Posted November 08, 2014
In the many games of Colonization that I've played I've tended to avoid long wars with the other European powers. Instead I've focused on building a strong interconnected group of 8-9 colonies on a single island or continent in preparation for the War of Independence. I figured it would be too tough to try to defend distant colonies during the War of Independence, so I didn't look to conquest as a major strategy.
But in the game I'm playing now (as Holland) I had no choice but to attack five English colonies around 1680 to keep the English from achieving Independence. And it's worked great! Though I had to build up a substantial invasion force of Dragoons, Artillery and Scouts (for spying on rival colonies before attacks), it's paid off big time. I've acquired a lot of new colonists and built-up colonies while setting the English so far back that I no longer worry about them declaring Independence.
In contrast to Civilization, there seem to be no real disadvantages to breaking peace treaties -- the computer players appear to stick to peace treaties only as long as it's advantageous, and break treaties with the human player or with other computer players whenever it suits them.
To re-establish peaceful relations, send a Scout (protected by a Dragoon) to an opponent's colony and ask to meet with the mayor. If you have Ben Franklin in the Continental Congress, the opponent will always agree to peace, though the cost can be high (ie, a large chunk of your treasury). If you've beaten them repeatedly, they'll usually agree to peace, no strings attached.
Here's a tip: if you spot a rival colony near yours early in the game, buy 50-100 Horses as soon as you can. Take your 50 Muskets and Horses and create a Dragoon. Attack the rival colony -- there's a good chance early in the game that the rival colony won't have any Soldiers or Dragoons for defense. You can quickly gain new colonists and deal your opponent an early setback. There's even a chance your Dragoon can harden to Veteran status if you're victorious -- this seems to happen often following the first attack -- giving you a strong defensive/offensive unit early on for free.
In my current game I repeatedly attacked English colonies on a large Island we shared and drove them all off, leaving me alone on the island to develop my colonies.
Later in the game, be prepared to create a very large invasion force with lots of Horses in reserve to attack other colonies -- particularly at the higher levels it can take many attacks to capture a Fort. As in Civilization, you might want to set up a small colony near the colony or colonies you want to attack so that defeated Dragoons can quickly re-equip with Horses.
Just don't build a colony nearby with 3 or more population -- if you're like me and you try to get S. de la Salle to join the Continential Congress ASAP, you won't be allowed to disband the colony if the population reaches 3.
But in the game I'm playing now (as Holland) I had no choice but to attack five English colonies around 1680 to keep the English from achieving Independence. And it's worked great! Though I had to build up a substantial invasion force of Dragoons, Artillery and Scouts (for spying on rival colonies before attacks), it's paid off big time. I've acquired a lot of new colonists and built-up colonies while setting the English so far back that I no longer worry about them declaring Independence.
In contrast to Civilization, there seem to be no real disadvantages to breaking peace treaties -- the computer players appear to stick to peace treaties only as long as it's advantageous, and break treaties with the human player or with other computer players whenever it suits them.
To re-establish peaceful relations, send a Scout (protected by a Dragoon) to an opponent's colony and ask to meet with the mayor. If you have Ben Franklin in the Continental Congress, the opponent will always agree to peace, though the cost can be high (ie, a large chunk of your treasury). If you've beaten them repeatedly, they'll usually agree to peace, no strings attached.
Here's a tip: if you spot a rival colony near yours early in the game, buy 50-100 Horses as soon as you can. Take your 50 Muskets and Horses and create a Dragoon. Attack the rival colony -- there's a good chance early in the game that the rival colony won't have any Soldiers or Dragoons for defense. You can quickly gain new colonists and deal your opponent an early setback. There's even a chance your Dragoon can harden to Veteran status if you're victorious -- this seems to happen often following the first attack -- giving you a strong defensive/offensive unit early on for free.
In my current game I repeatedly attacked English colonies on a large Island we shared and drove them all off, leaving me alone on the island to develop my colonies.
Later in the game, be prepared to create a very large invasion force with lots of Horses in reserve to attack other colonies -- particularly at the higher levels it can take many attacks to capture a Fort. As in Civilization, you might want to set up a small colony near the colony or colonies you want to attack so that defeated Dragoons can quickly re-equip with Horses.
Just don't build a colony nearby with 3 or more population -- if you're like me and you try to get S. de la Salle to join the Continential Congress ASAP, you won't be allowed to disband the colony if the population reaches 3.
Post edited November 08, 2014 by Bilko58