Colonization

Sale!

£4.99 £0.99

Download Colonization for Free!

Colonization is a strategy game created by Sid Meier and Microprose. It’s an old game but a very good one, it’s from 1994. If you like to colonize a new “world” then this is the game you are looking for. You can choose to start in America or a Random Map. There are four civilizations were you can choose from: England, Netherlands, France and Spain. They all have there own advantages, but you will find that out in the game.

You always start with a boat, soldier and pioneer. The boat lies just before the new world, so you just have to find a right place to embark and to make your first city. It is a good idea to make your city in the coastline, so the city can have a harbour.
With the boat you can now trade with your homeland. With the city you can make, trade and gather resources. And if you put them in the boat and you trade with the boat with your homeland, then you receive gold. Just watch the prizes and you know then how much gold you will get.

The game begins in 1492. The player controls the colonial forces of England, France, The Netherlands, or Spain; the other powers are then played by the computer. The choice of nation is important, as each nation has unique abilities that favor certain strategies. There is a choice between a historical map (America) or a randomly generated map (the New World); the randomly generated map shifts the focus of the game toward exploration—in this mode the game has considerable replay potential.

The journey begins with two units traveling on a ship to the new world; as the ship moves into the unknown, the map is revealed. Subsequently, the New World is discovered, the Indians are met, a colony is built, colonists begin to change the land to be more productive, the ship is sent back to Europe to collect more colonists, any superfluous items are sold and the exploration of the world begins. The game revolves around harvesting food and manufacturing and trading goods. Resources gleaned from the land are converted into commodities and either used or sold (usually back in Europe).

The prices of commodities fluctuate depending upon supply and demand. The more of a commodity is sold by the colonial powers, the less the markets will be willing to pay for them. With money, a player is able to buy goods, recruit new colonists, or buy ships or artillery. While maintaining an income, the player is also required to protect his colonies from potential invasion by equipping and stationing soldiers. Moreover, the player is required to manage his citizens effectively, educating the populace in various skills to increase their productivity in areas such as farming, gathering of resources, or manufacturing.
There are three areas of employment in the Colonization world: primary resource gatherers, secondary resource manufacturers, and the more specialized units such as soldiers, statesmen, pioneers, Jesuit missionaries, and preachers. The geography of the land determines the productivity of a colony. For instance, some squares produce great amounts of food, while others may produce greater amounts of ore or silver. Thus it becomes necessary to link various colonies together via roads (roads grant increased mobility of units) or sea trade routes, to transport goods from colonies where there is excess to those where there is demand.

The basic civilian is a free colonist with no particular skill. He may be employed in any profession and with enough time may become highly skilled at it. In addition, players can receive criminals and indentured servants from Europe. These people are ineffective at any skilled job, but may eventually become a free colonist through labor or military service (criminals become indentured servants first before turning into free colonists).

More often, colonists become more productive by being educated at a schoolhouse, college, or university. Those same buildings can also be used to promote a criminal to indentured servant or an indentured servant to a free colonist. Additionally, some skills can be learned from the natives, though this is very limited. A given Indian settlement will only train in one skill, and will only train one colonist ever, unless it happens to be a tribe’s capital. Also, Indians will not train criminals.
Specialist buildings and special squares, as in Civilization, have greater output. Specialists, who produce more per turn, can be trained or recruited.

Horses can be bought and sold, but they also multiply in any colony that has two or more of them and a food surplus. They add to military strength when assigned to soldiers, and allow Scouts to be created to explore the world and meet with native settlements and foreign colonies.

Ships of several types (Caravel, Merchantman, Galleon, Privateer, and Frigate) can be purchased or built (a larger ship, the Man-O-War, can only be acquired during the War of Independence, and then only by recruiting a European power to join your revolution). They move goods, horses, and colonists around, and some can attack. Wagon trains (which are built in colonies) move goods and horses on land, and can be used to trade with the native tribes. Trade routes for each kind of unit (sea routes and land routes) can also be created. This command allows automatic loading and unloading of goods from one colony to another or to Europe.

Relationships must be carefully maintained with Indians and other colonial powers, from waging war and maintaining strategic defences to offering tributes 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 the player’s final score.

The king of the player’s home country meddles in colonial affairs from time to time, mostly by raising the tax rate. Occasionally they also force colonies into wars with rival empires’ colonies (unless the player has Ben Franklin). The player must also pay attention to political developments and the recruitment of Founding Fathers (roughly corresponding to the Civilization Advances of Civilization), to ensure the best possible chance of success.

On the easiest level, the action essentially takes place at the speed in which the player wants it to. With each increase in difficulty level, the restrictions that bound successful endeavors become more pronounced. The game is eventually won by seceding from the motherland, signing the Declaration of Independence and defeating the armies which are sent to prevent secession (note: losing the war of independence loses the game). Successful navigation through the game requires the player to strategize and to effectively make use of what resources are provided, to explore and cultivate the land and to negotiate between rivals.

While the military aspect of the game is important, it is less so than in the Civilization series, focusing more heavily on aspects of trade and the inter-relationships between peoples and colonies which make up the New World community. In doing all these things the player is required to develop certain fundamental notions which influence both the game world and the real world, such as: infrastructure restrictions and requirements, methods for increasing productivity, the importance of economic and civic growth, the centrality of trade, that some natural resources are more useful and more valuable than others, the importance of education, that newspapers and diplomats influence public opinion, that religion can affect people’s allegiances, that it’s more sensible to use the colonists who aren’t proficient in a trade or profession as soldiers, the influence of historical figures on colonial New World societies, and so on.

Like Civilization, Colonization features a map editor so that players can make their own worlds/scenarios in addition to the included map of the Americas or the game’s randomly generated ones.

Copyright (C) Wikipedia

SKU: colonization Category: Tags: , , ,

Description

Download Colonization for Free!

Colonization is a strategy game created by Sid Meier and Microprose. It’s an old game but a very good one, it’s from 1994. If you like to colonize a new “world” then this is the game you are looking for. You can choose to start in America or a Random Map. There are four civilizations were you can choose from: England, Netherlands, France and Spain. They all have there own advantages, but you will find that out in the game.

You always start with a boat, soldier and pioneer. The boat lies just before the new world, so you just have to find a right place to embark and to make your first city. It is a good idea to make your city in the coastline, so the city can have a harbour.
With the boat you can now trade with your homeland. With the city you can make, trade and gather resources. And if you put them in the boat and you trade with the boat with your homeland, then you receive gold. Just watch the prizes and you know then how much gold you will get.

The game begins in 1492. The player controls the colonial forces of England, France, The Netherlands, or Spain; the other powers are then played by the computer. The choice of nation is important, as each nation has unique abilities that favor certain strategies. There is a choice between a historical map (America) or a randomly generated map (the New World); the randomly generated map shifts the focus of the game toward exploration—in this mode the game has considerable replay potential.

The journey begins with two units traveling on a ship to the new world; as the ship moves into the unknown, the map is revealed. Subsequently, the New World is discovered, the Indians are met, a colony is built, colonists begin to change the land to be more productive, the ship is sent back to Europe to collect more colonists, any superfluous items are sold and the exploration of the world begins. The game revolves around harvesting food and manufacturing and trading goods. Resources gleaned from the land are converted into commodities and either used or sold (usually back in Europe).

The prices of commodities fluctuate depending upon supply and demand. The more of a commodity is sold by the colonial powers, the less the markets will be willing to pay for them. With money, a player is able to buy goods, recruit new colonists, or buy ships or artillery. While maintaining an income, the player is also required to protect his colonies from potential invasion by equipping and stationing soldiers. Moreover, the player is required to manage his citizens effectively, educating the populace in various skills to increase their productivity in areas such as farming, gathering of resources, or manufacturing.
There are three areas of employment in the Colonization world: primary resource gatherers, secondary resource manufacturers, and the more specialized units such as soldiers, statesmen, pioneers, Jesuit missionaries, and preachers. The geography of the land determines the productivity of a colony. For instance, some squares produce great amounts of food, while others may produce greater amounts of ore or silver. Thus it becomes necessary to link various colonies together via roads (roads grant increased mobility of units) or sea trade routes, to transport goods from colonies where there is excess to those where there is demand.

The basic civilian is a free colonist with no particular skill. He may be employed in any profession and with enough time may become highly skilled at it. In addition, players can receive criminals and indentured servants from Europe. These people are ineffective at any skilled job, but may eventually become a free colonist through labor or military service (criminals become indentured servants first before turning into free colonists).

More often, colonists become more productive by being educated at a schoolhouse, college, or university. Those same buildings can also be used to promote a criminal to indentured servant or an indentured servant to a free colonist. Additionally, some skills can be learned from the natives, though this is very limited. A given Indian settlement will only train in one skill, and will only train one colonist ever, unless it happens to be a tribe’s capital. Also, Indians will not train criminals.
Specialist buildings and special squares, as in Civilization, have greater output. Specialists, who produce more per turn, can be trained or recruited.

Horses can be bought and sold, but they also multiply in any colony that has two or more of them and a food surplus. They add to military strength when assigned to soldiers, and allow Scouts to be created to explore the world and meet with native settlements and foreign colonies.

Ships of several types (Caravel, Merchantman, Galleon, Privateer, and Frigate) can be purchased or built (a larger ship, the Man-O-War, can only be acquired during the War of Independence, and then only by recruiting a European power to join your revolution). They move goods, horses, and colonists around, and some can attack. Wagon trains (which are built in colonies) move goods and horses on land, and can be used to trade with the native tribes. Trade routes for each kind of unit (sea routes and land routes) can also be created. This command allows automatic loading and unloading of goods from one colony to another or to Europe.

Relationships must be carefully maintained with Indians and other colonial powers, from waging war and maintaining strategic defences to offering tributes 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 the player’s final score.

The king of the player’s home country meddles in colonial affairs from time to time, mostly by raising the tax rate. Occasionally they also force colonies into wars with rival empires’ colonies (unless the player has Ben Franklin). The player must also pay attention to political developments and the recruitment of Founding Fathers (roughly corresponding to the Civilization Advances of Civilization), to ensure the best possible chance of success.

On the easiest level, the action essentially takes place at the speed in which the player wants it to. With each increase in difficulty level, the restrictions that bound successful endeavors become more pronounced. The game is eventually won by seceding from the motherland, signing the Declaration of Independence and defeating the armies which are sent to prevent secession (note: losing the war of independence loses the game). Successful navigation through the game requires the player to strategize and to effectively make use of what resources are provided, to explore and cultivate the land and to negotiate between rivals.

While the military aspect of the game is important, it is less so than in the Civilization series, focusing more heavily on aspects of trade and the inter-relationships between peoples and colonies which make up the New World community. In doing all these things the player is required to develop certain fundamental notions which influence both the game world and the real world, such as: infrastructure restrictions and requirements, methods for increasing productivity, the importance of economic and civic growth, the centrality of trade, that some natural resources are more useful and more valuable than others, the importance of education, that newspapers and diplomats influence public opinion, that religion can affect people’s allegiances, that it’s more sensible to use the colonists who aren’t proficient in a trade or profession as soldiers, the influence of historical figures on colonial New World societies, and so on.

Like Civilization, Colonization features a map editor so that players can make their own worlds/scenarios in addition to the included map of the Americas or the game’s randomly generated ones.

Copyright (C) Wikipedia

Additional information

Weight 1 kg

Be the first to comment

Leave a comment

Your email address will not be published.


*


This site uses Akismet to reduce spam. Learn how your comment data is processed.