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{{Header Nav|game=Sid Meier's Colonization}} | {{Header Nav|game=Sid Meier's Colonization}} | ||
You should develop quickly. I mean, quickly. By 1600 you should have: | You should develop quickly. I mean, quickly. By 1600 you should have: | ||
* | * population of 50-75, half of them specialists working in their industry, definitely more population than all 3 (or 2) other powers combined | ||
* | * average support of 25%-50%, remember to get Bolivar as soon as possible after 1600 to get 20% for free | ||
* | * overproduction of lumber, ore, hammers, tools, food and horses for your needs and for development, done mainly by specialists | ||
* | * decent production of at least one cash crop (and not boycotted) | ||
* | * a fleet of at least 2 Privateers, and at least 3 Merchantmen/Galleons | ||
* | * at least 5 wagon trains | ||
* | * at least 50 horses in (almost) every colony | ||
* | * roads and plowings on almost all used squares and roads connecting most of your colonies | ||
* | * lumber mills and warehouses in most colonies | ||
* | * a few printing presses, docks, schoolhouses, blacksmith's shops, stables, maybe also newspapers, warehouse extensions, and other shops | ||
If you miss one or two | If you miss one or two positions from this list, it's all fine, | ||
not everything works the same every time. If you're way behind this schedule | |||
(for example with only 30 colonists, or without any tools production), | |||
you're playing too defensively. | |||
You can | You can *win* the game, even win with a good score, with far less fighting spirit | ||
than necessary for such development speed, but why settle for less than you can ;-) |