As Viceroy of the New World, you control the activities of all the colonists from your nation. You decide where they move, what they explore, where they build settlements, what they build inside the settlements, and so on. Each of your people has a skill — or the potential to gain a skill — that can be valuable to you and your empire, if you use it wisely. Deciding whom to give what skills, and where to employ them is a major part of Colonization. Not only do you decide where your people work, you also determine what job they do. It is usually wise to let skilled people do what they do best, although sometimes this is not possible, and sometimes it is not advisable. You must decide year-to-year how best to utilize your people resources.
In addition, by combining your people's skills with other resources like horses, tools, and muskets, you can create colonists with special abilities and powers. Mounting a colonist on horseback creates a scout who can range far and wide gathering information about the New World and carrying news of your arrival. Giving a colonist tools creates a pioneer unit that can build roads, clear woods, and plow the land to make it yield its produce more efficiently. If you give your people muskets they become soldiers that can defend your hard-won foothold in the New World, expand the might of your new nation, and break free from tyranny.
GIVING ORDERS
Each turn you give orders to your colonists, ships, wagon trains, and artillery one at a time. Collectively, they are called units. You have several options with each unit: you may move it (up to the limit of its movement allowance), skip it and move it later in the turn, or have it do nothing at all this turn. In addition, you may give some units orders to build roads, plow fields, clear woods, or attack enemies. Units may also fortify themselves or go on sentry duty.
AUTOMATING TRADE
Transport units, wagons and ships can be assigned to operate on trade routes. This allows you to to turn the responsibility of a continuous and repetitive trade arrangement over to your subordinates. Trade routes are most advantageous when you have commodities in one colony that will be shipped to another continually over an extended period. Alternatively, you can arrange for a ship to travel back and forth from your ports to Europe, picking up and selling cargoes that you specify.
COMBAT IN THE NEW WORLD
Military combat in colonial America was a brutal, savage, fluid affair. The weapons were crude but deadly, and the action was often hand-to-hand. There were few roads in the wilderness, making movement and supply of large forces almost impossible. The most common military encounter occurred between small forces in “meeting engagements” — unstaged encounters where one group came upon another unexpectedly. The dense forests provided ample cover for those who knew how to use it — like the aboriginals.
* These units may not attack.
BRAVES | Aboriginal fighters without guns or horses | ARMED BRAVES | Aboriginal fighters with guns |
MOUNTED BRAVES | Aboriginal fighters with horses | MOUNTED WARRIORS | Aboriginal with horses and guns equivalent to Dragoons |
Though already few in number having been decimated by a number of diseases already and poorly armed, when angered aboriginals proved valiant opponents who fought cleverly and at times desperately. They knew the wilderness trails and dead ends, and they controlled vast areas. But the muzzle-loaded musket — cumbersome to load and fire, with a host of potential problems — proved superior to the flesh-ripping and bone-crushing war clubs, the strong bows, swift arrows, and heavy tomahawks of the native peoples.
** Veteran soldier strengths are (normal strength + 50%).
*** Artillery units list attack/defense strengths.
*** They suffer severe penalties when not inside a fortification.
*** Artillery inside a fortification gains a bonus when defending against Indian raids.
*** When an artillery unit is defeated in battle, it is damaged.
SOLDIER | Regular colonists equipped with muskets | DRAGOON | Soldiers you have equipped with horses |
VETERAN SOLDIER | Veteran colonists equipped with muskets | VETERAN DRAGOON | Veteran soldiers you have equipped with horses |
CONTINENTAL REGULAR | A more powerful version of veteran Soldiers | CONTINENTAL CAVALRY | A more powerful version of Dragoons |
REGULARS | Royal Expeditionary Force's infantry units | CAVALRY | Royal Expeditionary Force's mounted units |
ARTILLERY | Heavy weapons used to attack or defend fortified positions | DAMAGED ARTILLERY | Damaged eavy weapons used to attack or defend fortified positions |
Not only did conflict occur between the invader and the invaded, but between the Europeans competing for resources as well. Though weak at first, the Europeans quickly amassed military power in the New World. Almost from the beginning, warfare between the invaders marked the American wilderness with blood. The aboriginals were regularly in awe of the savagery of the white man.
* These units may not attack.
CARAVEL | The most basic sea vessel | MERCHANTMAN | A slightly larger cargo ship |
GALLEON | Your biggest cargo ship | PRIVATEER | Used to attack enemy shipping with virtual impunity, or defend your own shipping |
FRIGATE | Gunships used to attack and sink enemy warships | MAN-O-WAR | Big warships owned by European powers |
SKILLED INHABITANTS
In the Age of Exploration, Europe was teeming with peoples “straining to be free”. Religious persecution, sustained warfare, and economic decline alongside a host of other factors caused a growing desire within many communities for a new life, a new start, and more living space. Each of the major powers had its own reasons for attempting to colonize the New World: exploitation of resources, hopes of a major new trading empire, searching for a northwest passage to the Orient, or living space. These brought adventurers and hardy pioneer settlers to grips with the wilderness in the Americas, and face-to-face with alien cultures.
In general there are five types of colonists in Colonization, each with different capabilities: petty criminals, indentured servants, native converts, free colonists, and specialists. Any of these colonists can do any job available in the settlement, but the specialists — the experts — do their jobs very well.
1. The presence of plowing, a road, and/or a river in a square increases the output of that square.
2. Minimum level of schooling required to teach the school where S=Schoolhouse, C=College and U=University.
* This skill can be learned from the aboriginals.
IMMIGRATION AND POPULATION GROWTH
There are two ways for the population of your nation to increase: through immigration of people from Europe or through population growth within the colonies. Immigration can be voluntary in which Europeans, because of persecution or general unhappiness at home, pay their way to come to the New World. You can offer to pay the passage of peoples that would otherwise not be able to make the trip. Finally, you can hire skilled colonists to aid in building the New World nation of which you dream.