Wow, I thought I was just being crap, but reading this it seems 98% of people are having the same problem - it's impossible to win the revolutionary war. The basic problem is that they removed customs houses, so the King gets a large tax cut by the time your colonies are fully productive, and they also removed the foreign intervention, which in most of my old Col and ColWin games are what saves your arse from the King's Men O'War and numerical superiority over the colonials. I found I could beat their soldiers by using the old Col tactic of fighting outside the cities (using the colonials' ambush bonus), but if they catch your troops in town, you're buggered.
The game balance is way, way off, and I don't get why this was hard for Firaxis. All they had to do was playtest this against a copy of ColWin, which runs just fine on my Vista machine. It's a pity, as I like a lot of the new ideas, but the implementation is completely to fook. Hopefully they can address this in a patch.
well, I am old school col player and I must say that it was prefered... but that said, I really cant understand why you guys are loosing so badly!?!
I declared my independence with 80 turns left to win (with only 6 towns) my forces were outnumbered 4 to 1.
My first town (and main) was killing 4 for every 1 I lost at first but as the man-o-wars destroyed my defences it turned into a slaughter, in the end I managed to pull 4 surviving units out though a gap onto a forested hill and allowed the brits to take the town.from there on it was a guerilla fight in the forests because my troops from the nearest neighbouring town had arrived. In the forests it turned back into 3 loses to them for each 1 of mine.
I lost my second costal town in the space of 2 turns...which narked me a bit...it was also a good silver producer!
The rest of my towns were now producing nothing but cannons ready to be shipped to the combat zone... towns 3 and 4 held off through out the entire campaign being constantly supplied with fresh cannons from towns 5 and 6 (on a different island further west)
of my naval fleet I had 6 privateers 3 frigates and two ships of the line and I managed to sink 4 man-o-wars before being destroyed... but all of the MoW hadnt dropped off their troops!
To successfully win this game, its not about throwing all you have against all they have...you loose that way.
Choose your targets and use the right troops against them...cannon vs infantry, infantry vs cavalry, cavalry vs cannon. use the terrain hills and forests. fortify your troops in position. dont try defending a town until the bitter end, retreat if you need to heal up troops, thats how you gain experience, use your privateers first in a naval battle and when the MoW looks damaged finish off with a frigate or Ship of the line...then retreat and heal up at the dry docks then go out again.
Ask the natives to battle the english too, the ones who are closest to you will usually help if the have come into contact with the mother country (and if you are on friendly terms with the tribe) Give the natives free guns and horses if they dont have them...it will make them stronger to fight on your side. dont bunch all of your towns too close together and if possible put some on a different island (further west if possible)
my main disappointment was the length of it on normal...i would have prefered to grow my towns more...there just never seems to be enough time for my liking.
I hope some of this helps
Ok, after reading so many bad reviews, I thought I'd point out a few things that might help people enjoy the game more. I do agree that a lot of things are completely broken and need a patch, but I think it is playable at least. These points are based on a game I won on Conquistador level.
1. REF size: To control the REF size, do not use any statesmen until right before you are ready to declare independence. The REF will not grow at all, as a matter of fact it stayed at like 4 cannon until I purchased and trained a bunch of statesmen that got my % up to 50 in just 20 turns or so. The REF ended up having 30 cannon by the time I declared, and I managed to hold them back by striking them outside of colonies. Defending colonies does not seem to work.
2. Getting colonists. Once the cost of hurrying colonists exceeds 800gp, stop hurrying them, and purchase already trained ones instead. Those prices are constant
3. Be very selective in educating colonists, because of the exponential education points requirement. I don't put anyone in schools until the end (to become statesmen), instead I use the natives to teach them jobs, or purchase them already trained from Europe
Personal preference: Only refine goods at one city that is close to an Europe sailing point. Make sure that this city has plenty of food, and build factories for all goods, and place specialists in them. Then use the trade route system with about 5 wagon trains to automate the transport of the unrefined goods to this city. You can even automate ships to then deliver and sell the goods in Europe, but I like manual control on what to load (use the Load button, don't click and drag in the city view!). This way, you just have to make sure each city has all their squares producing the maximum amount of food and goods without having to worry about feeding refining specialist and building factories.
Actually no kids, the kings army can easily be beat, even if you're outnumbered 5-1. You basically need to train your dragoons up by attacking the other europeans and indians before you declare independence. Any Veteran III Dragoon will destroy anything the king throws at you, as soon as he lands just attack him with your dragoons. Don't even bother with artillery they're useless unless bombing native settlements. Also You can train up your ships of the line so they're a match for the kings man o wars, in that case you can simply wipe out his fleet and you win. It takes some trying though.
After reading "easy enough" comments i won of 3rd hardest setting pretty easily. As the last two have said dont defend the cities fight them in the forests with the right promotions you get 70% chance or more everytime.
Also create a western port so you can still trade with europe without getting mangled by the man-o-wars.
Other tips dont try and defend everywhere, if your gonna loose a colony turn every1 into colonisist (asssuming you dont have enough guns) and get em running through the forests trying to get back to your main force.
I also found defending the coast a good tactic I think there is some negative bonus for them attack from ships like civ IV and they tend to try and land there forces in the same spot each turn.
If they have taken port they tend to land there troups there, try to create a defensive line with with militia in the forests attacking near a city and retreating the wounded and some dragoons to mop up any1 who tries to flank you or enters farm lands.
Hope that helps love this game, though not sure it won't get old soon.
Actually, the Custom House does have its equivalent in this new Colonization. The Warehouse Expansion (which becomes available after building a Lumber Mill, I believe) automatically sells any excess goods to Europe - which means that it'll stop doing so once you declare independence. A poor substitute, I know, but not completely without its use.
The inability to train Veteran Soldiers aren't that much of a problem. This game uses Civ4's unit promotion system, which simulates true battlefield veterancy. Choosing the right promotions will help a lot in your own soldiers kick ass.
A war against the King's forces IS winnable; you just have to remember two things. One, start producing liberty bells only when you're well-established (since producing them when you're not ready WILL make the Expeditionary Force larger), and two, make sure you never stop churning out soldiers! I have a colony specifically built to produce Food, which in turn produces a Free Colonist every few turns...which I then send to my "Ore+Guns" town to be armed. Imagine what you can do if you have two such colony pairs working together.
Proper placement of colonies also help. The king's forces will always land on one of the coastal colonies, so making only ONE town connected to the ocean (and massing all your forces there) might help in the end.
An overall nice game; what I'd like to see improved, however, is the trading function. The ability to automate ships and wagon trains is a nice idea, but the implementation is bugged to death.
Foreign intervention (and maybe even some similar military help from the natives to make building a long relationship with them worthwhile) will also be a welcome feature.
A better tutorial for new players is also needed.
Lastly, a gentler increase in the purchase/education/REF algorithms will be good, especially for the easier difficulties.
My biggest problem with this new rendition of colonization is that you can no longer train certain specialist/masters anymore. One of the best parts about the original was that you could train your own army and buy additional units if you needed.
In this current version, even on the easiest setting i'm devoting ever sent in to "self sufficiency" only to have it all be for not. Basically the only way to win is buy your army and keep your nation small so that you can maximize units per settlement to take advantage of the fort/fortress bonus. Not to mention Ships of the Line and other warships are so stupidly difficult to build, and take for ever even if you have all the materials.
Also the constant popping up of the king demanding money is irritating and stupid. You can't afford to give it to them since you're having to buy your army and it only serves to hasten the rise in taxes so its a no win.
And that's why i stopped at this page after fruitlessly searching for an official patch.
I'm really hope with this much complain the Producer would think carefully when releasing an official Patch for this game, or better... an Expansion.
It's a great game, but even with all the enhanced in graphic and sound and ..etc.. it still doesn't rival the old Colonization, IMO. And no, I am not being a fanboy. This game lacks a lot of things compare to the old game.
Finally, the most irritating thing i found about this game is.... how come it take you lots of turns to teach your colonist/indentured servant/tranverted indian in the School/College/University and then you have to pay a riddiculous amount of money to get the Specialty you want [by riddiculous i mean it's even more expensive than if you purchase that specialist in europe].
Still really would like to get hold of this. Thanks for the review actually made me think more about purchasing this in the near future. I don't think the box does itself credit. Keep picking it up and can't seem to see why I'd want it when I have all the other Civs and expansions; but thanks for clearing some of it.
Anyone know the lowest price this has reached in recent days?
Am I the only who beat this game? Even though it ridiculously unbalanced, you can still create soliders once the war starts. they dont. Once the war starts they fight with who they had. Every time you create a solider, they get all the bonuses the forefathers give. you dont need veteran soliders, although they help, they are hard to come by. Its hard as hell, but it can be done.
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The game balance is way, way off, and I don't get why this was hard for Firaxis. All they had to do was playtest this against a copy of ColWin, which runs just fine on my Vista machine. It's a pity, as I like a lot of the new ideas, but the implementation is completely to fook. Hopefully they can address this in a patch.
» Go to 's original post
I declared my independence with 80 turns left to win (with only 6 towns) my forces were outnumbered 4 to 1.
My first town (and main) was killing 4 for every 1 I lost at first but as the man-o-wars destroyed my defences it turned into a slaughter, in the end I managed to pull 4 surviving units out though a gap onto a forested hill and allowed the brits to take the town.from there on it was a guerilla fight in the forests because my troops from the nearest neighbouring town had arrived. In the forests it turned back into 3 loses to them for each 1 of mine.
I lost my second costal town in the space of 2 turns...which narked me a bit...it was also a good silver producer!
The rest of my towns were now producing nothing but cannons ready to be shipped to the combat zone... towns 3 and 4 held off through out the entire campaign being constantly supplied with fresh cannons from towns 5 and 6 (on a different island further west)
of my naval fleet I had 6 privateers 3 frigates and two ships of the line and I managed to sink 4 man-o-wars before being destroyed... but all of the MoW hadnt dropped off their troops!
To successfully win this game, its not about throwing all you have against all they have...you loose that way.
Choose your targets and use the right troops against them...cannon vs infantry, infantry vs cavalry, cavalry vs cannon. use the terrain hills and forests. fortify your troops in position. dont try defending a town until the bitter end, retreat if you need to heal up troops, thats how you gain experience, use your privateers first in a naval battle and when the MoW looks damaged finish off with a frigate or Ship of the line...then retreat and heal up at the dry docks then go out again.
Ask the natives to battle the english too, the ones who are closest to you will usually help if the have come into contact with the mother country (and if you are on friendly terms with the tribe) Give the natives free guns and horses if they dont have them...it will make them stronger to fight on your side. dont bunch all of your towns too close together and if possible put some on a different island (further west if possible)
my main disappointment was the length of it on normal...i would have prefered to grow my towns more...there just never seems to be enough time for my liking.
I hope some of this helps
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1. REF size: To control the REF size, do not use any statesmen until right before you are ready to declare independence. The REF will not grow at all, as a matter of fact it stayed at like 4 cannon until I purchased and trained a bunch of statesmen that got my % up to 50 in just 20 turns or so. The REF ended up having 30 cannon by the time I declared, and I managed to hold them back by striking them outside of colonies. Defending colonies does not seem to work.
2. Getting colonists. Once the cost of hurrying colonists exceeds 800gp, stop hurrying them, and purchase already trained ones instead. Those prices are constant
3. Be very selective in educating colonists, because of the exponential education points requirement. I don't put anyone in schools until the end (to become statesmen), instead I use the natives to teach them jobs, or purchase them already trained from Europe
Personal preference: Only refine goods at one city that is close to an Europe sailing point. Make sure that this city has plenty of food, and build factories for all goods, and place specialists in them. Then use the trade route system with about 5 wagon trains to automate the transport of the unrefined goods to this city. You can even automate ships to then deliver and sell the goods in Europe, but I like manual control on what to load (use the Load button, don't click and drag in the city view!). This way, you just have to make sure each city has all their squares producing the maximum amount of food and goods without having to worry about feeding refining specialist and building factories.
» Go to 's original post
» Go to 's original post
Also create a western port so you can still trade with europe without getting mangled by the man-o-wars.
Other tips dont try and defend everywhere, if your gonna loose a colony turn every1 into colonisist (asssuming you dont have enough guns) and get em running through the forests trying to get back to your main force.
I also found defending the coast a good tactic I think there is some negative bonus for them attack from ships like civ IV and they tend to try and land there forces in the same spot each turn.
If they have taken port they tend to land there troups there, try to create a defensive line with with militia in the forests attacking near a city and retreating the wounded and some dragoons to mop up any1 who tries to flank you or enters farm lands.
Hope that helps love this game, though not sure it won't get old soon.
» Go to 's original post
» Go to 's original post
The inability to train Veteran Soldiers aren't that much of a problem. This game uses Civ4's unit promotion system, which simulates true battlefield veterancy. Choosing the right promotions will help a lot in your own soldiers kick ass.
A war against the King's forces IS winnable; you just have to remember two things. One, start producing liberty bells only when you're well-established (since producing them when you're not ready WILL make the Expeditionary Force larger), and two, make sure you never stop churning out soldiers! I have a colony specifically built to produce Food, which in turn produces a Free Colonist every few turns...which I then send to my "Ore+Guns" town to be armed. Imagine what you can do if you have two such colony pairs working together.
Proper placement of colonies also help. The king's forces will always land on one of the coastal colonies, so making only ONE town connected to the ocean (and massing all your forces there) might help in the end.
An overall nice game; what I'd like to see improved, however, is the trading function. The ability to automate ships and wagon trains is a nice idea, but the implementation is bugged to death.
Foreign intervention (and maybe even some similar military help from the natives to make building a long relationship with them worthwhile) will also be a welcome feature.
A better tutorial for new players is also needed.
Lastly, a gentler increase in the purchase/education/REF algorithms will be good, especially for the easier difficulties.
» Go to 's original post
In this current version, even on the easiest setting i'm devoting ever sent in to "self sufficiency" only to have it all be for not. Basically the only way to win is buy your army and keep your nation small so that you can maximize units per settlement to take advantage of the fort/fortress bonus. Not to mention Ships of the Line and other warships are so stupidly difficult to build, and take for ever even if you have all the materials.
Also the constant popping up of the king demanding money is irritating and stupid. You can't afford to give it to them since you're having to buy your army and it only serves to hasten the rise in taxes so its a no win.
» Go to 's original post
I'm really hope with this much complain the Producer would think carefully when releasing an official Patch for this game, or better... an Expansion.
It's a great game, but even with all the enhanced in graphic and sound and ..etc.. it still doesn't rival the old Colonization, IMO. And no, I am not being a fanboy. This game lacks a lot of things compare to the old game.
Finally, the most irritating thing i found about this game is.... how come it take you lots of turns to teach your colonist/indentured servant/tranverted indian in the School/College/University and then you have to pay a riddiculous amount of money to get the Specialty you want [by riddiculous i mean it's even more expensive than if you purchase that specialist in europe].
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» Go to 's original post
Anyone know the lowest price this has reached in recent days?
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http://www.cdwow.com/Civilization-IV...09?affid=11195
It's a great game, although the comments on this thread stand true - the endgame can be very tricky.
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