History VideoGame / Colonization

24th Jan '16 5:15:10 AM CH4S
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** Freecol adds Portugal, Sweden, Denmark and Russia. For example, Russia in 1492 was the [[https://en.m.wikipedia.org/wiki/Grand_Duchy_of_Moscow Grand Duchy of Moscow]], which occupied only what is now European Russia and was in no way a great power or able to colonise the Americas.
24th Oct '15 7:06:17 AM TrollBrutal
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Misuse, it's not a fantasy setting but a historical one, nothing allegorical here
* FantasticRacism: [[TruthInTelevision Based on what happened]] in {{Real Life}}. Unless Bartolomeo de las Casas is added to your Continental Congress, Indian Converts are treated somewhat distrustingly, perhaps [[RewardedAsATraitorDeserves for leaving their native tribe to join your colony]]. This treatment includes not having a chance to be taught useful skills, not being allowed to ride horses and [[StupidEvil not being allowed to handle muskets even if the survival of them and your colony depends on it]].
24th Oct '15 6:56:02 AM Morgenthaler
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Misuse. It's Genre Savvy, not just "savvy".
* GenreSavvy: When you first made contact with the natives, they will be happy to buy European trade goods (which are basely worthless trinkets) from you and sell [[WorthlessYellowRocks silver]] to you at a bargain price, allowing you to make a nice profit selling it back to Europe. However, they will quickly figure out that you are ripping them off, and by mid game, they will most likely sell things to you at only slightly below market price, and not longer accept trade goods, instead, they demand you sell them other more useful European products, such as guns and horses. ** Another example is your king. As your colonists' rebel sentiment rises, he will start adding troops to his expeditionary force.
12th Oct '15 11:53:22 AM CH4S
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Breakable Weapons
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* BreakableWeapons: For European nations, defeated units don't simply die they follow this sequence: Dragoon (with horses and muskets) --> Soldier (horses have been destroyed) --> Unarmed (muskets have been destroyed) --> Death. This does not apply to natives, and thus a native dragoon is slaughtered if it is defeated. Also, artillery can be damaged by its first defeat, but destroyed after its second defeat, and ships that are attacked are not necessarily sunk, but can be sent for repairs, despite their cargo being destroyed.
11th Oct '15 12:54:39 PM CH4S
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* EnemyMine: ** You can incite natives with missionaries and [[MoneyDearBoy a load of cash to motivate them]]. If you are trying to incite natives who dislike you more than the nation you are paying them to attack, your missionary is murdered. ** Once Peter Minuit joins your Continental Congress, you can negotiate peace with other European nations, trade with them and pay for them to attack natives or other Europeans for a much lower cost than the above option. ** The Royal Expeditionary Force sent by your monarch to quash your independence movement can ally with natives and Europeans that you've pissed off and provide them with a plentiful supply of weapons - if this happens, {{You Are Already Dead}}.

** FantasticRacism: [[TruthInTelevision Based on what happened]] in {{Real Life}}. Unless Bartolomeo de las Casas is added to your Continental Congress, Indian Converts are treated somewhat distrustingly, perhaps [[RewardedAsATraitorDeserves for leaving their native tribe to join your colony]]. This treatment includes not having a chance to be taught useful skills, not being allowed to ride horses and [[StupidEvil not being allowed to handle muskets even if the survival of them and your colony depends on it]].
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** * FantasticRacism: [[TruthInTelevision Based on what happened]] in {{Real Life}}. Unless Bartolomeo de las Casas is added to your Continental Congress, Indian Converts are treated somewhat distrustingly, perhaps [[RewardedAsATraitorDeserves for leaving their native tribe to join your colony]]. This treatment includes not having a chance to be taught useful skills, not being allowed to ride horses and [[StupidEvil not being allowed to handle muskets even if the survival of them and your colony depends on it]].
11th Oct '15 12:38:30 PM CH4S
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* BenevolentAlienInvasion: If you decide to not go with the Conqueror[=/=]Manifest Destiny route, you can try to peacefully co-exist with the natives -- trading and sending your colonists to live with them, actually paying them for the land that you occupied, and using your missionaries to covert part of their population to live with your colonists. However, no matter what you do, you will still end up destroying their traditional way of life as your borders expand and eventually push out their settlements while your missionaries lure their young men out into your own colonies.
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* BenevolentAlienInvasion: If you decide to not go with the Conqueror[=/=]Manifest Destiny route, you can try to peacefully co-exist with the natives -- trading and sending your colonists to live with them, actually paying them for the land that you occupied, and using your missionaries to covert part of their population to live with your colonists. However, no matter what you do, you will still end up destroying their traditional way of life as your borders expand and eventually push out their settlements while your missionaries lure their young men out into your own colonies. Also, you can [[TrainingThePeacefulVillagers supply natives with muskets and horses]] partly to [[MoralMyopia kick out those other pesky Europeans]] and partly because [[WarForFunAndProfit selling muskets and horses to natives yields a massive profit]].

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* BenevolentAlienInvasion: If you decide ** FantasticRacism: [[TruthInTelevision Based on what happened]] in {{Real Life}}. Unless Bartolomeo de las Casas is added to not go with the Conqueror[=/=]Manifest Destiny route, you can try to peacefully co-exist with the natives -- trading and sending your colonists to live with them, actually paying them Continental Congress, Indian Converts are treated somewhat distrustingly, perhaps [[RewardedAsATraitorDeserves for the land that you occupied, and using your missionaries to covert part of leaving their population native tribe to live with join your colonists. However, no matter what you do, you will still end up destroying their traditional way colony]]. This treatment includes not having a chance to be taught useful skills, not being allowed to ride horses and [[StupidEvil not being allowed to handle muskets even if the survival of life as them and your borders expand and eventually push out their settlements while your missionaries lure their young men out into your own colonies. colony depends on it]].
13th Jul '15 7:52:03 PM AFashionableHat
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* EnemyCivilWar: Somewhat justified in that it is modeled after the War of the Spanish Succession. The game only supports four European powers, and when you declare independence, the game needs a "slot" to allocate to the royal power that will be trying to bring you to heel. So, once you reach 50% rebel sentiment in your colonies (and so could declare independence), you will be informed that this war has ended, and that one random country (not you) has surrendered all its New World claims to one of the other two AI powers. Only very rarely is this a good thing for you.
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* EnemyCivilWar: Somewhat justified in that it is modeled after the War of the Spanish Succession. The game only supports four European powers, and when you declare independence, the game needs a "slot" to allocate to the royal power that will be trying to bring you to heel. So, once you reach 50% rebel sentiment in your colonies (and so could declare independence), you will be informed that this war has ended, and that one random country (not you) has surrendered all its New World claims to one of the other two AI powers. Only very rarely is this a good thing for you. (Once you declare independence, you can even use the cheat mode to place Tory units by attempting to place units of the removed player.)
13th Jul '15 7:50:13 PM AFashionableHat
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* EnemyCivilWar: Somewhat justified in that it is modeled after the War of the Spanish Succession, at some point in the game, you will be informed that this war randomly has ended, and that one random country (not you) has surrendered all its New World claims to another random country (''maybe'' you). This can work out great in your favor, if you are the lucky recipient; but the odds are that it won't be you, and you'll end up with one of your rivals suddenly more powerful.
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* EnemyCivilWar: Somewhat justified in that it is modeled after the War of the Spanish Succession, at some point in Succession. The game only supports four European powers, and when you declare independence, the game, game needs a "slot" to allocate to the royal power that will be trying to bring you to heel. So, once you reach 50% rebel sentiment in your colonies (and so could declare independence), you will be informed that this war randomly has ended, and that one random country (not you) has surrendered all its New World claims to another random country (''maybe'' you). This can work out great in your favor, if you are the lucky recipient; but the odds are that it won't be you, and you'll end up with one of your rivals suddenly more powerful.the other two AI powers. Only very rarely is this a good thing for you.
4th Jun '15 10:45:23 AM Specialist290
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Whoops, already on the page.
** The independence war typically boils down to you trying to lure the Powerhouse of the Royal Expeditionary Force away from your colonies and out into open ground, where your Subversive Continental militiamen will be able to take full advantage of their terrain bonuses to bushwhack the enemy.
4th Jun '15 10:44:37 AM Specialist290
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Found a better fit for the Genre Shift entry, as the genre and mechanics don't actually change, just your priorities.
* ChangingGameplayPriorities: For the most part, the early game is largely about developing your colony to become self-sufficient, with you managing the production and trade of your settlements. However, the moment you declare independence by the end game, it becomes all about surviving the Royal Expeditionary Force's onslaught.

** The independence war typically boils down to you trying to lure the Powerhouse of the Royal Expeditionary Force away from your colonies and out into open ground, where your Subversive Continental militiamen will be able to take full advantage of their terrain bonuses to bushwhack the enemy.

* GenreShift: For the most part, the game is largely a economic-sim, with you managing the production and trade of your settlements. However, the moment you declare independence by the end game, it becomes a full on war game.
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