Posted October 19, 2019
I originally wrote this post about game variants for Colonization in another thread at General Discussions one year ago. I thought I'd also share it here, with added details, for those who are interested in these self-imposed rules that spice up the game. Note that all of these took place in the Americas map, the one I play the most, because I just love settling real-life locations.
One colony challenge: OK, everyone and their dog have done this... But keep in mind that in the 1990s, pre-Internet, as a kid this was an idea of my own. I found the perfect spot in North America, a tile with access to fish, wood, mineral ore and some fields to plow. Maybe, more than the challenge, I loved this location so much that I didn't want to build anywhere else. I played many games, with different nations, building only one colony in the perfect spot. For a colony to be self-sufficient you just need an access to food (farms or fish), any forested tile for wood (the timber bonus is nice) for hammers, and hills or mountains for ore (which are then turned into tools and then into muskets).
The Rum Empire: and now we arrive to my second era of playing Colonization, thanks to GOG and their ready-to-install classic games. Things will start to become more creative. For this game, as the Spanish, I claimed the Greater Antilles (Cuba and Hispaniola) and the northern coast of Colombia and Venezuela, turning the Caribbean into my own Mare Nostrum. Choosing my area of interest prior to the game made for a diverse Caribbean, with other nations settling the Lesser Antilles, and it also forced me to kick them out of the spots that were rightfully mine. Being in the middle of everything and everybody, it was a perfect opportunity to use Privateers. Also, playing next to the Arawaks is always a fun (and bloody) ride. I prioritized planting sugar and manufacturing it into rum, building a successful tycoon empire. At some point I had sold so much rum in Europe that the prices dropped too much and it was more profitable to sell the raw sugar! This game taught me to diversify my economy with backup goods (thank God Cuba had one tobacco plantation).
The railroad: I wanted to simulate the construction of an Atlantic-Pacific railroad in the United States, so the British seemed the natural choice. With only one port in the Atlantic, I started building a roads (let's imagine our trade caravans were metal horses) and some colonies in key strategic points, mainly to get ore, silver and other goods unavailable in my initial settlement. Finally, after a very careful expansion and a legendary migration to the West, I was able to found my second port, in the Pacific, with a contiguous road network joining the two coasts of the continent! In this game I had to master land transportation to move goods to my port colonies, and I actually used the Pacific route to Europe (I even had a permanent armada in California!). This also took the focus to zones that in games are usually just places to explore with a scout; for example, the Apache became one of my main allies and, eventually, my biggest enemies. The Sioux, who in he America map are usually just a tribe you visit with your scouts later in the game, were trading partners for once. In addition, the Royal Expeditionary Force landed in the West instead of the East, turning the Independence War into a unique experience.
Have you ever designed your own game variants? Any juicy stories to tell? I am open for suggestions that suit the French and the Dutch, as well as the random New World map (as much as I love the Americas map, it's always good to try new experiences every once in a while).
One colony challenge: OK, everyone and their dog have done this... But keep in mind that in the 1990s, pre-Internet, as a kid this was an idea of my own. I found the perfect spot in North America, a tile with access to fish, wood, mineral ore and some fields to plow. Maybe, more than the challenge, I loved this location so much that I didn't want to build anywhere else. I played many games, with different nations, building only one colony in the perfect spot. For a colony to be self-sufficient you just need an access to food (farms or fish), any forested tile for wood (the timber bonus is nice) for hammers, and hills or mountains for ore (which are then turned into tools and then into muskets).
The Rum Empire: and now we arrive to my second era of playing Colonization, thanks to GOG and their ready-to-install classic games. Things will start to become more creative. For this game, as the Spanish, I claimed the Greater Antilles (Cuba and Hispaniola) and the northern coast of Colombia and Venezuela, turning the Caribbean into my own Mare Nostrum. Choosing my area of interest prior to the game made for a diverse Caribbean, with other nations settling the Lesser Antilles, and it also forced me to kick them out of the spots that were rightfully mine. Being in the middle of everything and everybody, it was a perfect opportunity to use Privateers. Also, playing next to the Arawaks is always a fun (and bloody) ride. I prioritized planting sugar and manufacturing it into rum, building a successful tycoon empire. At some point I had sold so much rum in Europe that the prices dropped too much and it was more profitable to sell the raw sugar! This game taught me to diversify my economy with backup goods (thank God Cuba had one tobacco plantation).
The railroad: I wanted to simulate the construction of an Atlantic-Pacific railroad in the United States, so the British seemed the natural choice. With only one port in the Atlantic, I started building a roads (let's imagine our trade caravans were metal horses) and some colonies in key strategic points, mainly to get ore, silver and other goods unavailable in my initial settlement. Finally, after a very careful expansion and a legendary migration to the West, I was able to found my second port, in the Pacific, with a contiguous road network joining the two coasts of the continent! In this game I had to master land transportation to move goods to my port colonies, and I actually used the Pacific route to Europe (I even had a permanent armada in California!). This also took the focus to zones that in games are usually just places to explore with a scout; for example, the Apache became one of my main allies and, eventually, my biggest enemies. The Sioux, who in he America map are usually just a tribe you visit with your scouts later in the game, were trading partners for once. In addition, the Royal Expeditionary Force landed in the West instead of the East, turning the Independence War into a unique experience.
Have you ever designed your own game variants? Any juicy stories to tell? I am open for suggestions that suit the French and the Dutch, as well as the random New World map (as much as I love the Americas map, it's always good to try new experiences every once in a while).
Post edited October 20, 2019 by ConsulCaesar