History VideoGame / Colonization

4th Jan '17 8:59:31 PM TVRulezAgain
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* CoolBoat: The ships in the game come in three sizes: 200 ton, 400 ton, and 600 ton; and in two types: merchant and naval. All of them are potentially available to you to buy, or even to make -- ''except,'' of course, the 600 ton (or more importantly, 6 unit) naval ship: the Man-o-war. Aside from being lucky enough to get one from your European allies during your Revolution, the only way for you to get one is to use the cheat codes (no matter what, you can't buy or build them). Of course, your mother country's navy probably has a half dozen of them, and they are tough to beat -- only Frigates (the 400 ton naval ship) stand a chance, and that's if they shoot first.

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* CoolBoat: The ships in the game come in three sizes: 200 ton, 400 ton, and 600 ton; and in two types: merchant and naval. All of them are potentially available to you to buy, or even to make -- ''except,'' of course, the 600 ton (or more importantly, 6 unit) naval ship: the Man-o-war. Aside from being lucky enough to get one from your European allies during your Revolution, the only way for you to get one is to use the cheat codes (no matter what, you can't buy or build them). Of course, your Your mother country's navy probably has a half dozen of them, and they are tough to beat -- only Frigates (the 400 ton naval ship) stand a chance, and that's if they shoot first.



** If you elect {{George Washington}} to the Continental Congress, field promotions are granted to every unit that wins a battle, including those in self defense. This makes it easy to get a petty criminal all the way to Veteran Soldier or Continental Army just by arming and mounting them, then leaving them to fortify themselves in one of your forts that is about to be attacked.

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** If you elect {{George UsefulNotes/{{George Washington}} to the Continental Congress, field promotions are granted to every unit that wins a battle, including those in self defense. This makes it easy to get a petty criminal all the way to Veteran Soldier or Continental Army just by arming and mounting them, then leaving them to fortify themselves in one of your forts that is about to be attacked.



* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts." With the founding father Hernando de Soto, the IndianBurialGround pretty much functions like this, too.
* InstantMilitia: You can arm any unit with muskets for a quick military force, and / or give them horses to make them Scouts or Dragoons. Of course, they don't perform as well as Veteran Soldiers or Seasoned Scouts in these roles. Also, if a colony with no garrison but a musket stockpile is attacked the citizens will automatically arm themselves and "Man the stockade!" Only happens if you have the founding father Paul Revere, however.

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* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts." With the founding father Hernando de Soto, the IndianBurialGround pretty much functions like this, too.
* InstantMilitia: You can arm any unit with muskets for a quick military force, and / or give them horses to make them Scouts or Dragoons. Of course, they They don't perform as well as Veteran Soldiers or Seasoned Scouts in these roles. Also, if a colony with no garrison but a musket stockpile is attacked the citizens will automatically arm themselves and "Man the stockade!" Only happens if you have the founding father Paul Revere, however.



** If you waged war on a native tribe but didn't exterminate it, the survivors will likely team up with the king after you declare independence. This will leave you on the receiving end of theis trope.

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** If you waged war on a native tribe but didn't exterminate it, the survivors will likely team up with the king after you declare independence. This will leave you on the receiving end of theis this trope.



** There's a delayed payoff for one example: Sacking Aztec and Inca cities for the loot may provide a quick and dirty boost to your economy, but for every treasure train you send back to Europe, the King will take his cut (which, if you take the lazy way, includes ''half'' the total amount ''before'' deducting taxes on the other half) and use the proceeds to help finance additions to his Expeditionary Force. If you're not careful, you may find that you've basically funded your own asskicking further down the road.

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** There's a delayed payoff for one example: Sacking Aztec and Inca cities for the loot may provide a quick and dirty boost to your economy, but for every treasure train you send back to Europe, the King will take his cut (which, if you take the lazy way, includes ''half'' the total amount ''before'' deducting taxes on the other half) and use the proceeds to help finance additions to his Expeditionary Force. If you're not careful, you may find that you've basically funded your own asskicking further down the road.
10th Aug '16 5:46:14 AM shinkarom
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* [[AliensSpeakingEnglish Natives Speaking English]]: Every native you meet is apparently Squanto.
* WeAllLiveInAmerica: When you declare independence, your colony flags become American flags, regardless of your mother country.


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* [[AliensSpeakingEnglish Natives Speaking English]]: Every native you meet is apparently Squanto.


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* WeAllLiveInAmerica: When you declare independence, your colony flags become American flags, regardless of your mother country.
17th Apr '16 3:47:27 PM Specialist290
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* BoldExplorer: Scouts can not only explore large portions of the map quickly, but they can also speak to native chiefs to learn what goods and education their villages provide, and they have slightly better chances of good outcomes when exploring Lost Cities. Any unit can become a Scout if equipped with Horses, but Seasoned Scouts are better at the job than non-specialists.
13th Apr '16 4:44:33 PM CH4S
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** In the Americas map, European nations are randomly assigned starting positions on the Atlantic Ocean (which gives extra irony because {{Tsarist Russia}} colonized the Americas from the Pacific Ocean) for their ships. [[spoiler: The locations of these starting positions (near Newfoundland, Nova Scotia, Hispaniola, the Falklands, [[https://en.wikipedia.org/wiki/Maranh%C3%A3o Maranhão]], Venezuela, the [[https://en.wikipedia.org/wiki/S%C3%A3o_Paulo_(state) State of São Paulo]], and the [[https://en.wikipedia.org/wiki/R%C3%ADo_de_la_Plata La Plata Delta]] ) mean that unlike real life where what is now Mexico and the 13 original US states became densely populated as early as the 1650s, these areas often are the last to be colonized. This also means that {{Brazil}}, {{Argentina}}, {{Uruguay}}, {{Venezuela}}, {{Panama}}, {{Guyana}}, {{Colombia}}, {{Haiti}}, the {{Dominican Republic}} get heavy European settlement and thus receive the most developed infrastructure. This also creates an [[TruthInTelevision realistic unfair playing field for colonial powers]] because starting in the La Plata Delta or São Paulo is advantageous due to good farming land and easy mobility; starting in Maranhão or Venezuela hinders expansion due to the abysmal mobility and food production from the [[HungryJungle Amazon Rainforest]] (but starting in Venezuela makes it easy to expand to {{Panama}} and build a settlement to serve as a Panama Canal, [[GameBreaker which is a boon to everything]], or to [[GoldFever mine the Andes mountains for Silver]]); starting in Hispaniola allows for easy colonization of the Caribbean, has a massive sugar production (as in real life), and serves as a base for colonizing the North American mainland (as [[UsefulNotes/HernanCortez Hernán Cortés]] did when destroying the Aztec Empire), if you could be bothered to do so; starting in [[HollywoodNewEngland Nova Scotia]] or [[CanadaEh Newfoundland]] gives you plenty of timber and furs but hinders everything else due to the [[SnowMeansDeath cold climate's low (but not abysmal) food production and mobility points]] and inability to produce Silver, Tobacco, Cotton or Sugar; finally, starting in the Falklands is the least desirable because you have low food production (like in Nova Scotia or Newfoundland), the need to transport everything by sea (like in Hispaniola) and that even if you decide to settle further west in [[IDontLikeTheSoundOfThatPlace Tierra del Fuego]], you still have the same [[SnowMeansDeath cold climate issues]], plus limited mobility and resources from having the Andes Mountains and the [[ThirstyDesert Atacama Desert]] nearby. Then there is the possibility of [[WrongTurnAtAlbuquerque missing Newfoundland or Nova Scotia]] and settling {{Greenland}} instead, a place with [[EpicFail no trees to speak off]], meaning that [[HaveANiceDeath you're]] [[PlaceWorseThanDeath screwed]]. ]]

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** In the Americas map, European nations are randomly assigned starting positions on the Atlantic Ocean (which gives extra irony because {{Tsarist Russia}} colonized the Americas from the Pacific Ocean) for their ships. [[spoiler: The locations of these starting positions (near Newfoundland, Nova Scotia, Hispaniola, the Falklands, [[https://en.wikipedia.org/wiki/Maranh%C3%A3o Maranhão]], Venezuela, the [[https://en.wikipedia.org/wiki/S%C3%A3o_Paulo_(state) State of São Paulo]], and the [[https://en.wikipedia.org/wiki/R%C3%ADo_de_la_Plata La Plata Delta]] ) mean that unlike real life where what is now Mexico and the 13 original US states became densely populated as early as the 1650s, these areas often are the last to be colonized. This also means that {{Brazil}}, {{Argentina}}, {{Uruguay}}, {{Venezuela}}, {{Panama}}, {{Guyana}}, {{Colombia}}, {{Haiti}}, the {{Dominican Republic}} get heavy European settlement and thus receive the most developed infrastructure. This also creates an [[TruthInTelevision realistic unfair playing field for colonial powers]] because starting in the La Plata Delta or São Paulo is advantageous due to good farming land and easy mobility; starting in Maranhão or Venezuela hinders expansion due to the abysmal mobility and food production from the [[HungryJungle Amazon Rainforest]] (but starting in Venezuela makes it easy to expand to {{Panama}} and build a settlement to serve as a Panama Canal, [[GameBreaker which is a boon to everything]], or to [[GoldFever mine the Andes mountains for Silver]]); starting in Hispaniola allows for easy colonization of the Caribbean, has a massive sugar production (as in real life), and serves as a base for colonizing the North American mainland (as [[UsefulNotes/HernanCortez Hernán Cortés]] did when destroying the Aztec Empire), if you could be bothered to do so; starting in [[HollywoodNewEngland Nova Scotia]] or [[CanadaEh Newfoundland]] gives you plenty of timber and furs but hinders everything else due to the [[SnowMeansDeath cold climate's low (but not abysmal) food production and mobility points]] and inability to produce Silver, Tobacco, Cotton or Sugar; finally, starting in the Falklands is the least desirable because you have low food production (like in Nova Scotia or Newfoundland), the need to transport everything by sea (like in Hispaniola) and that even if you decide to settle further west in [[IDontLikeTheSoundOfThatPlace Tierra del Fuego]], you still have the same [[SnowMeansDeath cold climate issues]], plus limited mobility and resources from having the Andes Mountains and the [[ThirstyDesert Atacama Desert]] nearby. Then there is the possibility of [[WrongTurnAtAlbuquerque missing Newfoundland or Nova Scotia]] and settling {{Greenland}} instead, a place with [[EpicFail no trees trees]] [[DeathWorld to speak off]], off]] [[SnowMeansDeath due to the cold climate]] taken {{up to eleven}}, meaning that [[HaveANiceDeath you're]] [[PlaceWorseThanDeath screwed]]. ]]
13th Apr '16 4:43:07 PM CH4S
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* FieldPromotion: If a unit wins a combat, there is a chance that it improves in social/skill rank (petty criminal -> indentured servant -> free colonist -> expert specialist / veteran soldier).

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* FieldPromotion: If a unit wins a combat, there is a chance that it improves in social/skill rank (petty criminal -> indentured servant -> free colonist -> expert specialist / veteran soldier). Cannot happen if the unit winning a battle already had another specialty but was [[InstantMilitia armed and/or mounted out of desperation]]
** If you elect {{George Washington}} to the Continental Congress, field promotions are granted to every unit that wins a battle, including those in self defense. This makes it easy to get a petty criminal all the way to Veteran Soldier or Continental Army just by arming and mounting them, then leaving them to fortify themselves in one of your forts that is about to be attacked.


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* Irony:
** In the Americas map, European nations are randomly assigned starting positions on the Atlantic Ocean (which gives extra irony because {{Tsarist Russia}} colonized the Americas from the Pacific Ocean) for their ships. [[spoiler: The locations of these starting positions (near Newfoundland, Nova Scotia, Hispaniola, the Falklands, [[https://en.wikipedia.org/wiki/Maranh%C3%A3o Maranhão]], Venezuela, the [[https://en.wikipedia.org/wiki/S%C3%A3o_Paulo_(state) State of São Paulo]], and the [[https://en.wikipedia.org/wiki/R%C3%ADo_de_la_Plata La Plata Delta]] ) mean that unlike real life where what is now Mexico and the 13 original US states became densely populated as early as the 1650s, these areas often are the last to be colonized. This also means that {{Brazil}}, {{Argentina}}, {{Uruguay}}, {{Venezuela}}, {{Panama}}, {{Guyana}}, {{Colombia}}, {{Haiti}}, the {{Dominican Republic}} get heavy European settlement and thus receive the most developed infrastructure. This also creates an [[TruthInTelevision realistic unfair playing field for colonial powers]] because starting in the La Plata Delta or São Paulo is advantageous due to good farming land and easy mobility; starting in Maranhão or Venezuela hinders expansion due to the abysmal mobility and food production from the [[HungryJungle Amazon Rainforest]] (but starting in Venezuela makes it easy to expand to {{Panama}} and build a settlement to serve as a Panama Canal, [[GameBreaker which is a boon to everything]], or to [[GoldFever mine the Andes mountains for Silver]]); starting in Hispaniola allows for easy colonization of the Caribbean, has a massive sugar production (as in real life), and serves as a base for colonizing the North American mainland (as [[UsefulNotes/HernanCortez Hernán Cortés]] did when destroying the Aztec Empire), if you could be bothered to do so; starting in [[HollywoodNewEngland Nova Scotia]] or [[CanadaEh Newfoundland]] gives you plenty of timber and furs but hinders everything else due to the [[SnowMeansDeath cold climate's low (but not abysmal) food production and mobility points]] and inability to produce Silver, Tobacco, Cotton or Sugar; finally, starting in the Falklands is the least desirable because you have low food production (like in Nova Scotia or Newfoundland), the need to transport everything by sea (like in Hispaniola) and that even if you decide to settle further west in [[IDontLikeTheSoundOfThatPlace Tierra del Fuego]], you still have the same [[SnowMeansDeath cold climate issues]], plus limited mobility and resources from having the Andes Mountains and the [[ThirstyDesert Atacama Desert]] nearby. Then there is the possibility of [[WrongTurnAtAlbuquerque missing Newfoundland or Nova Scotia]] and settling {{Greenland}} instead, a place with [[EpicFail no trees to speak off]], meaning that [[HaveANiceDeath you're]] [[PlaceWorseThanDeath screwed]]. ]]
* KeystoneArmy: You lose the game if you lose all your coastal colonies, regardless of how strong your military is, how much gold you have, or how many inland colonies you still own.
4th Mar '16 9:50:45 PM CH4S
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* TheComputerIsACheatingBastard:
** Other Europeans just seem to be able to get the most expensive skilled colonists (such as the Elder Statesman) early in the game. Partially {{Hand Wave}}d as a {{Deus Ex Machina}} because [[TheEmpire your European homeland/monarch]] sometimes does this to a lesser degree on your behalf by providing free immigrants, soldiers and on rare occasions (such as a war started by [[TheEmperor your monarch]]), even [[CoolBoat naval vessels]].
** See entry under {{Magical Native American}}
2nd Mar '16 10:59:37 PM CH4S
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* LesCollaborateurs: If Tory sentiment is high in a colony and you've declared independence, there's a chance of a royalist militia uprising occuring.
* TheMissionary: You can use missionaries to set up missions in native settlements, which will reduce their alarm rate and occasionally provide you with converts to work in your colonies. The expert-level unit is the Jesuit Missionary, [[ArtisticLicenseHistory even for the English and Dutch]].

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* LesCollaborateurs: If Tory sentiment is high in a colony and you've declared independence, there's a chance of a royalist militia uprising occuring.
occurring.
* MagicalNativeAmerican: Though not magical per Se, the Native Americans in Colonization and Freecol [[MyRulesAreNotYourRules are not bound by certain constraints for European settlers]], for example:
** Their military units Brave/Mounted Brave/Armed Brave/Native Dragoon can carry 50 units of goods each while only wagon trains and naval vessels can carry goods for Europeans.
** Their settlements, when destroyed, yield [[GoldFever Treasure Trains of various sizes]] and are a way to get [[MoneySpider quick money]] [[EvilIsEasy the unethical way]].
** Only natives can build settlements (even large Inca and Aztec cities) on mountains: Europeans cannot because mountain tiles produce no food.
** Native settlements completely surrounded by tiles claimed by hostile European colonists and thus cut off from food, lumber, ore and other natural resources can still produce said natural resources with no problem and ''continue to have enough food to maintain, and if need be, grow their population''. But this is more likely because {{the computer is a cheating bastard}}.
** Natives can teach some, but not all of the colonist specialties (only those at skill level 1 and 2) to free colonists and [[IndenturedServitude indentured servants]] in one turn (in contrast it takes 3 turns for skill level 1 and 5 turns for skill level 2 specialties to be taught by Europeans). The skills each native group teaches are [[TruthInTelevision limited to those for which each native group has proven]] [[ShownTheirWork historical evidence of practicing]], namely Expert Fisherman, Expert Farmer, Seasoned Scout, Expert Luberjack, Expert Fur Trapper, Expert Ore Miner, Master Fur Trader, Expert Silver Miner, Master Cotton Planter, Master Tobacco Planter and Master Sugar Planter.
* TheMissionary: You can use missionaries to set up missions in native settlements, which will reduce their alarm rate and occasionally provide you with converts to work in your colonies. The expert-level unit is the Jesuit Missionary, [[ArtisticLicenseHistory even for the English and Dutch]].Dutch]], let alone Orthodox Russians in FreeCol.
1st Mar '16 4:18:30 PM CH4S
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* ChronicBackstabbingDisorder:
** Combined with {{Insane Forgiveness}} when dealing with other Europeans: You can send scouts to European colonies you are at war with, and you can negotiate an alliance just like that (other Europeans ''don't'' {{shoot the messenger}} of nations they are at war with, unlike the natives), then you can backstab them, then reproclaim the alliance, [[RunningGag rinse and repeat]], and they will always be happy to reproclaim the alliance regardless of how many times you've backstabbed them or how much damage you've caused to them.
** Chiefs of native tribes at war with you can proclaim peace (actually just a ceasefire) at a whim (notable because the European side cannot proclaim peace with natives because that just [[ShootTheMessenger gets the scout killed]]) so that they can [[PragmaticVillainy rebuild their population in preparation for wars in the future]].
** Natives you incite to attack the [[TheEmpire Royal Expeditionary Force]] often do so halfheartedly and proclaim ceasefires with the Royal Expeditionary Force ASAP.
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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* 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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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Colonization