, tobacco, silver, timber and
ore. These last two are the most important early on, as they can be turned
into hammers and tools respectively, with which you can build new structures
for the colony. Silver can be sold directly to your homeland for cash,
as can the remainder (except food). However, converting your cash crops
into finished goods is far more profitable. Furs can be turned into coats,
sugar into rum, cotton into cloth and tobacco into cigars. The price you
get when you transport these back to Europe is around five to six times
greater than the raw materials would get, though as you sell more and
more of your goodies, so the price will come down. Plus, a grateful King
will always be looking to up the tax rate, thereby reducing your profits.
Colonists come in many guises. The plain free colonist
is a jack of all trades, equally at home in the fields as in the tobacconist’s
or distiller’s houses. Indentured servants and petty criminals are better
employed in the fields and woods, while specialists can double production,
both within and without the colony. For instance, if your colony is built
on good sugar producing land, then a specialist sugar planter, an expert
distiller and an advanced distillery will produce large quantities of
rum. Likewise a fur trapper, fur trader and large trading post. Your aim
in the long run is to set up each colony to produce one or more finished
products and sell them, back home, to the Indians and even to your fellow
European settlers, should you so desire. This takes some work and a lot
of time, but by the late stages of the game, you should have automated
trade routes generating substantial income.
Two other important concepts are Liberty and Religious
freedom. The latter (denoted by the production of crosses in your colonies),
encourages colonists to appear at the docks of your homeland, from where
you can transport them to the New World. You can increase the rate at
which this happens by building churches and recruiting expert Preachers.
Liberty, (the production of Liberty Bells) increases the membership of
the Sons of Liberty as opposed to those still loyal to the old King. Elder
Statesmen in your town halls help, as do the building of printing presses
and newspapers.
RIVALS
The Indians (there are about 12 tribes in all) aren’t
exactly rivals, though if you choose to plunder their villages for loot
and generally lay waste to them, you can. Provided you treat them well,
they will remain supportive. Give food when asked, trade regularly and
offer good prices, don’t arm too many men and avoid trespassing on sacred
land, and you may even get Indian converts joining your colonies. You
can even establish Missions in their villages, though it’s not uncommon
for your missionaries to end up scalpless. However, if the Indians do
get annoyed by your presence and especially by what they perceive as over
use of the land, then they may attack, so you have to pay attention to
what they think about you.
The other Europeans are another matter. You can choose
to play as the British, French, Spanish or Dutch, each of which has particular
strengths, influencing the way you approach the business of colonization.
Your relationships with these other settlers is, in part, influenced by
what happens in Europe and is thus out of your control. However, you can
deal with them directly, parcelling up the land, securing withdrawal of
troops and so on. Should you come to blows, you can capture (and lose)
colonies, colonists, wagon trains and ships, though it is a lot more resource
intensive than in Civ, reflecting the rather basic economies of the early
American colonies.
Another way of annoying the opposition is to build
privateers, which can plunder merchant ships under the Jolly Roger, rather
than your own flag. In this way, you can lay hands on much needed trade
goods, as well as guns and horses, the staples of your army. Employ this
tactic too much, however and your neighbours may decide that you have
to go and it’s off to war, which is something you really would rather
avoid.
REVOLUTION
So, what is the point of all this? Well, your aim
is to declare independence from the motherland and to do this you will
need to have the majority of your citizens and colonies in the Sons of
Liberty, as opposed to the Tories. Once you have achieved that, you can
opt to secede from the Crown, whereupon an enraged King will despatch
a large army to put you in your place. Therefore the second thing you
need is a large army with which to respond, always bearing in mind that
while the King has access to professional soldiers, all you can muster
are colonial troops and militia. Having said that, you can offset this
disadvantage to some extent thanks to your greater familiarity with the
local terrain, especially if you manage to hold the King’s armies on or
near the coast, or even interdict them at sea. You still need to keep
an eye on your colonies however, as those whose membership of the Sons
of Liberty is less than 100% may rebel against your rebellion, resulting
in troops loyal to the King appearing in your midst. To achieve final
victory, you must destroy the majority of the opposing forces and hold
all your colonies, which is no mean feat, I can assure you.
SUMMARY
I still play this game today. I enjoy the greater
emphasis on colony control than you get in Civ and trying to maintain
a balance between keeping the Indians on your side and defending yourself
from the other European powers. The graphics are rather dated now, but
it doesn’t matter a bit as far as the gameplay is concerned. Even now
it is by no means certain that I will be able to declare independence
before one or other of my rivals can, so victory, when it comes, is all
the sweeter. It’s a shame that Meier left Microprose before he could do
an update, as he did with Civ, but the game stands on its own merits.

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