Sid Meier's Colonization/Education

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You can get a free colonist for only 600 gold from Europe, you're also going to get a lot of them from food and from Indian converts after Casas. You need to educate them to get decent performance.

Note what skill is being taught in every Indian village you visit, even if it's relatively far away (you can use ships, but unfortunately not horses, to get there). If it's something useful, send a colonist (or even better a servant) there. Even if the skill is useless, you can send a servant there and then clear their profession to get a much more valuable free colonist.

Remember that you need to get some skills (Master Sugar/Cotton/Tobacco Planter) from Indians before you can have your colonists teach the others - those plants don't grow in the Old World. Sometimes a Free Colonist doing such job for a long time can become an expert spontaneously, but don't count on that.

Each Indian village except for capitals can educate only one colonist. Capitals can educate as many as you want.

Some people reported that Indian villages sometime change their specialty or teach different skill than they report. I haven't observed a single instance of this, but I haven't tried too hard. Maybe it's a bug in some versions.

Build schoolhouse as soon as possible. You can train extremely important Farmers, Fishermen, Carpenters and Pioneer there. You probably won't need many scouts, so it's usually easier to get them by immigration.

Ore Miner and Lumberjack are easier to get from the Royal University in the late game, but it may be cheaper to train them while the immigrants are still inexpensive.

College is also very useful - it doubles your teaching capacity and lets you train Master Blacksmith and Master Gunsmith. It will probably be easier to get you soldiers veteran by fighting Indians (after getting Washington), but you can teach them too.

The only good skill taught at the university is one of Elder Statesmen. Forget about the other two. The other useful thing is that you can teach 3 students at the same time.

Professions other than those specified above are less crucial, but of course it's better to have specialists work on other things too.

Time of teaching is independent of revolutionary support and buildings in the city, but depends on teacher:

  • 4 turns for Schoolhouse-level teachers
  • 6 turns for College-level teachers
  • 8 turns for University-level teachers

It depends on who's *teaching*, so Elder Statesmen teaching a Criminal/Servant will take 8 turns, while Farmer teaching a Criminal/Servant will only take 4.

You can "accumulate" the teaching. The student only has to be in the colony when the counter hits whatever it's supposed to.

Think of it as 3/5/7 turns of "doing research", and 1 turn of actual teaching. If there's nobody to teach when the counter hits, the research is lost. Every teacher has his own counter, so 2 Statesmen will teach 2 colonists in 8 turns, not 1 colonist in 4 (you can move second Statesmen in when the first's counter is on 4 if you want this behaviour). I'm not sure how moving teachers in/out affects their counters, or how to get the teacher with lower counter out of school if you have 2 of the same kind that started in different terms.