Civ4: Colonization - CapnPitt game blog (French)

So sad. The Glorious Revolution of the French has failed :frowning:

At least you managed to live as a free man for 50 years :wink:

Score: 1025
Victory: None
Time: 16 hours, 25 minutes

Things I did wrong:

  1. Should have built more settlements and thus had more soldiers when the rebellion came

  2. Should have tried to hurry industry along and make more profit sooner and not worried at all about defense; could have hurried defense at the end

  3. Sort of goes with #2, but never should have let the REF get that large.

  4. Should have had stables in all settlements

  5. Unbelievably, I didn’t have a church in Cayenne

Things I learned:

  1. Defenses seem pretty useless, seems to be better if you’re always on the attack, regardless of combat odds. You still seem to be ahead even after the counterattack.

  2. Native allies are pretty useless during the war except as diversions from your settlements. Very useful during the rest of the game though (essential, really).

  3. Hi, Opal!

Things I wish I learned:

  1. If I could have used the caravel to run the long way around to Europe if I’d have chosen Theocracy.

  2. What was up with the disappearing Ruin when I founded Montreal

  3. Why the King didn’t take that treasure train

Alas, I lost, but I hope you got some enjoyment from it, dear readers. I look forward to your final comments.

Thanks for posting all that - it was very interesting to see a completely different style of play. :slight_smile:

Responding to your comments:

  • I’ve never built more than 4 Settlements (and I think it’s difficult to do more in the time available)

  • Industry is indeed profitable, but again you have have to balance the cost building it with other factors (RS, trade with natives, missions)

  • the REF will get very large if you have a large rebellious population (one way to avoid this is to have a smaller population :eek: )

  • Stables cost 50 horses and then absorb food (I think it’s better to buy all your horses cheaply in Europe)

  • I’m not sure about the benefits of Churches either (e.g. RS buildings are probably more useful)

  • attacking is usually best; to do so you need to heal up units quickly (Note that a fortified Soldier in a Settlement with a high defence % is better at defending than either Cannon or Dragoons)

  • agreed, Natives seem outgunned during the War, but are very handy before that

Hope your next game goes better!

Thanks for all the advice and thanks for reading!

It’s good fun to follow!

But please do whip that Kings ass next time will ya :wink:

I’ll try :smiley:

Do you want me to list my strategy suggestions?

Fire away!

I’ve been fortunate to have enough time to complete several games and I reckon:

  • the longer the game takes, the more difficult it is to cope with the King increasing his forces and your tax rate
  • there is a guaranteed delay before you can get your Rebel Sentiment up high enough to declare Independence, and it takes even longer with a bigger population
  • each Settlement you build gives a bonus in the form of the Central Square’s production
  • however building up each Settlement with buildings such as Printing Press and Fort takes a long time
  • it is important to get your fair share of Founding Fathers (either by Liberty Bells or by Settlements devoted to Political Points)
  • each Port you build is a natural target for the King’s Navy

My conclusion is that one strategy is to build only one large Settlement (your Port) and to have 1-4 small Settlements.
These small inland Settlements might build a Wagon train or two (but no buildings!), but otherwise concentrate on generating Founding Fathers through Political Points. Since they are small, it’s easier to create Rebel Sentiment in them (I usually have 3 Elder Statesmen in the Port and one in every other Settlement).
I usually buy the first Elder Statesmen, then graduate the rest from School.
I don’t usually build a Church or any Factory. There simply isn’t time (at least until we understand the game better).

It’s vital to get a Scout (or two) going as soon as possible
It’s useful to trade with Indians, not only for the profit, but also for the Trade Points.