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Old 14-03-2006, 11:24 PM   #161
Jozza
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Quote:
Originally posted by Privateer@Mar 4 2006, 09:26 PM
Actually, I used to really like the Uruguay/Brasil/Argentina area as well, for just the reason you mentioned: a ton of different resources.* k:* But then I looked at North America a little closer and realized that you can get all the same resources there as well and right in coastal colonies. There's tobacco in Virginia (naturally!), Cotton above that and Sugar in Florida and Cuba. The Appalachians are a decent source of ore, while to the north you've got great food, wood and fur lands.
There's this little spot in the Uruguay/Brasil/Argentina area right where the river starts where you can produce sugar, tobacco and cotton all in one coastal colony. I always build a colony there when I'm playing on the America map. The only problem is you have to import tools every time you wanna build something other than the 'tool-free' buildings. I always make sure there's a tool producing colony nearby, there are enough mountains in that area to get ore from.
                       
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Old 15-03-2006, 09:30 AM   #162
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Quote:
Originally posted by Jozza+Mar 15 2006, 05:24 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Jozza @ Mar 15 2006, 05:24 AM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Privateer@Mar 4 2006, 09:26 PM
Actually, I used to really like the Uruguay/Brasil/Argentina area as well, for just the reason you mentioned: a ton of different resources.* k:* But then I looked at North America a little closer and realized that you can get all the same resources there as well and right in coastal colonies. There's tobacco in Virginia (naturally!), Cotton above that and Sugar in Florida and Cuba. The Appalachians are a decent source of ore, while to the north you've got great food, wood and fur lands.
There's this little spot in the Uruguay/Brasil/Argentina area right where the river starts where you can produce sugar, tobacco and cotton all in one coastal colony. I always build a colony there when I'm playing on the America map. The only problem is you have to import tools every time you wanna build something other than the 'tool-free' buildings. I always make sure there's a tool producing colony nearby, there are enough mountains in that area to get ore from. [/b][/quote]
I agree with you regarding the area. Then I build colonies away from the coast as they do not come come under attack when you declare independence . Build wagons, and roads where necessary (rivers work as roads too) both for trade and transporting resources!

Yes I too face the same problem with too many immigrants from England...so the best answer is build more colonies inland They can be smaller but well defended.

A better way to get Indians' support is to give them money! :w00t:
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Old 22-03-2006, 02:13 AM   #163
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An older reply, but my computer was down for a while, the king's army does not grow with time. It grows with the tax money you pay everytime you buy, sell, or send treasure.
You pay for the army that destories you!


Thanks for the tips posted, their are some good ones in there.


I have said it before, but my favorit spot is the gulf of mexico. You get a three towns with Ore (if you build to maximise the number of cities on the islands), lots of wood and TONS of fish. With this you can make hundreds of free colonisists to go build towns on the main lands. Also, everyone of my island towns have a population of 15-20 and I have so many dragoons that each town has ten just sitting around.
Also, their are lots of spots inland with silver, ore, wood and anything else you want.
To top it off, their are only 3-5 indain cities there and once they are gone, you never have to have your core colonies be effected by europains or indains!

Top that off with the kings forces hitting mainland costal colonies frist and you know exactly what you have to defend!

When I declared in my last game, they hit one town with every unit they had and lost to that one town. Please note it did not have a fotress completed and was poorily defended compared to the rest of my colonies.

I think I am going to reload that game to just before declaring and go conquer the other powers to control the world. I only got a 59% colonisation rating and I want to see if I can get 100% for once.

Has anyone acturally got 100%, or am I just not playing enough?


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Old 22-03-2006, 03:16 AM   #164
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Well. taxes rises with time so Royal Forces rises with time. :bleh:
Anyway, dont defend of them, attack them from outside the colonies (u get an ambush bonus) with a mobile force of MCA(Mounted Continental Army). Inside the colonies left cannos and never let combat a CA, pull it back refill it with horses and got the MCA again. Dont let they make beachead. k:

Quote:
Has anyone acturally got 100%, or am I just not playing enough?
Viceroy Leonardo De Las Nieves of the Free Dutch
President, Republic of Surinam, 1681---------1588 77%
I think that i ended as an state of the Union.

As Civ II, in the score table cant got a % over 100. But in points u got now limits or maybe u got a 666666 points as limit but i dont know.
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Old 22-03-2006, 06:44 PM   #165
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You can get 100% I think, but you have to have lots of power, lots of colonies, lots of 100% free citizens, lots of naval power, and you can't kill the indians. Starting the war of independence early (before the US declared war on George the III) will also grant you a nice bonus.
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Old 24-03-2006, 11:05 AM   #166
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Originally posted by laiocfar@Mar 22 2006, 04:16 AM
Well. taxes rises with time so Royal Forces rises with time.* *
Ah, but the army only raises if you pay taxes.
So, just dump everything and trade with custom houses, simply keep everything in ships and wagons so the king's accounts cannot find it to tax (which is a LOT of micromanagement), or don't trade with your homeland...
                       
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Old 25-03-2006, 05:36 AM   #167
laiocfar
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Ah, but the army only raises if you pay taxes. biggrin.gif
So, just dump everything and trade with custom houses, simply keep everything in ships and wagons so the king's accounts cannot find it to tax (which is a LOT of micromanagement), or don't trade with your homeland...
Nope, the Royal Forces growth even when trading with custom houses and i am very sure of this last. Maybe just a bug that consider the growth according to tax without care of custom houses effect. I never trayed to stop sell of goods from America and be by my own.
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Old 27-03-2006, 03:42 AM   #168
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Quote:
Originally posted by laiocfar@Mar 22 2006, 04:16 AM
As Civ II, in the score table cant got a % over 100.
I don't know about Civ1 or Col, but in Civ2 you could get a Civilization Rating as high as 327 or 328% I think (it must be recorded in a signed integer variable), and I'm not talking about the score but about the CR percentage, sure. And you can keep track of your CR even further, because once you surpass this limit the CR% turns negative and keeps running. And yes I got that score without cheating, it's easy once you know THE method.

Colonization is completely different though, because you can't expand without limit, there's a very tight memory limit as to how many units there can be (outside colonies--not including workers). This just pissed me so much. :tai:
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Old 27-03-2006, 07:27 PM   #169
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Originally posted by Kon-Tiki@Sep 6 2005, 05:44 PM
Take the fight for independance on Colonization. That's one hell of a hard time, and you have to continuously keep your army at large and at all your colonies.
untrue that you have to "continuously keep your army at large and at all your colonies"... at least not if you remember that the REF always attacks your weakest coastal colony and use that knowledge to your advantage: simply make your most defensible coastal colony your "weakest" colony by placing its military units outside... when the REF lands, destroy it on the beach. granted, you'll want to do this in one turn, so make sure you have enough military units to complete your counter-attack.

warning: don't block the REF's path to your "weakest" colony or you'll automatically lose units.

tip #1: leave only one military unit in all your other coastal cities, thus maximizing your counter-attack force.

tip #2: you won't want to route your counter-attack through your colony (even if there is a terrain bonus), because then your armies will end their turn inside your colony, thus making it your strongest and diverting the REF elsewhere... although this is can be a good strategy if your counter-attack has failed and you are now at risk of losing a key colony if that next boatload of REF shows up.

tip #3: for the above reason, remount any defeated dragoons in a different colony... hopefully one nearby.

                       
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Old 27-03-2006, 07:32 PM   #170
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For the war of independence, I tend to take the approach of dismantling all but my strongest colony (with a fortress), stacking all my military units (and other units) in there, arming absolutely everyone I can with muskets and horses, getting around 10 artillery, then declaring independence, I sit in my settlement, they attack (privateers attack their ships) and lose (I requip and soldiers that have lost battles with new horses at the end of every turn. Not very pretty, but it works.
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