Occasionally they might force you into wars with your rivals, giving you two free veteran soldiers whom you have to transport from Europe; you can try to make peace immediately if you dont want a war.It is a turn-based strategy game themed on the early European colonization of the New World, starting in 1492 and lasting until 1850.It was originally released for DOS, then in 1995 ported to Windows, the Amiga, and Macintosh.Both games pit the player as a godlike leader of an embattled civilization, the objective being to gain supremacy over rival civilizations, primarily through military means and discovery, transformation, and utilization of the land.
Sid Meyers Colonization Free Veteran SoldiersThe player is asked to select one of the four world powers ( England, France, The Netherlands, or Spain ). The journey begins with two units traveling on a ship; as the ship moves westward into the unknown, the map is revealed. Subsequently, the new world is discovered, land exploration may start, the natives are met, a coastal colony is built, colonists begin to change the land to be more productive, the ship is sent back to Europe to collect more colonists and maybe horses, Trade goods, andor weapons, superfluous items are sold (either in Europe or by haggling with the natives), and the exploration of the world begins in earnest. Resources gleaned from the land may be sold or converted into other goods, which may be either used or sold. The European prices of goods fluctuate somewhat randomly but theoretically depending upon supply and demand. The more of a commodity you and the other three colonial powers sell, the less the markets will be willing to pay for them. With money, a player is able to buy goods, horses, ships, or artillery, speed up production, and recruit or train new colonists. There are three areas of employment in the Colonization world: primary resource gatherers, secondary resource manufacturers, and the more specialized units: soldiers, statesmen, pioneers, missionaries, teachers, and preachers. For instance, some squares produce great amounts of food, while others may produce greater amounts of ore, cotton, or silver. Thus it becomes necessary to link various colonies together via roads (for the increased mobility of units) or sea trade routes, to transport goods from colonies where there is excess to those where there is demand. Specialists, who produce more per turn, can be trained or recruited. Indentured servants and criminals are as good as ordinary colonists in primary production but not so good at manufacturing or statesmanship; but they can be transformed into improved unit types by education or by being sent on military expeditions and winning. Missions established in Indian villages eventually encourage converts to join a colony; they are better than ordinary colonists at most outdoor pursuits, but much less effective indoors. They help any colonist move further in a turn, add to military strength, and allow Scouts (specialists or ordinary colonists) to meet with native settlements or foreign colonies. They move goods, horses, and colonists around, and some can attack. Wagon trains (which are built in colonies) move goods and horses on land (travelling faster along roads and rivers). Waging war, maintaining defenses or recruiting peacemakers (Benjamin Franklin and Pocahontas). Destroying native settlements yields a quick profit and makes land available, but prevents the substantial long-term gains to be made by friendly bargaining and trading. Destruction of native settlements also counts against your final score.
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