The goal of Colonization is independence from the Crown. This is not an easy task. All the growth, planning, building, manufacturing, and exploration you’ve engaged in throughout the game will be tested by fire. You must withstand the onslaught of the Crown, and defeat his forces in war before your nation has the right to call itself sovereign.
INCREASING TENSIONS
As your colonial government improves and becomes responsive to the needs of its citizenry, the mother country begins to be perceived as the source of problems. The Crown is continually raising taxes -- for what appear to be whimsical purposes -- so that trade with the mother country is no longer as profitable for the colonies. The King’s share increases while the colonial share decreases.
The growth and development of your government aids in your cause. As your colonies grow and your people work on creating government institutions, leaders emerge to help in the struggle. These “Founding Fathers” join the Continental Congress. A growing sense of independence and community in the colonists themselves aids the cause, making the people more productive and able. When half (50%) of your people feel a sense of urgency about severing the ties to the mother country, you may declare your independence!
TAXATION AND BOYCOTT
At the beginning of the game, the King of your home country is happy to support your efforts at colonization free of charge, but as time goes by, he’ll want a larger and larger cut of the profits. The primary method by which the King exacts payment is through the implementation of taxes. After all, he granted you the right to settle the New World, he supplied the initial funding and materials, and when you need naval support... who offers you the use of frigates and galleons?
The King announces all tax increases and tells you the reason for imposing each new tax. The King always seems to have a reason for tax increases, but you may tire of them. Whenever he increases your tax rate, some of your people may rise up, expressing opposition to taxation without representation. You are given a choice of submitting to the new tax, or demonstrating against the Crown. If you demonstrate, by throwing some of your cargo into the sea and refusing to pay the new tax, rebel sentiment will increase but you will no longer be able to buy or sell that item in your home port until you pay all back taxes accumulated during the boycott.
Once Jakob Fugger joins your Continental Congress, the Crown no longer remembers the anti-taxation “parties” you had, regardless of how many commodities you threw into the sea. You may once again trade the boycotted items, even if you never paid your back taxes.
LIBERTY BELLS
The success and responsiveness of your colonial government, and the ability of it to produce inflammatory press against the Crown, is reflected by the production of liberty bells within your colonies. The more effort you put into governmental concerns -- in other words, the more people you have working in government buildings -- and the more presses and newspapers that are operating within the colonies, the faster your government improves, and the more your people are willing to support the notion of independence; worded differently, the more bells you produce).
Liberty bells are used to make a number of important calculations in Colonization, as follows.
Rebel Sentiment: A cumulative count of all liberty bells produced throughout your colonial empire, averaged against the population, determines rebel sentiment which is the general sympathy among the population as a whole toward the cause of Independence. When rebel sentiment in your colonies reaches 50%, you can declare independence, but not before. While rebel sentiment is below half, the people would not support a move to separate from the King. At the end of the game, when the score is calculated, you receive one point for every point of rebel sentiment.
Sons of Liberty: Within each colony, the number of liberty bells produced determines the percentage of that colony’s population that belongs to the "Sons of Liberty", an organization founded to protect the rights of the person against tyranny from the Crown. Members of this organization are willing to act against the King to protect the rights of the colonies. They take bold action to encourage the King to lower taxes, and they rise up when independence is declared to fight against the king’s armies.
Continental Congress: As soon as your first colony is laid down, prominent men in the community begin debating issues of concern to all citizens. These debates continue throughout the history of your colonies and fall into five major categories: Political, Trade, Military, Religious, and Exploration. Great men with brilliant ideas arise from the discipline of the debates and join this body; these men (and women) are called Founding Fathers.
There are five Founding Fathers within each of these five categorie. Each Founding Father brings an idea to your government that can fundamentally change the course of your colonial development. A cumulative count of all liberty bells produced throughout your colonial empire determines how quickly these ideas are discovered and when these great minds arise.
DECLARING AND WINNING
Whenever rebel sentiment is at 50% or greater, you may declare independence. Once you’ve done this, there is no turning back -- it is irrevocable. You at once become an enemy of the Crown, and no longer have friends within your home country. Further, that part of your own population that does not join the Sons of Liberty aids the Crown in any way it can.
There is also a time constraint on independence. You must declare independence before 1800, or the game ends in that year (1800). The game ends under any circumstances, even if you are fighting a protracted independence action, in 1850.
"SONS OF LIBERTY" (DURING THE REVOLUTION)
Membership is extremely important during the revolution. These persons are working for your independence and should be supported in every way that you can. They help keep production high, the Continental Army strong, and they perform guerrilla operations to support your army in the field.
LIBERTY BELLS (DURING THE REVOLUTION)
During the rebellion, it is important to continue to produce as many liberty bells as you can for two reasons: to keep the "Sons of Liberty" strong and therefore receive popular support from the colonists, and to induce a foreign power to intervene on your behalf. During the turn after you’ve declared independence, you’ll receive a message from a trusted advisor informing you of how many bells must be produced to bring a foreign power into the war on the side of the rebellion.
In a colony that is occupied by the King’s troops, liberty bells have an effect exactly opposite to the effect they have in colonies which your forces control: the bells increase imperial as opposed to rebel sentiment.
THE ROYAL EXPEDITIONARY FORCE (REF)
The Crown’s military forces include a royal expeditionary force (REF), trained for operations into foreign lands. Almost certainly this is the force that is brought to bear if an uprising develops in the New World. This force includes infantry regulars, cavalry troopers, artillery units, and warships. The units of the expeditionary force are highly-trained and wellequipped soldiers of the King’s regular army and, under ordinary circumstances, are more effective than almost any troops your colonies can produce.
An uncredited Colonization player discusses this matter further:
If there is a mountain adjacent to your colony, they will try to occupy it. Let them. If you attack them with units outside the colony, you get the 150% ambush bonus. One method to help make sure they wind up on the terrain with the best ambush bonus is to put units on every other piece of terrain EXCEPT the one you want them on. Be sure to leave them one square to occupy, though. If you have every square occupied and they really want to attack a colony, they will just capture your pieces in order to make room for themselves.
FOREIGN INTERVENTION
After you’ve declared independence from your homeland, and the war begins, one of the foreign powers may offer assistance to your cause. This occurs only if you can convince them your cause is viable, just, and honorable. Usually, the government is already leaning toward supporting your cause, but the people must be convinced. You do this by producing the number of liberty bells they request.
The same uncredited Colonization player points out the following in this regard:
During your War of Independence, but before foreign intervention occurs, you will find that your Frigates are frequently a fair match for a Man O' War. After intervention, not so. I don't know if this is a glitch in the program, a specific feature, or just something that will be fixed in later versions. But after intervention occurs, try not to use your Frigates to attack the R[oyal] E[xpeditionary] F[orce] Men O' War unless you're truly desperate (not an uncommon state of mind during the war).
MERCENARY FORCES
After the revolution begins, the foreign power that is interested in intervening on your behalf offers mercenary forces for your use. These come at quite a high price, but may aid you considerably.
WINNING OR LOOSING
The American Revolution was a rare example of a small colonial power defeating a major world power in a War of Independence. Not only that, but the Americans managed to lose many of the engagements of the war, but emerge victorious at the end. The colonies were able to field a small army, and brilliant and heroic leadership enabled it to make successful hit-and-run operations against small royal forces until intervention by French forces helped seal the final victory.
To win the Revolution, you must successfully demonstrate your ability to protect and defend your people and their institutions. To do this, you must do two things: (a) control all of your colonies and (b) reduce the REF significantly, so that no more than very few of their troops are left in the New World—or in the Old. The Revolution is tough to win, but it’s not hard to lose. Essentially, you lose the rebellion if any one of the following occurs: (a) the REF controls all of your colonies, thus effectively squelching all resistance; (b) the REF controls all your coastal colonies, thus making it impossible for your empire to import or export goods and commodities, or (c) the REF controls colonies which cumulatively contain at least 90% of your total population.