SID MEIER'S CIVILIZATION IV: COLONIZATION INFO CENTRE!
Developer: Firaxis Games
Publisher: 2K Games
Format: Games for Windows
Release Date: September 2008
ESRB: Not yet rated
Overview:
Civilization IV: Colonization puts you in the role of Viceroy of the New World. You are sent by your King and country to establish colonies in the newly-discovered Americas that lie to the west. You face many of the same challenges that faced colonial organizers of the time-competition from other Old World powers, strange native cultures, the problems of establishing profitable trade programs, and the problems of organizing an army from a rag-tag band of colonists.
The game begins with the European discovery of the Americas (1500) and continues until approximately the time of the American Revolution (1800). In the beginning of the game you are given a trading/exploration ship and a small group of colonists. You have no knowledge of what lies ahead of your ship, so you must explore until you find a suitable spot to lay down your first colony. As your colonies grow larger and larger, you inevitably encounter native populations and are confronted with competing imperial powers from the Old World.
To be successful in Colonization, you must balance your need for military might with your need for essentials. You must decide early what your strategy is and pursue it relentlessly, but be flexible enough to adjust to a changing situation. It is very important to have a consistent policy with the natives, because your handling of those relationships are critical. Finally, you must build a colonial society that has the infrastructure to survive a test by fire-the War of Independence.
In Colonization, you have the chance to change history. As a colonial power, you decide the policies, you make the plans, you choose what is important and what is insignificant. Finally, you will be called upon to decide when to declare independence from your mother country.
As a complete reimagining of the 1994 classic, Colonization is a total conversion of Civilization IV that combines Civilization's addictive "just one more turn" gameplay with all-new graphics and features that add more depth to the franchise. New features, such as a brand-new interface, improved diplomacy options and the included modding tools ensure that Colonization will be the next great title from gaming's premier strategy game developer.
Contents:
Abreviations:
Col1 = 1994 original Colonization
C4C = Civilization IV: Colonization
FF = Founding Father
Features:
The current confirmed features for C4C as released by Take2 Games are:
Expansion or Stand-alone?:
C4C is officially a stand-alone product. Whilst it uses the Civ4 engine as its base there is no requirement to own Civ4 or any Civ4 expansion to run C4C.
Nations:
Four European nations are confirmed to be in C4C. These nations and their traits are:
Europe:
Natives:
Leaders:
England
France
Holland
Spain
Founding Fathers:
Founding Fathers give specific bonuses to your nation. There are 52 FF in C4C, and each FF can only join one colony.
Interestingly:
Known FF:
Constitution:
We have heard a few reports of a "constitution". It appears that when you declare independance some immediate decisions are made by the player to determine their constitution. These decisions have an impact on post-independance bonuses/penalties.
Units:
This is the list of Units:
Whilst all units have not be confirmed for C4C, one can only assume this concept will be in some form due to the foundation nature of this concept.
Professions:
In C4C each colonist can hold a profession. The professions from Col1 are (most have been mentioned as professions for C4C in previews and screenshots):
There has been mention of Specialists who will give an even greater bonus to production. For instance a "Master Furrier" has been mentioned to "produce clothes of the finest quality for higher prices in Europe". Is this a third level of training for our colonists (Col1 only had two levels of training: colonist, specialised)?
Cities:
GameSpy has summed this up well:
Buildings:
Confirmed buildings in C4C:
Goods:
Last update: 14 AUGUST 2008
Developer: Firaxis Games
Publisher: 2K Games
Format: Games for Windows
Release Date: September 2008
ESRB: Not yet rated
Overview:
Civilization IV: Colonization puts you in the role of Viceroy of the New World. You are sent by your King and country to establish colonies in the newly-discovered Americas that lie to the west. You face many of the same challenges that faced colonial organizers of the time-competition from other Old World powers, strange native cultures, the problems of establishing profitable trade programs, and the problems of organizing an army from a rag-tag band of colonists.
The game begins with the European discovery of the Americas (1500) and continues until approximately the time of the American Revolution (1800). In the beginning of the game you are given a trading/exploration ship and a small group of colonists. You have no knowledge of what lies ahead of your ship, so you must explore until you find a suitable spot to lay down your first colony. As your colonies grow larger and larger, you inevitably encounter native populations and are confronted with competing imperial powers from the Old World.
To be successful in Colonization, you must balance your need for military might with your need for essentials. You must decide early what your strategy is and pursue it relentlessly, but be flexible enough to adjust to a changing situation. It is very important to have a consistent policy with the natives, because your handling of those relationships are critical. Finally, you must build a colonial society that has the infrastructure to survive a test by fire-the War of Independence.
In Colonization, you have the chance to change history. As a colonial power, you decide the policies, you make the plans, you choose what is important and what is insignificant. Finally, you will be called upon to decide when to declare independence from your mother country.
As a complete reimagining of the 1994 classic, Colonization is a total conversion of Civilization IV that combines Civilization's addictive "just one more turn" gameplay with all-new graphics and features that add more depth to the franchise. New features, such as a brand-new interface, improved diplomacy options and the included modding tools ensure that Colonization will be the next great title from gaming's premier strategy game developer.
Contents:
- Abreviations
- Features
- Expansion or Stand-alone?
- Nations
- Leaders
- Founding Fathers
- Constitution
- Units
- Professions
- Cities
- Buildings
- Goods
- Game Goals
- Maps
- Screenshots
- Videos
- Multiplayer
- Modding
- System Requirements
- Sources / Links
Abreviations:
Col1 = 1994 original Colonization
C4C = Civilization IV: Colonization
FF = Founding Father
Features:
The current confirmed features for C4C as released by Take2 Games are:
- Complete re-imagining Col1
- Civilization IV conversion built from the ground up
- All-new graphics with higher resolution than Civ4
- Enhanced water, shadows, terrain and buildings
- Brand new interface
- Improved diplomacy
- Included modding tools
- Improved performance
Expansion or Stand-alone?:
C4C is officially a stand-alone product. Whilst it uses the Civ4 engine as its base there is no requirement to own Civ4 or any Civ4 expansion to run C4C.
Colonization is in the Civ IV family of games because it's a total conversion of the Civ IV engine and we wanted Civ IV fans to know that this is a game they'd really enjoy. Civ expansions have always required the core game in order to be able to play them, and they have always included significant improvements and additions to the core game. The dev team felt that Beyond the Sword (the second expansion pack for Civ IV) delivered so many improvements and additions to the core game that we had arrived at the ultimate Civ IV experience.
We decided to focus all of our efforts on creating a new Colonization experience that would build on the Civ IV engine and deliver the addictive "just-one-more-turn" gameplay our fans enjoy. We made it a stand-alone game because there are no core game additions to Civ IV included and it doesn't rely on any Civ IV game assets, so there was no reason to require the core game to play.
We decided to focus all of our efforts on creating a new Colonization experience that would build on the Civ IV engine and deliver the addictive "just-one-more-turn" gameplay our fans enjoy. We made it a stand-alone game because there are no core game additions to Civ IV included and it doesn't rely on any Civ IV game assets, so there was no reason to require the core game to play.
Four European nations are confirmed to be in C4C. These nations and their traits are:
Europe:
- England - Immigration
- France - Native cooperation
- Holland - Trade
- Spain - Conquistadoring
Natives:
- Iroquios
- Aztec
- Sioux
- Cherokee
- Inca
- Tupi
- Apache
Leaders:
England
- George Washington: -50% cost to equip soldiers
- John Adams: +25% bell production and economic help (gold?)
France
- Samuel de Champlain
- Buade de Frontenac
Holland
- Peter Stuyvesant
- Adriaen van der Donck
Spain
- Simon Bolivar
- Jose de San Martin
Founding Fathers:
Founding Fathers give specific bonuses to your nation. There are 52 FF in C4C, and each FF can only join one colony.
Interestingly:
Depending on which nation you're playing and which strategies you're using, different founding fathers will become available to join your cause and grant your nation substantial bonuses.
- Betsy Ross: increased garment production
Constitution:
We have heard a few reports of a "constitution". It appears that when you declare independance some immediate decisions are made by the player to determine their constitution. These decisions have an impact on post-independance bonuses/penalties.
Right after you hit the big bell-shaped button that causes your colony to revolt, you'll have some big decisions to make. A series of either/or questions pop up immediately after you declare independence, the collective results of which will comprise your nation's constitution. Will you support slavery? Enforce the separation of church and state? Model yourself after your monarchist rulers, or opt for a representative democracy? Each of these elements will bestow certain global properties on your colony. If your state is against slavery, for instance, you'll enjoy a bonus to the population of each of your settlements.
This is the list of Units:
- Criminal
- Indentured Servant
- Converted Native
- Colonist (has a profession)
- Specialist (master of a profession)
- Cannon
- Trade Wagon
- Caravel
- Merchantman
- Galleon
- Ship of the Line
- Man-O-War
- Privateer
Whilst all units have not be confirmed for C4C, one can only assume this concept will be in some form due to the foundation nature of this concept.
Professions:
In C4C each colonist can hold a profession. The professions from Col1 are (most have been mentioned as professions for C4C in previews and screenshots):
- Farmer
- Fisherman
- Fur trapper
- Silver miner
- Ore miner
- Lumberjack
- Sugar planter
- Cotton planter
- Tobacco planter
- Preacher
- Statesman
- Carpenter
- Distiller
- Weaver
- Tobacconist
- Fur trader
- Blacksmith
- Gunsmith
- Scout
- Pioneer
- Settler
- Soldier
- Dragoon
- Missionary
There has been mention of Specialists who will give an even greater bonus to production. For instance a "Master Furrier" has been mentioned to "produce clothes of the finest quality for higher prices in Europe". Is this a third level of training for our colonists (Col1 only had two levels of training: colonist, specialised)?
Cities:
GameSpy has summed this up well:
Every city has a certain number of buildings, each of which has a number of slots to fill with industrious colonists. You can choose to have your colonists working the land around your city (usually gathering raw materials) or working in buildings within (manufacturing those materials into finished goods).
While you can let the AI figure out a workable allocation, some of the fun lies in tweaking the economies of individual cities by hand, figuring out the optimal allocation to meet your goals at the time. At first your untrained colonists, working in the most basic of cities, can do little more than harvest goods to ship back to Europe. All your "big-ticket" items -- like guns! -- will have to be imported.
As your economy develops, your cities will begin to spread across the map, encompassing multiple tiles. We loaded up an advanced game and checked out a Spanish settlement featuring multiple large cities, all walled-off with stockades. The largest of the cities had little satellite towns around them, harvesting raw materials, while tiny wagon trains criss-crossed back and forth between urban centers. Visually it looked great.
While you can let the AI figure out a workable allocation, some of the fun lies in tweaking the economies of individual cities by hand, figuring out the optimal allocation to meet your goals at the time. At first your untrained colonists, working in the most basic of cities, can do little more than harvest goods to ship back to Europe. All your "big-ticket" items -- like guns! -- will have to be imported.
As your economy develops, your cities will begin to spread across the map, encompassing multiple tiles. We loaded up an advanced game and checked out a Spanish settlement featuring multiple large cities, all walled-off with stockades. The largest of the cities had little satellite towns around them, harvesting raw materials, while tiny wagon trains criss-crossed back and forth between urban centers. Visually it looked great.
Confirmed buildings in C4C:
- Provincial Capitol
- Tobacconist
- Cigar Factory (upgrade)
- Weaver's House
- Cloth Factory (upgrade)
- Distiller's House
- Distillery (upgrade)
- Furrier's House
- Furrier (upgrade)
- Warehouse
Goods:
- Tobacco - Cigars
- Cotton - Cloth
- Sugar - Rum
- Fur - Clothes
- Logs - Lumber
- Ore - Tools - Muskets
- Liberty Bells
- Silver
Last update: 14 AUGUST 2008
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