![]() The difference here is that rebel sentiment takes the place of culture, so you're encouraged to protest against the home country to ensure your access to important resources (and to deny them to your rivals). Some, like the concept of colonial borders, are clearly borrowed from Civilization IV and serve basically the same purpose. But the designers at Firaxis have managed to incorporate a number of significant improvements that make the experience that much more enjoyable. Will you be a monarchy so you can keep trading with Europe? Will you run a theocratic state so you can translate religious freedom into additional production?Īs attractive as it all is, this is all stuff we expected from a Colonization remake. Each of the choices here has a compelling benefit and also offers you to make a sort of personal statement about the identity of your new country. If it abolishes slavery, you get a one-time population boost in each settlement. If your constitution supports slavery, for instance, you get a big boost to all your raw material production. When you revolt, you'll have a chance to set your own constitution, which basically is a series of either/or choices you can make to determine what types of bonuses you want when waging the war against your home country. And because the game has this one winning condition, it should appeal to strategy gamers who are unhappy with the less structured victory paths in Civilization IV. The good news is that the King is aggressive enough with demands for tribute and tax, not to mention his own intimidating military build up, that revolution becomes more than just a victory condition it becomes a declaration of your independence that carries real emotional weight with the player. Fail to win your freedom in the time allotted and it doesn't matter how much cash you're generating or how much land you own or how much the natives love you. Where the Civilization games have a variety of victory conditions, Colonization all builds to this revolt as the player's sole objective. So while you're focusing on growing your settlements, producing raw materials and goods, keeping the natives happy, and ensuring that you can protect what you have, you'll also need to begin generating rebel sentiment in the form of Liberty Bells and preparing for a full on war of independence against your home country. You can stage protests from time to time but this also limits your economic potential, and angers the king. If you let him get away with it, eventually you'll be expending more and more effort for less and less gain. Once you start to generate a little profit, the King starts demanding a bigger and bigger cut of the action. So you'll need to assign some colonists as soldiers to protect your interests.īalancing the jobs of each settlement requires careful attention. You'll also find that other European powers are establishing their own colonies here, and you'll have to compete with them for scare resources and land. ![]() Not all the native tribes are friendly, and any of them might become hostile depending on your treatment of them and your attitude towards encroaching on their settlements. Of course, it's not just about the assembly line. Wagon trains and roads help you move goods around, so you can get the raw materials to the industries that need them, and the finished goods to your main trading cities. As your population grows, you'll send colonists out to establish new settlements and take advantage of nearby resources. Missions set up among the Natives can even encourage native workers to come live in your settlements. Specialized workers can be hired back in the Old World, or even attracted to the religious climate you create in the colonies. If your settlements are stocked with enough food, eventually you'll start to generate new colonists that can take on new jobs. And since any imbalance in raw materials and finished goods can throw the system off, you'll need to stay on top of it all the time. This forces the player to make some tough decisions about their priorities. Since food is required by everyone but produced only by a few, you'll have to specialize each settlement around a mere handful of activities and jobs. The natives can even teach your colonists new jobs that will help them make the most out of the unique resources found in this land. Commodities like fur, sugar and tobacco can be gathered up and transformed into finished goods that you can ship back to Europe or trade with friendly natives. Food, wood and ore support the growth of the new settlement and its population. Once you make landfall, your colonists establish a new settlement and begin working to harvest raw materials from the land. Players begin as European explorers in a lone ship just off the coast of an unexplored (and unexploited) continent. Colonization essentially zooms in on one aspect of the Civilization experience and expands it into it's own game.
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