I think I have the victory strategy on regular maps (as opposed to the scenario stuff) down pretty well. I just won two games in rapid succession without any problem at all. As long as you don't get an awful starting location it's hard to lose.
It's pretty simple. You don't want more than 2-3 cities ever, regardless of map size. One city should be on the coast with LOTS of food. The other city should be on some resources. Use three cities if necessary as you want to be able to decently trade two refined products at an okay clip but no more as you want to win FAST. Lastly, you want a scout right away. Sell your initial pioneer or whatever if you don't see one available to rush in Europe at the start.
All you do is run the scout around getting money and treasure from everywhere you can. Ship him across water if you have to. Use the money (sell treasure even if you don't have a galleon) to get your 2 (maybe 3) cities producing two things you can sell as fast as possible. Then just keep shipping that stuff to Europe and buy a statesmen. Use the rest of the money to buy 10-15 cannons and a whole bunch of guns and horses and to hurry a school and a college in the coast city. Put the guns and horses in your cities and/or in a bunch of wagon trains sitting in the cities. Enough guns and horses for like 10-15 dragoons is enough.
When you get the statesman, put him in the city with the college and slap three colonists in there and make them statesmen. Replace the statesmen you make with 2 more colonists until you have 6 statesmen (or 9 if you have 3 cities). While all this is going on build newspapers in your cities. If you are really rolling in cash you can buy statesmen, of course, but 3000 gold is a lot when it shouldn't take more than 30 turns or so to educate 5 statesmen in a college if you haven't educated anyone else and you can use that money for other stuff.
As soon as the statesmen and newspapers are finished put the statesmen in all the town halls, assuming you have ready the 10-15 cannons and enough guns+horses for 10-15 dragoons. If you have excess population (natives or whatever) you can dismiss them to get your pop down so the revolution happens sooner. You should go to 50% liberty bells in just a couple of turns and can declare independence while the REF is still like 10 regulars, 10 dragoons, and 8 cannon. Maybe a little more. In any case, as soon as you declare independence, slap guns and horses on all your colonists, drag everybody two hexes away from the coastal city, and wait for the REF to land in the city.
Wipe it out with maybe 1 casualty. Repeat for the 4-5 waves that will happen. Victory!
The only problems I've encountered are map screws where there isn't anything but a bunch of smallish islands so you can't make good money with your scout. As long as there is one, two, or three big landmasses you should be good to go.
The best leader for this, by far, in my opinion is that Dutch guy with the +100% time between tax increases. That's helpful, but starting with a Merchantman is HUGELY helpful. It lets you divert it to shuttle the scout around a bit if you have to. The other leaders are actively detrimental in a lot of cases. Samuel de Champlain and the English guy giving +liberty bells for example.
Anyway, this seems the optimal strategy until the REF gets fixed to start at a much larger size.
It's pretty simple. You don't want more than 2-3 cities ever, regardless of map size. One city should be on the coast with LOTS of food. The other city should be on some resources. Use three cities if necessary as you want to be able to decently trade two refined products at an okay clip but no more as you want to win FAST. Lastly, you want a scout right away. Sell your initial pioneer or whatever if you don't see one available to rush in Europe at the start.
All you do is run the scout around getting money and treasure from everywhere you can. Ship him across water if you have to. Use the money (sell treasure even if you don't have a galleon) to get your 2 (maybe 3) cities producing two things you can sell as fast as possible. Then just keep shipping that stuff to Europe and buy a statesmen. Use the rest of the money to buy 10-15 cannons and a whole bunch of guns and horses and to hurry a school and a college in the coast city. Put the guns and horses in your cities and/or in a bunch of wagon trains sitting in the cities. Enough guns and horses for like 10-15 dragoons is enough.
When you get the statesman, put him in the city with the college and slap three colonists in there and make them statesmen. Replace the statesmen you make with 2 more colonists until you have 6 statesmen (or 9 if you have 3 cities). While all this is going on build newspapers in your cities. If you are really rolling in cash you can buy statesmen, of course, but 3000 gold is a lot when it shouldn't take more than 30 turns or so to educate 5 statesmen in a college if you haven't educated anyone else and you can use that money for other stuff.
As soon as the statesmen and newspapers are finished put the statesmen in all the town halls, assuming you have ready the 10-15 cannons and enough guns+horses for 10-15 dragoons. If you have excess population (natives or whatever) you can dismiss them to get your pop down so the revolution happens sooner. You should go to 50% liberty bells in just a couple of turns and can declare independence while the REF is still like 10 regulars, 10 dragoons, and 8 cannon. Maybe a little more. In any case, as soon as you declare independence, slap guns and horses on all your colonists, drag everybody two hexes away from the coastal city, and wait for the REF to land in the city.
Wipe it out with maybe 1 casualty. Repeat for the 4-5 waves that will happen. Victory!
The only problems I've encountered are map screws where there isn't anything but a bunch of smallish islands so you can't make good money with your scout. As long as there is one, two, or three big landmasses you should be good to go.
The best leader for this, by far, in my opinion is that Dutch guy with the +100% time between tax increases. That's helpful, but starting with a Merchantman is HUGELY helpful. It lets you divert it to shuttle the scout around a bit if you have to. The other leaders are actively detrimental in a lot of cases. Samuel de Champlain and the English guy giving +liberty bells for example.
Anyway, this seems the optimal strategy until the REF gets fixed to start at a much larger size.
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