![]() Instead, 50% of the settlers in the new world have to agree with the decision before it can be made. Selling goods in Europe also means paying taxes to the king who will also demand additional payments from time to time, making it harder and harder for the player to please him, which increases the need to become independent.īut independence isn't something that can be declared at any time. This can be accelerated by producing religion points in your colony's religious establishments. Often, if the religious unrest in Europe is big enough, the people will come willingly with the player. In Europe the player can also buy goods or hire additional settlers with or without specialization. These goods, for example cloth made out of cotton in the weaving mill, can then be traded with the natives or the other countries settling on the continent or sent back with a ship to Europe and sold there. If enough food (200 units) is available, an additional settler will be available to work on the fields or in the different shops or be trained to become a master in his business and thus producing even more units per turn. Based on which resources surround a settlement, it can harvest and produce different kinds of goods by the settlers currently occupying it. So the basic premise of the game is still that the player becomes the Viceroy of one of the four playable countries (Netherlands, Spain, France and England) in 1500 with the goal to successfully declare independence from the old world and survive the repercussions in form of the Independence War before the year 1800 (although the winning conditions can be changed).īased on which country and which of the two available Viceroys of that country the player chooses, he gets different bonuses and starts with different units on his lone ship in front of the shores of either a random generated map or a part of real America - but the first goal is always the same: building a settlement at a good location. This page uses Creative Commons Licensed content from Wikipedia ( view authors).Sid Meier's Civilization IV: Colonization is both a stand-alone addon for Sid Meier's Civilization IV and a remake of Sid Meier's Colonization from 1994. † Total conversion remake of the game Sid Meier's Colonization using Civilization IV engine Remake Civilization IV: Colonization (2008)įan Created version FreeCol (2003-Present) Original version of Sid Meier's Colonization (1994) Introduction/preview on the Apolyton forum.IGN takes three pages for an overall rating of 8.7 - "stylishly upgrading the overall presentation and interface without sacrificing the appeal of the original game's mechanics and character".GameInformer gives it 9 out of 10 - "oddly slow performance mars the otherwise fine presentation".1up.com gives it "A" on - "pretty darn glorious.but in a 1990s kind of way".Unsolicited comparison of FreeCol with C4C.Platforms Windows Release date: September 2008 Media: DVD-Rom System requirements: Windows XP or higher Input: Keyboard, mouse, microphone Videos ![]() Production of buildings continues at a slow rate even without a colonist working at the Carpenter's Shop.Producing horses now requires a colonist, in addition to food.Player sets import and export orders for each settlement, and the Wagon Trains - if there are enough of them - carry them out. No fixed trade routes but automated trade.Increases the rate of building construction In addition to goods, cities can also produce culture-type bonuses that do not have a price value (similar to and from Civilization IV) which affect other game mechanics.Īllows colonists to learn an advanced profession The king sends an army to stop your revolution.Ĭolonization contains sixteen civilizations and twenty leaders: The goal is revolution: independence from your mother country. As before there are only the 4 European civilizations to play as, though "The Authentic Colonization" mod and its offshoot "Religion and Revolution" mod add the powers included in FreeCol: Portugal, Sweden, Denmark, and Russia. ![]()
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