Follow TV Tropes

Following

History Videogame / Colonization

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Later in the game, once you declare independence, it becomes a game of your Subversive Rebels trying to lure the Powerhouse Loyalists out of the settlements so you can take advantage of the terrain bonuses your Continental soldiers get in the field.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdventurousIrishViolins: Featured in a number of tracks from the original release, which includes renditions of traditional tunes such as the [[http://www.youtube.com/watch?v=II3O8qQBcy0 Fisher's Hornpipe]].

Added: 709

Changed: 726

Is there an issue? Send a MessageReason:
None


* [[GameplayAndStorySegregation Gameplay And Story Integration]]: Your colony's interaction with your European homeland. The king will keep on increasing your taxes until eventually, your colony can barely turn a profit, making independence your only choice. The various army's modifiers also reflect their historical situation. The REF have better equipment that the colonist don't have access to in order to reflect their economic and economical superiority, forcing your to think outside the box and employ unconventional warfare tactics such as using the terrain to your advantage and weaken the enemy using hit-and-run ambushes, just like the Americans did in the actual Revolutionary War.
* 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.

to:

* [[GameplayAndStorySegregation Gameplay And Story Integration]]: Your colony's interaction with your European homeland. The king will keep on increasing your taxes until eventually, your colony can barely turn a profit, making independence your only choice. The various army's modifiers also reflect their historical situation. The REF have better equipment that the colonist don't have access to in order to reflect their economic and economical superiority, forcing your to think outside the box and employ unconventional warfare tactics such as using the terrain to your advantage and weaken the enemy using hit-and-run ambushes, just like the Americans did in the actual Revolutionary War.
War.
* GenocideBackfire: If you destroy the capital of a native tribe, but they still have some settlements left, they will surrender and give you all the land you have conquered. However, when you finally declare independence, there is a very high chance the natives will throw their lot in with your king, who will in turn provide them with muskets and horses.
* 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. horses.
** Another example is your king. As your colonists' rebel sentiment rises, he will start adding troops to his expeditionary force.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShoutOut: In the Expert Lumberjack's Civilopedia entry for the remake, it states that "[[Series/MontyPythonsFlyingCircus they were lumberjacks and they're OK.]]"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Although you didn't get any bonuses BEFORE you declare independence, and none of the colonists received are any different race wise than the European immigrants. So either you just attracted new people by your pointless liberalness, because there were no slaves, or you enslaved Europeans who didn't do any work or eat any food until you freed them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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]].
Is there an issue? Send a MessageReason:
None


* FieldPromotion: If a unit wins a combat, there is a chance that it improves in social/skill rank (petty criminal -> indentured servant -> free colonist -> veteran soldier).

to:

* 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).
Is there an issue? Send a MessageReason:
None


* GameplayAndStorySegregation: Your colony's interaction with your European homeland. The king will keep on increasing your taxes until eventually, your colony can barely turn a profit, making independence your only choice. The various army's modifiers also reflect their historical situation. The REF have better equipment that the colonist don't have access to in order to reflect their economic and economical superiority, forcing your to think outside the box and employ unconventional warfare tactics such as using the terrain to your advantage and weaken the enemy using hit-and-run ambushes, just like the Americans did in the actual Revolutionary War.

to:

* GameplayAndStorySegregation: [[GameplayAndStorySegregation Gameplay And Story Integration]]: Your colony's interaction with your European homeland. The king will keep on increasing your taxes until eventually, your colony can barely turn a profit, making independence your only choice. The various army's modifiers also reflect their historical situation. The REF have better equipment that the colonist don't have access to in order to reflect their economic and economical superiority, forcing your to think outside the box and employ unconventional warfare tactics such as using the terrain to your advantage and weaken the enemy using hit-and-run ambushes, just like the Americans did in the actual Revolutionary War.

Added: 1334

Changed: 438

Is there an issue? Send a MessageReason:
None


* GameplayAndStorySegregation: Your colony's interaction with your European homeland. The king will keep on increasing your taxes until eventually, your colony can barely turn a profit, making independence your only choice. The various army's modifiers also reflect their historical situation. The REF have better equipment that the colonist don't have access to in order to reflect their economic and economical superiority, forcing your to think outside the box and employ unconventional warfare tactics such as using the terrain to your advantage and weaken the enemy using hit-and-run ambushes, just like the Americans did in the actual Revolutionary War.



* GeoEffects: Just like most Sid Meier games, you get combat bonuses or penalties depending on the type of tiles your troops are located on. And there are upgrades that gives you additional bonuses. The Native Americans tends to have this as one of their biggest advantage.

to:

* 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.
* GenocideDilemma: Do you try and peacefully cooperate and coexist with the Native Americans, even if it means you will have to spend lots of money paying them for their land and limit where you can build your settlements, or do you go with the conquistador route and exterminate them all with your military might?
* GeoEffects: Just like most Sid Meier games, you get combat bonuses or penalties depending on the type of tiles your troops are located on. And there are upgrades that gives you additional bonuses. The Native Americans (and later on, your Continental Army) tends to have this as one of their biggest advantage.advantage against a technologically superior foe.
Is there an issue? Send a MessageReason:
None


* GrayandGreyMorality: The colonist wants to create a build a new nation for their people free from the persecution and oppression from their homeland, while the Native Americans are trying to defend their ancestral lands and way of life from the stranger from across the sea.

to:

* GrayandGreyMorality: {{Grey and Grey Morality}}: The colonist wants to create a build a new nation for their people free from the persecution and oppression from their homeland, while the Native Americans are trying to defend their ancestral lands and way of life from the stranger from across the sea.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GeoEffects: Just like most Sid Meier games, you get combat bonuses or penalties depending on the type of tiles your troops are located on. And there are upgrades that gives you additional bonuses. The Native Americans tends to have this as one of their biggest advantage.
* GlobalCurrency: Gold
* GrayandGreyMorality: The colonist wants to create a build a new nation for their people free from the persecution and oppression from their homeland, while the Native Americans are trying to defend their ancestral lands and way of life from the stranger from across the sea.
** Averted for the conflict between the colonist and the crown. In RealLife, there was at lease some legitimate reasons for raising taxes, but here, the king raises your taxes and demands random tribute for the most bizarre if not outright nonsensical reasons.


Added DiffLines:

* OppressiveStatesOfAmerica: See the {{Video Game Cruelty Potential}} below. When writing your constitution that determines your new nations future in the 2008 remake, you can make America a brutal and backwards monarchy from the very beginning, without even the pretense of freedom and liberty.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ThePromisedLand: What immigrants from Europe view the New World as. Especially if you discovered a FountainOfYouth which will automatically attract a large number of immigrants.
Is there an issue? Send a MessageReason:
None


* Video Game Caring Potential: Build a prosperous colony with great wealth and economic opportunities. Make your colonies a place in which everyone that was driven out of Europe due to their unpopular religious or political views get to start a new life. Be good to the natives, peacefully interact with them through trade and cultural exchange, allowing those that were converted to live with along side the rest of your citizens as equals. Produce lots of liberty bell, then adopt values such as the separation of church and state, emancipation of slavery, and support native rights, making your new nation a paragon of enlightened democracy with peace and justice for all. The natives will reward you with tax free trade opportunities and teach your citizens useful skills that cannot be learned from anywhere else. The people will reward you with increase productivity and combat bonus.
* Video Game Cruelty Potential: Construct an imperialistic outpost for your homeland, with an economy based on extorting and looting from the natives! Utterly and thoroughly exterminate all native Americans and plunder their land! Use new immigrates as cannon fodder in you conquest! Burn the settlements that belong to other European colonist to the ground! After declaring independence, make your new nation a slavery based theocratic monarchy that believes in it's Manifest Destiny, a government that is even more oppressive then your European homeland! The natives will try to fight back, but with your superior technology it will only be a matter of time before they get wiped out. As for your people... Well, they actually will not do much to protest your actions!

to:

* Video {{Video Game Caring Potential: Potential}}: Build a prosperous colony with great wealth and economic opportunities. Make your colonies a place in which everyone that was driven out of Europe due to their unpopular religious or political views get to start a new life. Be good to the natives, peacefully interact with them through trade and cultural exchange, allowing those that were converted to live with along side the rest of your citizens as equals. Produce lots of liberty bell, then adopt values such as the separation of church and state, emancipation of slavery, and support native rights, making your new nation a paragon of enlightened democracy with peace and justice for all. The natives will reward you with tax free trade opportunities and teach your citizens useful skills that cannot be learned from anywhere else. The people will reward you with increase productivity and combat bonus.
* Video {{Video Game Cruelty Potential: Potential}}: Construct an imperialistic outpost for your homeland, with an economy based on extorting and looting from the natives! Utterly and thoroughly exterminate all native Americans and plunder their land! Use new immigrates as cannon fodder in you conquest! Burn the settlements that belong to other European colonist to the ground! After declaring independence, make your new nation a slavery based theocratic monarchy that believes in it's Manifest Destiny, a government that is even more oppressive then your European homeland! The natives will try to fight back, but with your superior technology it will only be a matter of time before they get wiped out. As for your people... Well, they actually will not do much to protest your actions!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Video Game Caring Potential: Build a prosperous colony with great wealth and economic opportunities. Make your colonies a place in which everyone that was driven out of Europe due to their unpopular religious or political views get to start a new life. Be good to the natives, peacefully interact with them through trade and cultural exchange, allowing those that were converted to live with along side the rest of your citizens as equals. Produce lots of liberty bell, then adopt values such as the separation of church and state, emancipation of slavery, and support native rights, making your new nation a paragon of enlightened democracy with peace and justice for all. The natives will reward you with tax free trade opportunities and teach your citizens useful skills that cannot be learned from anywhere else. The people will reward you with increase productivity and combat bonus.
* Video Game Cruelty Potential: Construct an imperialistic outpost for your homeland, with an economy based on extorting and looting from the natives! Utterly and thoroughly exterminate all native Americans and plunder their land! Use new immigrates as cannon fodder in you conquest! Burn the settlements that belong to other European colonist to the ground! After declaring independence, make your new nation a slavery based theocratic monarchy that believes in it's Manifest Destiny, a government that is even more oppressive then your European homeland! The natives will try to fight back, but with your superior technology it will only be a matter of time before they get wiped out. As for your people... Well, they actually will not do much to protest your actions!
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TookALevelInBadass: While the natives starts out as musket fodder for the colonists, later on once they managed to get their hands on guns and horses through either raids against European settlements or trade, they will become a legitimate threat that you really need to watch out for and can turn the tide of a war depending on who they allied with.
** In the 2008 remake, when you write your constitution after declaring independence you have have make a decision on the issue of land security. If you give all your citizens the right to bear arms, all units will get extra strength in combat. Making it possible for even non-combatants (fisherman, blacksmith, statesman, etc) to take on enemies attacking them and actually stand a chance of winning.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BenevolentAlienInvasion: If you decide to not go with the Conqueror/Manifest Destiny route, you can try and peacefully co-exist with the natives. Trading and sending your colonist to live with them, actual pay them for the land that you occupied, and use your missionaries to covert part of their population to live with your colonists. However, no matter what you do, you will still ended up destroying their traditional way of life as your boarders expand and eventually push out their settlements.

Added: 182

Changed: 631

Is there an issue? Send a MessageReason:
None


* HereThereBeDragons: The intro movies shows your ship crossing the Atlantic ocean on a Ye Olde Map, which is populated with all kinds of fantastic sea monsters.

to:

* 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.
* HereThereBeDragons: The intro movies movie for the original game shows your ship crossing the Atlantic ocean on a Ye Olde Map, which is populated with all kinds of fantastic sea monsters.

Added: 602

Changed: 109

Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: Key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy. Furthermore, the price you get for selling goods is always lower than the price you pay for buying them. Adam Smith's own appearance in the game, however, averts this; he enables you to build very useful factories.

to:

* AdamSmithHatesYourGuts: Key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy. Furthermore, the price you get for selling goods is always lower than the price you pay for buying them.
**
Adam Smith's own appearance in the game, however, averts this; he enables you to build very useful factories.factories in the original or increase your production rates in the remake.


Added DiffLines:

** Also averted in the manual for the original game, in which it clearly states in no uncertain terms, about how evil and unjust the historical treatment of the Native American by the European colonists were.


Added DiffLines:

* ZergRush: Since the King's army from the homeland will always have superior equipment and training compared with what the colonist have, once you declared independence this will be your only viable strategy.

Added: 513

Changed: 202

Is there an issue? Send a MessageReason:
None


* HistoricalDomainCharacter: Several founding fathers and prominent colonial figures take a seat in your Continental Congress.



* PoliticallyCorrectHistory: Even for an old and abstract game, its version of events leaves big hole. A gaping hole. A black hole, if you will, with no mention of the role that slavery played in the European colonial development.

to:

* PoliticallyCorrectHistory: PoliticallyCorrectHistory:
**
Even for an old and abstract game, its version of events leaves big hole. A gaping hole. A black hole, if you will, with no mention of the role that slavery played in the European colonial development. This is an EnforcedTrope brought by ExecutiveMeddling, as Sid Meir had planned to include slave labor in the game, but was overruled by Microprose for fear of offending black people.

Added: 462

Changed: 87

Is there an issue? Send a MessageReason:
None


* PoliticallyCorrectHistory: Even for an old and abstract game, its version of events leaves big hole. A gaping hole. A black hole, if you will.

to:

* PoliticallyCorrectHistory: Even for an old and abstract game, its version of events leaves big hole. A gaping hole. A black hole, if you will.will, with no mention of the role that slavery played in the European colonial development.
** Averted in the 2008 remake. When you first declare independence, you will have to draft a constitution and make key decisions about what are the values and ideals that your new country will stand for. When it comes to your stance on slavery, you have the option to allow it instead of declaring that all man are free. Doing so gives you a considerable boost in your resource gathering rate, presumably due to the extra labor that you get from imported slaves.
Is there an issue? Send a MessageReason:
None


* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts." With the founding father Fransisco de Coronado, IndianBurialGround pretty much functions like this, too.

to:

* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts." With the founding father Fransisco Hernando de Coronado, Soto, IndianBurialGround pretty much functions like this, too.
Is there an issue? Send a MessageReason:
None


* SummonBiggerFish: As the Americans did in RealLife via France, in the original Dos version of the game you can summon a bigger fish during your Revolution (exactly which country supports you is somewhat random, though I could be wrong on this point). Sadly, this is left out of the modern remake.

to:

* SummonBiggerFish: As the Americans did in RealLife via France, in the original Dos DOS version of the game you can summon a bigger fish during your Revolution (exactly which country supports you is somewhat random, though I and you could be wrong on this point).conceivably summon a ''second'' bigger fish with enough Liberty Bell production). Sadly, this is left out of the modern remake.

Added: 439

Changed: 635

Is there an issue? Send a MessageReason:
None


* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts."
* 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!"

to:

* IndianBurialGround: Can anger nearby tribe if ransacked, but can function as the trope under this, too.
* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts."
" With the founding father Fransisco de Coronado, 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, attacked the citizens will automatically arm themselves and "Man the stockade!"stockade!" Only happens if you have the founding father Paul Revere, however.
Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: Averted, as Adam Smith enables you to build very useful factories. On the other hand, key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy.

to:

* AdamSmithHatesYourGuts: Averted, as Adam Smith enables you to build very useful factories. On the other hand, key Key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy.economy. Furthermore, the price you get for selling goods is always lower than the price you pay for buying them. Adam Smith's own appearance in the game, however, averts this; he enables you to build very useful factories.

Added: 79

Changed: 24

Is there an issue? Send a MessageReason:
None


''SidMeier's Colonization'' is a {{turn based strategy}} game from 1994. In ''[[http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization Colonization]]'' you colonize the New World as either England, Spain, France or the Netherlands.

to:

''SidMeier's Colonization'' is a {{turn based strategy}} game from 1994. In ''[[http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization Colonization]]'' you [[SettlingTheFrontier colonize the New World World]] as either England, Spain, France or the Netherlands.


Added DiffLines:

* SettlingTheFrontier: Colonizing the New World is the whole point of the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** [=FreeCol=] at least varies the message, so it's "Your colonists in X [[AnimalWrongsGroup have set 59 horses free]] in protest of this unfair taxation by the Crown!"
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* RefiningResources: Most of your economy is based on this.

to:

* RefiningResources: Most of your economy is based on this. You can sell unrefined resources back in Europe but they won't bring in a lot of money. If you can produce muskets early on though, you're guaranteed to be swimming in money pretty soon.
Is there an issue? Send a MessageReason:
fix Namespace stuff


''SidMeier's Colonization'' is a {{turn based strategy}} game from 1994. In ''[[http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization Colonization]]'' you colonize the New World as either England, Spain, France or the Netherlands.

In many regards it resembles its [[SpiritualSuccessor spiritual predecessor]], ''{{Civilization}}'', as you build cities, grow your population, wage war with other factions and in general guide your faction towards an end goal, in this case independence from the mother land. However, the main difference with the ''Civilization'' games is that your population consists of different specialists. You have lumberjacks, elder statesmen, fishermen, blacksmiths, indentured servants, gunsmiths and [[LoadsAndLoadsOfCharacters tons and tons of other types]]. To get a productive empire, you need to have a combination of all these specialists. Another important feature is that the player can get "founding fathers" like Washington, Cortez or Simon Bolivar, who give unique benefits to your country.

to:

''SidMeier's Colonization'' is a {{turn based strategy}} game from 1994. In ''[[http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization Colonization]]'' you colonize the New World as either England, Spain, France or the Netherlands.

Netherlands.

In many regards it resembles its [[SpiritualSuccessor spiritual predecessor]], ''{{Civilization}}'', ''VideoGame/{{Civilization}}'', as you build cities, grow your population, wage war with other factions and in general guide your faction towards an end goal, in this case independence from the mother land. However, the main difference with the ''Civilization'' games is that your population consists of different specialists. You have lumberjacks, elder statesmen, fishermen, blacksmiths, indentured servants, gunsmiths and [[LoadsAndLoadsOfCharacters tons and tons of other types]]. To get a productive empire, you need to have a combination of all these specialists. Another important feature is that the player can get "founding fathers" like Washington, Cortez or Simon Bolivar, who give unique benefits to your country.



----

to:

----
Is there an issue? Send a MessageReason:
namespace

Added DiffLines:

http://static.tvtropes.org/pmwiki/pub/images/colonization_7422.jpg
[[caption-width:360: Colony screen.]]


''SidMeier's Colonization'' is a {{turn based strategy}} game from 1994. In ''[[http://en.wikipedia.org/wiki/Sid_Meier%27s_Colonization Colonization]]'' you colonize the New World as either England, Spain, France or the Netherlands.

In many regards it resembles its [[SpiritualSuccessor spiritual predecessor]], ''{{Civilization}}'', as you build cities, grow your population, wage war with other factions and in general guide your faction towards an end goal, in this case independence from the mother land. However, the main difference with the ''Civilization'' games is that your population consists of different specialists. You have lumberjacks, elder statesmen, fishermen, blacksmiths, indentured servants, gunsmiths and [[LoadsAndLoadsOfCharacters tons and tons of other types]]. To get a productive empire, you need to have a combination of all these specialists. Another important feature is that the player can get "founding fathers" like Washington, Cortez or Simon Bolivar, who give unique benefits to your country.

In 2008 a [[VideoGameRemake remake]] named ''Sid Meier's Civilization IV: Colonization'' came out.
There's also an open-source FanRemake of the game, called [[http://www.freecol.org/ FreeCol]] (you can switch between "Classic" and "[=FreeCol=]" rules).


----
!!This game presents examples of the following tropes:
* AdamSmithHatesYourGuts: Averted, as Adam Smith enables you to build very useful factories. On the other hand, key manufactured goods do get more expensive over time, but this is probably the game's not-so-subtle way to force you to develop your own economy.
* BoxedCrook: Petty Criminals, also a nod to indentured servitude.
* CommandAndConquerEconomy: A better-justified example than most, considering that you're a viceroy governing on behalf of a [[http://en.wikipedia.org/wiki/Mercantilism mercantilist]] empire.
* EasyLogistics: Mostly. Equipping troops pick up Muskets and/or Horses, Pioneers carry Tools and spend them when doing any work, but that's all. While a colonist eats food, it stops eating the moment it steps beyond the colony's stockade, and there's no ammo to spend even for ships and artillery.
* FactionCalculus: They don't exactly map to any of the archetypes on the trope page, but each of the four factions possesses a certain global bonus that affects their playing style. The Spanish receive {{Field Promotion}}s more quickly and are better at attacking native settlements, the English get more immigrants at the docks, the French have better relations with native factions, and the Dutch get bonuses to trade.
** Additionally, the French start the higher difficulty levels with an experienced pioneer (making infrastructure development that much faster for you), the Spanish start with a veteran soldier, and the Dutch starts with an upgraded ship.
** [=FreeCol=] has selectable advantages and adds optional nations with their own defaults -- Portugal (Naval: ships get +1 move, the starting ship is Merchantman), Sweden (Building: Lumberjack and Carpenter bonus, first settlers are these experts), Denmark (Agriculture: farming bonus, first settlers are expert farmer and colonist) and Russia (Fur trapping: Fur Trapping and Fur Trading bonus, first settlers are these experts).
* FieldPromotion: If a unit wins a combat, there is a chance that it improves in social/skill rank (petty criminal -> indentured servant -> free colonist -> veteran soldier).
* FogOfWar: As with many turn based games. What makes the fog a bit more special is that there are ruins hidden randomly in the fog, offering goodies or problems when explored by a unit.
* FountainOfYouth: You can explore ruins in the {{fog of war}}, each giving a random bonus or calamity. One bonus is that the ruins were a fountain of youth, causing a rush of colonists to come to the New World.
* HereThereBeDragons: The intro movies shows your ship crossing the Atlantic ocean on a Ye Olde Map, which is populated with all kinds of fantastic sea monsters.
* IKissYourHand: Every time your king (or stadholder) rises taxes, he demands that you kiss his pinky ring to comply. You can hold a {insert trade good here} party and refuse the tax raise, but then you can no longer sell that particular good in Europe.
** Hilarious result when the good to be sacrificed is Horses. "Colonists hold New Amsterdam Horses Party! [[ShootTheDog 36 tons of Horses thrown into the harbor!]]"
* InexplicableTreasureChests: Lost Cities, which are this game's take on the classic "goody huts."
* 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!"
* LaResistance: When you declare independence, this is essentially what you become.
* MoneySpider: Aztec and Inca settlements will ''always'' yield a galleon's worth of treasure when sacked.
* NamingYourColonyWorld: When you first land in the New World, you can name it.
* PoliticallyCorrectHistory: Even for an old and abstract game, its version of events leaves big hole. A gaping hole. A black hole, if you will.
* {{Privateer}}: For the owner, ResourceGathering, for everyone else, unidentified pirates, shoot on sight.
* RandomlyGeneratedLevels: While it is possible to use a map of the Americas, you can also play with a randomly generated New World.
* RefiningResources: Most of your economy is based on this.
* SummonBiggerFish: As the Americans did in RealLife via France, in the original Dos version of the game you can summon a bigger fish during your Revolution (exactly which country supports you is somewhat random, though I could be wrong on this point). Sadly, this is left out of the modern remake.
** Then again, with enough Arm Twisting and dealmaking, the Natives can lend a hand to your Revolution, as well as other Players jumping in on the fun...
* TechTree: Surprisingly for a FourX game, averted. There is no research in the game. The Founding father mechanism could be seen as a substitute, as you get Founding Fathers who give you various bonuses.
----

Top