![]() The standard method, however, is a declaration of independence and the defeat of the King's army that tries to take back all of your colonies you cannot declare independence until your total rebel sentiment reaches 50%. You have a choice of "victory conditions" at the start. The method involves some manual work on the specification files. If you want to simplify the game, try the "abartels" method at. a Word table or spreadsheet) of who has been visited and learnt from and what they are likely to want to buy. ![]() Once they have taught, their settlement screen should say "None" but may say "Unknown" just as it did before you scouted them, so it pays to keep a separate record (e.g. I usually build a Printing Press as my first building (though my game play does vary a bit depending on if Jefferson or maybe Bolivar are available very early, and/or. I like to have a colony with plenty of food in the home square, so I can support 2-3 Elder Statesmen. Here again, only the first teaching request is granted, so go first to the settlements close to other Europeans. At the beginning of the game, I am all about bells, at least in one colony. However, FreeCol differs from the original game in two regards: it supports multiplayer games and uses an isometric map. 1.1 About FreeCol The FreeCol team aims to create an Open Source version of Colonization (released under the GPL). Some skills can be learnt only from natives. You can find the latest version at the FreeCol homepage. ![]() Nobody but the first visitor has any chance of getting a tangible welcome gift or a useful extension to the map. The FreeCol Team Status (es) Released License (s) GPL 2. Send a scout to every possible village before any other Europeans can. Updated: Blake - Hey guys, has anyone ever posted a modding FreeCol guide here or in the FreeCol documentation files I can't seem to find anything. Trading with them, and receiving gifts from them, is likely to be much more profitable. 1 Colonies 1.1 How many and how quickly 1.2 Which buildings are most important 1. The place of processing is not very important, but being close to markets is a factor.įor example, if the only nearby natives who are really keen to buy coats are near colony A, build your fur factory there and have a blacksmith's shop near ore producers and near an armory (but best not in the same colony because of population constraints: each building wants three workers for maximum efficiency).ĭestroying native villages is usually short-sighted false economy. Should you process material where it is extracted? It depends on the site, but most sites want a lumber mill fairly early so as to speed building of other things if you have a fish bonus (or just ordinary ocean but few good food-producing land tiles) you will want docks early main export ports and big inland producers need warehouses unless you have a large number of wagon trains (and there's a limit on wagon trains: maximum one per colony) colonies with large food surpluses will make good use of stables. 24 October 2016 Which buildings are most important?
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