Some video games are all about quick, visceral pleasures: head-shotting an enemy from halfway across the map, shaving a second off your best lap-time, or KO-ing your opponent with a perfectly-timed fireball. This is not one of those games. Civilization IV: Colonization is all about long-term goals, about carefully forming a strategy and slyly putting it into action; it's about the heart-swelling pride that rushes over you when those careful plans finally fall into place - even though you're late for work and you haven't washed or showered in a week. Good things come to those who wait.
Colonization is also one of those strategy games that elicits comments from the people peering over your shoulder. "Ooh," they say. "That looks complicated!". And they're right - it is. For the first couple of hours or so, you'll struggle to get your head around precisely what it is you're supposed to be doing. Sure, Firaxis provides a typically thorough and helpful array of guides and tutorials - but you still won't fully appreciate the intricacies of the game and its world. The important thing, however, is that you'll want to learn: it's immediately apparent that there's tonnes of depth on offer here, and the sheer charm of the graphics and general presentation only serves to further draw you in. So you stick with it, try a few tactics out. And when things finally click... well, like we said: Good things come to those who wait.
As a remake of a much-loved game from 1995, Colonization asks you to conquer the Americas. Part of the initial confusion you'll experience is due to the fact that your objectives are relatively unusual when compared to most other strategy titles. Like Civ, you start out with a couple of units, set up a base and expand until you've become an empire - but the way you actually handle that expansion is quite unique. As we mentioned in our previous preview, while combat certainly has a role to play, it's money that essentially keeps your world turning.
You'll start by finding a suitable site for your first settlement, then you begin dealing with the local natives. In most Civ-like games, your cities are primarily used as factories for producing units: you gather resources, then turn them into spearmen and chariots, or whatever. Here things work the opposite way round: you import colonists and set them to work in your camp, gathering or producing items that can then be sold to local tribes or shipped back to Europe. All sorts of people are setting out for a new life in the colonies: some of your guys will be specialist workers, like weavers or gunsmiths, while others are simply reformed criminals who are good for little more than manual labour. Either way, it's up to you to make the most of what you've got. Do you use your master distiller to start making rum out of all that sugar you've been harvesting, or do you set him to work making cannons? Or perhaps you should send him over to one of your other towns to help out with a bit of farming?
Once you've got some decent goods, you can load up a boat and sail back to Europe. Here you can flog your wares for a profit, buy anything you might need, and pick up a few new workers for your fledgling nation state - then it's off back to America to repeat the whole process. It may sound a bit convoluted, but in practice it swiftly becomes very satisfying. In our last game, for example, we started transporting booze from one of our in-land towns back to the coast. There it was picked up by boat and shipped to another settlement, where our galleon was further loaded with cigars. The drinks and smokes were then taken to Amsterdam and swapped for a load of guns - a hip-hop deal, 1600's style.
Earning flash money in this manner will make you feel happy - but there's a catch. While you may feel that you're the master of the New World, in truth you're still working for the country that organised your expedition in the first place. This means that every time you trade with Europe, your King will poke his nose in and demand a cut of your profits. Not only that, but occasionally he'll bug you while you're busy sorting out America, too - he'll suddenly show up and demand money, before forcing you to kiss his ring (by which we mean his jewellery, clearly). These interruptions are terribly irritating, but they're supposed to be - because your ultimate aim in the game is to declare independence. As your colony expands, your people will become self-sufficient - and when the rebellious spirit reaches a high enough level, you'll be able to revolt. As you might expect, doing this really pisses off His Royal Highness, and soon you find yourself under attack from your former countrymen. It won't be easy, but if you beat the King's Royal Expeditionary Force you'll have finally conquered America.
You're able to monitor the growth of the REF throughout the game, and you'll notice that every time you take a significant step in the direction of freedom, the King adds to his army. This creates a wonderfully threatening undercurrent to every action you take - you constantly feel that you're being watched. When you factor in the presence of three other European nations, all of them striving for their own independence, and the potential treachery of the native tribes, the result is a surprisingly intense experience. You are helped in your efforts by the Founding Fathers - important historical figures who offer to join your cause once certain conditions are met - but even this boon adds a certain amount of pressure to your shoulders, since there's always a chance that one of your rivals will sign the bloke you're after. It's a bit like Football Manager... only completely and utterly different.
It's all a bit hectic, and at times it may all feel a bit much to handle - but then that's the challenge, isn't it? The management gameplay has a slightly tighter focus than Civ, but it's equally rewarding - and because the length of an average game is generally briefer, it's somewhat easier to get a feel for the game as a whole. As you'd expect from a Sid Meier / Firaxis strategy game, the whole shebang is extremely well organised, with intuitive controls and concise but useful descriptions of every item, unit and concept in the game. There's also a fairly generous spread of multiplayer options on offer, including the ability to play via email - something that we imagine might keep you busy for a couple of years.
Being the gloomy people that we are, we've tried pretty hard to find something we can criticise about Colonization, but there really is very little to complain about. You could argue that the game should do more to address sensitive historical issues like slavery and spread of European diseases - but you know what? Bollocks to that. Super Mario World could do a better job of simulating the life of an Italian-American plumber, but we highly doubt it would make for better gameplay... Civilization IV: Colonization takes a classic game and updates it for 2008, without screwing around with the things that made it great in the first place. Because it does this, we like it a lot. If you like absorbing strategy games, then you probably will too.





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Wait for a patch. The game is NOT playable to completion as it is.
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In terms of the positives the core gameplay from the original colonization is great. Its a real pleasure building up colonies and developing their population.
Unfortunately a couple of areas where changes were made still need a lot of work. The founding father system is needlessly confusing, a key building (the customs house) has been removed leaving a noticeable gap in strategy, relationships with the natives over land have been simplified to the point of triviality, the trade route function is implemented badly (you have to scroll through a long unorganised list every time you wish to assign one), and there are balance issues in the battle system.
I could go into detail about all these points but Ill just briefly elaborate on the last one. When I declared independence (quite early I might add) I found that the kings attack force included 330 man o wars (the most powerful ship in the game and one which only the computer can attain) against my 5 military ships. Adding to this it seems the function where another colonial power comes to your assistance has been removed. Prepare to cheat a fair bit if you want a chance.
Id only recommend this to people who havent played the old colonization and cant get their hands on it. If you have played the old version you should expect to be frustrated. My best attempt at an explanation is that the staff working on this mod must have been only superficially familiar with the old Colonization they didnt anticipate the large gameplay changes their tweaking caused.
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I am sorry but much of what you have written is simply wrong. I am not a Firaxis apologist, and there are some things they will need to patch for this game, but let me address your points.
First, The Founding Father system is not needlessly complicated. What it is is made so that every game is not the same in this regard. In the original Colonization, you got the same set of Founding Fathers every single game. Talk about boring! In this new version, you have to compete with the other powers for the Founding Fathers, and you have to emphasize which types of Founding Fathers you want. Makes sense to me and moves this aspect from boring and the same every game to one that provides nice variance.
Second, relationships with natives was never complex, even in Colonization 1. In 1 you traded with them, sent colonists to learn from them, tried to convert them with missions, and eventually killed them dead. In Colonization 2, the fact that the indians are now civs in their own right means you can do all of the same things you did with them in 1, but in addition you can ally them and enter defensive pacts with them, etc. That is actually an additional layer of complexity on indian relations over 1.
Third, if the king had 330 MoWs when you declared independence, you did something wrong. Plain and simple. I can't even imagine, unless you were playing ont he highest setting and uber maxed out your liberty bell production from the start of the game (i.e. 3 elder statesmen on every settlement). The fact is in a normal game on Explorer level (which is the "default level" of play) you should be outnumbered by between 1.5 to 1 and 3 to 1. In my last game I was outnumbered by about 2 to 1. That's not bad given I am on the defensive and get some bonuses there.
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I get the Civ IV modifications required to evolve the game into the current version, and can appreciate them. However, the military strength of the colony is severely handicapped. No, it's broken, actually.
Automatic promotions to military units from Founding Fathers never materialized. There is no way to train Veteran Soldiers, you can only purchase them at ever-increasing cost from the motherland. I had double the size of the Expedition's Army, and was still annihilated in the end game, in fortresses, and was crushed within 15 turns.
This scenario has happened repeatedly.
Simply put: I'm shelving it until a patch comes out that doesn't make me feel like I wasted 4 hours.
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third try but no chance of winning even at easy setting!
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Like Cheese Mag explained you can end up facing a ridiculous army and navy fleet. There is absolutely no point in building ships as nothing you can build can match the kings Man-O-War (even if it could you would have to build 100s of ships - an impossibility). I also wondered what the point was of building a fortress as it didn't seem to provide me with any real defensive bonus. I watched as the kings ridiculously sized army tore through my defences. You are apparently better off letting them take your city and then attacking with cannons from the outside, SHEER LUNACY!!!
There are a number of other frustrations that only serve to irritate the player. This game is not playable as it is intended. You should not be penalised to the n'th degree for trying to build up a large/diverse nation.
Personally I think the games developers should be shot for releasing this game without working out the flaws. You can tell from the cut-scenes that look like they belong in the 90s that this game was done on the cheap. As an original colonization player I say, "Firaxis, shame on you!"
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My biggest beef is truly on the trading system. I cannot understand why they removed the custom house from the original colonization: it was a staple of inner-continental expansion, and spared you the painful monotony of sending your wagon trains back and forth, meticulously keeping up with each and every colony, its goods, and what ship should pick up what.
Then comes the military system: I echo all previous reviewers in saying the king's army is WAYYY too powerful. At least in the previous colonization, you had a fighting chance if you spent enough time building up your forces (and the prices for a veteran soldier didn't go up exponentially every time you tried to recruit him). What's worse, you have to have almost ten units just to kill a single one of the king's........what the F***?
Finally, I literally abhore the founding father system. In the old colonization, at least you knew what bonuses you could depend on and gear your colonies to get them as quickly as possible. Mind you, I don't mind having to choose between some of the founding fathers.....but why the heck do my rivals reach their founding fathers so quickly, especially at the beginning of the game? How can I possibly focus on liberty bell production when it costs me so much just to have specialists that can build up my colony that will barely make it to maturity before the end of the game comes, even if I start on the first turn founding it?????
And one other thing, why does it take so long to sail from Europe to the North American continent? It takes my merchantmen and galleons almost twenty five years to complete just ONE round trip. I cannot win a game if I never get any colonists!!!
If you are gonna make a re-make of colonization, then make it an upgrade, not a completely Sh** game! Don't even compare this game to the old colonization. I'll play that instead of this one ANY day! Hopefully a patch fixes these issues, but I doubt it. Consider this to be a separate game that sucks a$$. Don't waste your time. If you bought it, I'm sorry. Sell it back and just download it off a torrent site. That is about all this game is worth.
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And Founding Fathers -military and exploration points just decided to start again at zero.
Is there such a thing as quality control in this industry?
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I loved the orginal colonization, and couldnt wait to get my hands on this one.
very disappointed. No real improvements from the old game. Sloooooow and mind numbingly boring. Also the game hasnt been properly calibrated. seems like they rushed this through with minimal testing. What an insult to a great genre.
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Exploring. Many chiefs give gold when you talk to them. Some even give ridiculous amounts. Taking up ancient treasures doesn't bother the natives anymore and I'm not sure but I doubt the new Colonization has Fountain of Youth. In the old Colonization just looking for that was a big reason to send scouts to explore.
Then the new world. I started several games and everytime the closest coast is an artic coast. In Caribbean map all I can see is swamp...well at least rum is a good source of money.
Speed of the game seems to be off. In my first game I was really surprised when I got the message 99 turns to victory. I felt like I had barely started. I had only 3 towns and only two of them were half-decently built. I didn't have any military force. In my second game I had more experience and I played at much quicker pace. I declared independence and by the time I did the King arrived with 44 Man-O-Wars and plenty of soldiers. Since I cannot train veteran soldiers my army consisted of pretty much anyone I could arm and didn't need in production. Only the cannons could even hope to stand against the king's men. They destroyed everyone, including my veteran soldiers I had bought from Europe, with ease. It makes me think I should have promotions on my men for them to survive. That would mean fighting a lot agaisnt the natives and other countries. So peaceful trade empires are screwed. The Man-O-Wars are also ridiculously powerful. In the old Civ you could sometimes beat them with a Frigate. It was awesome feeling to sink a Man-O-War before it could unload its troops. In the new Civ even the Ship Of the Line is useless against them. So what's the point in having a navy then? The Independence war is ridiculously hard. Training people also takes a long time. Personally I haven't seen any difference between Schoolhouse, College and University. It always takes the 10 turns to train one specialist. It's a shame veteran soldiers can't be trained.
All in all I have to say that the original Colonization is much better. The world is more alive in that and good relations with the natives are actually more challenging to maintain. The independence war is also winnable in the old game. It's still challenging but no unbeatable. I'd avoid this game and play the old Colonization or if the era feels interesting play some Civilization IV mod.
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At 56% I have 57 soldiers(14 are Veterans), 14 artillery, 14 dragoons, and 4 warships.
England has 90 soldiers, 62 dragoons, 42 artillery, and 47 warships.
I cannot believe how unbalanced this is. No matter how many times I fight it, I simply cannot win. I tried multiple strategies from placing my army in one location with a river on one side the English were forced to cross(supposedly makes them weaker), to spreading my army out over 7 different towns each with it's own fortress.
The bottom line is that after multiple tries I continue to fail and find myself looking for a cheat code(which I'm having an almost impossible time finding).
Either way, good luck with the game. My only complaint is the revolution(I didn't have issues with the other aspects of the game), and if a patch happens to fix it, then it will be a decent strategy game in the end.
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