Add the website to the repo.

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Mike Pope 2015-05-05 21:23:55 +09:30
parent cb3adb536b
commit 2d398840a1
1090 changed files with 646788 additions and 0 deletions

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<?xml version="1.0" encoding="iso-8859-1"?>
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About FreeCol </td>
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<p align="justify"> The FreeCol team aims to create an Open Source version of Colonization (released under the <a href="http://www.gnu.org/licenses/gpl.html">GPL</a>). At first we&#39;ll try to make an exact clone of Colonization. The visuals will be brought up to date with more recent standards but will remain clean, simple and functional. Certain new &#39;features&#39; will be implemented but the gameplay and the rules will be exactly the same as the original game. Examples of modern features are: an isometric map and multiplayer support.<br /><br /> <img src="/images/about_freecol.png" alt="A Colony with a Fort." hspace="20" align="right" /> This clone will be developed incrementally and result in <em>FreeCol 1.0.0 which will be an almost exact Colonization clone</em>. Incremental development basically means that we&#39;ll add features one at a time. This allows us to have a running program at all times and also to release an unfinished but working game once in a while.<br /><br /> Once FreeCol 1.0.0 is finished we&#39;ll start working towards FreeCol 2.0.0. <em>FreeCol 2 will go beyond the original Colonization</em> and will have many new features, it will be an implementation of our (and our users&#39;) image of what Colonization 2 would have been. <br /><br /> You can read more on the <a href="history.html">history of FreeCol</a>. </p> <br /><p align="justify">[<a href="http://science.webhostinggeeks.com/o-freecolu">Serbo-Croation translation</a> contributed by Jovana Milutinovich.] <br /> <a name="original" title="original"></a></p><h3>The Original Colonization</h3> <p align="justify"> The original Colonization was released in 1994 by Microprose. <em>Colonization is heavily based on Civilization</em> which is generally considered to be the best turn-based strategy game for the PC in the history of mankind.<br /><br /> In Civilization the objective was to build a nation that could stand the test of times and that could also do one of the following: conquer the world or be the first to launch a spaceship. In Colonization things are bit different ...<br /><br /> A Colonization game starts in 1492 and <em>the objective is to colonize America</em>. You begin the game with one vessel and two colonists.<br /><br />As in Civilization you need to build a powerful nation, but fortunately in the early part of the game <em>you&#39;ll be able to send ships back to Europe</em> in order to sell the goods you&#39;ve produced or to bring back some colonists. <em>Getting colonists into the new world is a very important aspect of the game</em> as one game turn takes one year and later on even one season and as a result colonies don&#39;t grow as rapidly as they do in Civilization. You can pay colonists to come to the new world or you can show off with the religious freedom of your people in which case they will hop on your vessels for no money at all.<br /><br /> Another important aspect is <em>trade: the source of all income</em> (apart from Inca and Aztec gold). In a land filled with precious resources it is important to <em>build your colonies at the right location</em> and to place craftsmen where they belong. This is not only to have an income but also to be able to <em>live off the land</em> when you can no longer count on the support of Europe.<br /><br /> Through all this you&#39;ll have to decide whether or not you want to <em>live next to the native Americans</em> peacefully. They can teach your colonists new skills that cannot be tought anywhere else and they will offer you goods in case you choose to treat them as your friends. On the other hand, their villages can be attacked and their valuable goods can be taken from them and sold in Europe.<br /><br /> <em>Other European forces are also busy occupying their piece of the new world</em>. Should their borders go too far then take over some of their colonies by force because they wouldn&#39;t hesitate to do the same thing to you.<br /><br /> The object of Colonization is to <em>declare your independence and survive an attack of the King&#39;s forces</em>. Before declaring your independence <em>you need to have the majority of the people behind you</em>. This can be done by <em>promoting free speech</em> and by providing a strong governmental system. </p> </td>
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<?xml version="1.0" encoding="iso-8859-1"?>
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Colonies </td>
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<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/colony0150.png" class=cTitleLink>Colony size 1 to 3</A>
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</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/colony0112.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
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<A href="/images/art/colony0250.png" class=cTitleLink>Colony size 4 to 7</A>
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<IMG src="/images/art/colony0212.png" border=0>
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<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
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<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
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<A href="/images/art/colony0350.png" class=cTitleLink>Colony size 8+</A>
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<IMG src="/images/art/colony0312.png" border=0>
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<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
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<A href="/images/art/colony01f50.png" class=cTitleLink>Colony with Stockade</A>
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<IMG src="/images/art/colony01f12.png" border=0>
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<A href="/images/art/colony02f50.png" class=cTitleLink>Colony with Fort</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
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<IMG src="/images/art/colony02f12.png" border=0>
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<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
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<A href="/images/art/colony03f50.png" class=cTitleLink>Colony with Fortress</A>
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<img src="http://www.freecol.org/images/M_images/printButton.png" alt="Print" name="Print" align="middle" border="0" /></a>
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</table>
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<tr>
<td valign="top" colspan="2">
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<TR class=cBody><TD class=cBody width="25%">
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<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods0_l.png" class=cTitleLink>Food</A>
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</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods0.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods1_l.png" class=cTitleLink>Sugar</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods1.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods2_l.png" class=cTitleLink>Tobacco</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods2.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods3_l.png" class=cTitleLink>Cotton</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods3.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods4_l.png" class=cTitleLink>Fur</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods4.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods5_l.png" class=cTitleLink>Lumber</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods5.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods6_l.png" class=cTitleLink>Ore</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods6.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods7_l.png" class=cTitleLink>Silver</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods7.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods8.png" class=cTitleLink>Horses</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods8.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods9_l.png" class=cTitleLink>Rum</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods9.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods10_l.png" class=cTitleLink>Cigars</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods10.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods11_l.png" class=cTitleLink>Cloth</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods11.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods12_l.png" class=cTitleLink>Coats</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods12.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods13.png" class=cTitleLink>Trade goods</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods13.png" border=0>
</TD></TR>
</TABLE>
</TD></TR>
<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
<TABLE align=center class=cBody width="100%" border=0 cellpadding=6 cellspacing=0>
<TR class=cBody><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods14_l.png" class=cTitleLink>Tools</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods14.png" border=0>
</TD><TD class=cBody width="25%">
<TABLE align=center bgcolor="#000000" width=152 border=0 cellpadding=1 cellspacing=0>
<TR><TD>
<TABLE align=center bgcolor="#ffffff" width=150 border=0 cellpadding=3 cellspacing=0>
<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods15_l.png" class=cTitleLink>Muskets</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods15.png" border=0>
</TD></TR>
</TABLE>
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<TR class=cBody><TD class=cBody>
<TR class=cBody><TD class=cBody>
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<TR class=cTitle><TD class=cTitle align=center>
<A href="/images/art/goods16_l.png" class=cTitleLink>Fish</A>
</TD></TR>
</TABLE>
</TD></TR>
</TABLE>
</TD><TD class=cBody width="25%" align="center">
<IMG src="/images/art/goods16.png" border=0>
</TD><TD class=cBody width="25%">
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<?xml version="1.0" encoding="iso-8859-1"?>
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<p><i>No public game servers are currently running. You can start your own public server, which will then be listed here,
by checking the "Public"-checkbox in the new game window.</i></p>
<p> Several of our community resources are hosted on SourceForge.net: </p> <table border="0" class="contentpaneopen"> <tbody> <tr> <td><a href="https://sourceforge.net/p/freecol/discussion/">Forum</a> <a href="http://sourceforge.net/forum/?group_id=43225" target="fcForum"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a></td> <td> (<a href="https://sourceforge.net/p/freecol/discussion/719661/">Open Discussion</a> <a href="http://sourceforge.net/forum/forum.php?forum_id=719661"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>, <a href="https://sourceforge.net/p/freecol/discussion/141200/">FreeCol</a> <a href="http://sourceforge.net/forum/forum.php?forum_id=141200"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>, <a href="https://sourceforge.net/p/freecol/discussion/141201/">Help</a> <a href="http://sourceforge.net/forum/forum.php?forum_id=141201"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>, <a href="https://sourceforge.net/p/freecol/discussion/719665/">Ideas</a> <a href="http://sourceforge.net/forum/forum.php?forum_id=719665"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>)</td> </tr> <tr> <td><a href="https://sourceforge.net/p/freecol/_list/tickets">Tracker</a> <a href="http://sourceforge.net/tracker/?group_id=43225" target="fcTracker"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a></td> <td> (<a href="https://sourceforge.net/p/freecol/bugs/">Report Bug</a> <a href="http://sourceforge.net/tracker/?func=add&amp;group_id=43225&amp;atid=435578"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>, <a href="https://sourceforge.net/p/freecol/improvement-requests/">Suggest Feature</a> <a href="http://sourceforge.net/tracker/?func=add&amp;group_id=43225&amp;atid=435581"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a>)</td> </tr> <tr> <td><a href="http://sourceforge.net/mail/?group_id=43225">Mailing Lists</a> <a href="http://sourceforge.net/mail/?group_id=43225" target="fcML"><img src="/images/popup.gif" border="0" alt="LINK IN POPUP WINDOW" /></a></td> </tr> </tbody> </table><p> &nbsp; </p><p>Other resources: </p><table border="0" class="contentpaneopen"> <tbody> <tr> <td> <a href="http://www.freecol.org/community.html#freecol">IRC chat #freecol at freenode.net</a> </td> </tr> </tbody> </table> </td>
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<ul>
<li>Please read <a href="http://www.freecol.org/how-to-contribute.html" class="cLink">How to Contribute</a> if you would like to join our team.</li>
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<li>Contact information for specific members of our team can be found at the <a href="http://www.freecol.org/team-and-credits.html" class="cLink">Credits section</a>.</li>
<li>Other requests can be sent to the
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<li>Online chat with the developers can be made at #freecol in freenode.net </li>
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</div>
</div>
</div>
<div class="clr"></div>
</div>
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<a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=43225&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo" /></a>
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<div id="footer-800" >
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<?xml version="1.0" encoding="iso-8859-1"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="alternate" type="application/rss+xml" title="FreeCol News" href="http://www.freecol.org/component/option,com_rss/feed,RSS1.0/no_html,1/" />
<title>FreeCol - Registration</title>
<meta name="description" content="FreeCol - a turn based strategy game" />
<meta name="keywords" content="FreeCol, Colonization, Free Colonization Game, Colonisation, Sid Meier's Colonization, Colonization 2, Microproose" />
<meta name="Generator" content="Joomla! - Copyright (C) 2005 - 2006 Open Source Matters. All rights reserved." />
<meta name="robots" content="index, follow" />
<base href="http://www.freecol.org/" />
<link rel="shortcut icon" href="http://www.freecol.org/images/favicon.ico" />
<link href="http://www.freecol.org/templates/freecol/css/template_css.css" rel="stylesheet" type="text/css" />
<link href="http://www.freecol.org/templates/freecol/css/css_color_green.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="accessibility">
<a href="index.php#menu">Menu</a>
<a href="index.php#content">Content/Inhalt</a>
</div>
<div id="pagewidth-800" >
<div id="header" >
<div id="top-top">
<div id="topmenu">
</div>
</div>
<div class="clr"></div>
<div id="top-bottom">
<a href="index.php"><img src="http://www.freecol.org/templates/freecol/images/logo.png" border="0" width="600" height="89" alt="logo" /></a>
</div>
</div>
<div id="outer-800" >
<div id="pathway">
<span class="pathway"><a href="http://www.freecol.org/" class="pathway">Home</a> <img src="http://www.freecol.org/images/M_images/arrow.png" alt="arrow" /> Community </span>
<span class="pathway-right">
<a href="sitemap.html"><img src="http://www.freecol.org/templates/freecol/images/sitemap.png" border="0" width="14" height="16" alt="SITEMAP" /></a>
<a href="search.html"><img src="http://www.freecol.org/templates/freecol/images/search.png" border="0" width="13" height="16" alt="SEARCH" /></a>
<a href="login.html"><img src="http://www.freecol.org/templates/freecol/images/key.png" border="0" width="8" height="16" alt="LOGIN" /></a>
</span>
</div>
<div id="leftcol">
<a name="menu"></a>
<div class="module">
<div>
<div>
<div>
<h3>Main Menu</h3>
<table width="100%" border="0" cellpadding="0" cellspacing="0">
<tr align="left"><td><a href="http://www.freecol.org/" class="mainlevel" >Home</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/news/" class="mainlevel" >News</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/about.html" class="mainlevel" >About FreeCol</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/documentation/" class="mainlevel" >Documentation</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/screenshots.html" class="mainlevel" >Screenshots</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/download.html" class="mainlevel" >Download</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/community.html" class="mainlevel" id="active_menu">Community</a>
<div style="padding-left: 4px"><img src="http://www.freecol.org/templates/freecol/images/indent1.png" alt="" /><a href="http://www.freecol.org/links/" class="sublevel" >Links</a></div>
</td></tr>
</table> </div>
</div>
</div>
</div>
</div>
<div id="maincol-broad-800" >
<div class="clr"></div>
<div class="content">
<a name="content"></a>
<script language="javascript" type="text/javascript">
function submitbutton_reg() {
var form = document.mosForm;
var r = new RegExp("[\<|\>|\"|\'|\%|\;|\(|\)|\&|\+|\-]", "i");
// do field validation
if (form.name.value == "") {
alert( "Please enter your name." );
} else if (form.username.value == "") {
alert( "Please enter a User name." );
} else if (r.exec(form.username.value) || form.username.value.length < 3) {
alert( "Please enter a valid Username:. More than 2 characters and contain 0-9,a-z,A-Z" );
} else if (form.email.value == "") {
alert( "Please enter a valid e-mail address." );
} else if (form.password.value.length < 6) {
alert( "Please enter a valid password. No spaces, more than 6 characters and contain 0-9,a-z,A-Z" );
} else if (form.password2.value == "") {
alert( "Please verify the password." );
} else if ((form.password.value != "") && (form.password.value != form.password2.value)){
alert( "Password and verification do not match, please try again." );
} else if (r.exec(form.password.value)) {
alert( "Please enter a valid Password:. No spaces, more than 6 characters and contain 0-9,a-z,A-Z" );
} else {
form.submit();
}
}
</script>
<form action="index.php" method="post" name="mosForm">
<div class="componentheading">
Registration </div>
<table cellpadding="0" cellspacing="0" border="0" width="100%" class="contentpane">
<tr>
<td colspan="2">Fields marked with an asterisk (*) are required.</td>
</tr>
<tr>
<td width="30%">
Name: *
</td>
<td>
<input type="text" name="name" size="40" value="" class="inputbox" maxlength="50" />
</td>
</tr>
<tr>
<td>
Username: *
</td>
<td>
<input type="text" name="username" size="40" value="" class="inputbox" maxlength="25" />
</td>
</tr>
<tr>
<td>
E-mail: *
</td>
<td>
<input type="text" name="email" size="40" value="" class="inputbox" maxlength="100" />
</td>
</tr>
<tr>
<td>
Password: *
</td>
<td>
<input class="inputbox" type="password" name="password" size="40" value="" />
</td>
</tr>
<tr>
<td>
Verify Password: *
</td>
<td>
<input class="inputbox" type="password" name="password2" size="40" value="" />
</td>
</tr>
<tr>
<td colspan="2">
</td>
</tr>
<tr>
<td colspan=2>
</td>
</tr>
</table>
<input type="hidden" name="id" value="0" />
<input type="hidden" name="gid" value="0" />
<input type="hidden" name="useractivation" value="0" />
<input type="hidden" name="option" value="com_registration" />
<input type="hidden" name="task" value="saveRegistration" />
<input type="button" value="Send Registration" class="button" onclick="submitbutton_reg()" />
<input type="hidden" name="j79748df59566a001e088d503181cbc2d" value="1" />
</form>
</div>
</div>
<div id="rightcol-broad">
<div id="rightcol-broad-top">
&nbsp;
</div>
<div class="module">
<div>
<div>
<div>
<h3>Who's Online</h3>We have 4 guests online </div>
</div>
</div>
</div>
<div class="module">
<div>
<div>
<div>
<h3>Polls</h3> <script language="javascript" type="text/javascript">
<!--
function submitbutton_Poll1() {
var form = document.pollxtd1;
var radio = form.voteid;
var radioLength = radio.length;
var check = 0;
if ( 'z' != 'z' ) {
alert('You already voted for this item today.');
return;
}
for(var i = 0; i < radioLength; i++) {
if(radio[i].checked) {
form.submit();
check = 1;
}
}
if (check == 0) {
alert('No selection has been made, please try again');
}
}
//-->
</script>
<form name="pollxtd1" method="post" action="http://www.freecol.org/poll-results/">
<table width="95%" border="0" cellspacing="0" cellpadding="1" align="center" class="poll">
<thead>
<tr>
<td style="font-weight: bold;">
What extra new unit and city graphics would you like to be added to FreeCol? </td>
</tr>
</thead>
<tr>
<td align="center">
<table class="pollstableborder" cellspacing="0" cellpadding="0" border="0">
<tr>
<td class="sectiontableentry2" valign="top">
<input type="radio" name="voteid" id="voteid157" value="157" alt="157" />
</td>
<td class="sectiontableentry2" valign="top">
<label for="voteid157">
Native American (Nation specific) </label>
</td>
</tr>
<tr>
<td class="sectiontableentry1" valign="top">
<input type="radio" name="voteid" id="voteid158" value="158" alt="158" />
</td>
<td class="sectiontableentry1" valign="top">
<label for="voteid158">
Far East (China, Korea, Japan etc.) </label>
</td>
</tr>
<tr>
<td class="sectiontableentry2" valign="top">
<input type="radio" name="voteid" id="voteid159" value="159" alt="159" />
</td>
<td class="sectiontableentry2" valign="top">
<label for="voteid159">
Arab, Turkish, Mongol </label>
</td>
</tr>
<tr>
<td class="sectiontableentry1" valign="top">
<input type="radio" name="voteid" id="voteid160" value="160" alt="160" />
</td>
<td class="sectiontableentry1" valign="top">
<label for="voteid160">
Indian </label>
</td>
</tr>
<tr>
<td class="sectiontableentry2" valign="top">
<input type="radio" name="voteid" id="voteid161" value="161" alt="161" />
</td>
<td class="sectiontableentry2" valign="top">
<label for="voteid161">
African </label>
</td>
</tr>
<tr>
<td class="sectiontableentry1" valign="top">
<input type="radio" name="voteid" id="voteid162" value="162" alt="162" />
</td>
<td class="sectiontableentry1" valign="top">
<label for="voteid162">
Australian Oceanian etc. </label>
</td>
</tr>
<tr>
<td class="sectiontableentry2" valign="top">
<input type="radio" name="voteid" id="voteid163" value="163" alt="163" />
</td>
<td class="sectiontableentry2" valign="top">
<label for="voteid163">
Slavic (Poland, Russia, etc) </label>
</td>
</tr>
<tr>
<td class="sectiontableentry1" valign="top">
<input type="radio" name="voteid" id="voteid164" value="164" alt="164" />
</td>
<td class="sectiontableentry1" valign="top">
<label for="voteid164">
More variety for European nations already in the game </label>
</td>
</tr>
</table>
</td>
</tr>
<tr>
<td>
<div align="center">
<input type="button" onclick="submitbutton_Poll1();" name="task_button" class="button" value="Vote" />
&nbsp;
<input type="button" name="option" class="button" value="Results" onclick="document.location.href='http://www.freecol.org/poll-results/what-extra-new-unit-and-city-graphics-would-you-like-to-be-added-to-freecol.html';" />
</div>
</td>
</tr>
</table>
<input type="hidden" name="id" value="27" />
<input type="hidden" name="task" value="vote" />
<input type="hidden" name="jf97609b6c26d8a16d46e807dbd581f72" value="1" />
</form>
</div>
</div>
</div>
</div>
<div id="rightcol-broad-bottom">
&nbsp;
</div>
</div>
<div class="clr"></div>
</div>
<div style="height:10px;"></div>
<div style="text-align:right; position:relative; right: 1px; top: -27px; height:10px;">
<a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=43225&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo" /></a>
</div>
<div id="footer-800" >
<div align="center" class="footer-copyright">
&copy; 2002-2014 FreeCol - <a href="contact.html">Contact Us</a>
</div>
</div>
</div>
</body>
</html>
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<?xml version="1.0" encoding="iso-8859-1"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="alternate" type="application/rss+xml" title="FreeCol News" href="http://www.freecol.org/component/option,com_rss/feed,RSS1.0/no_html,1/" />
<title>FreeCol</title>
<meta name="description" content="FreeCol - a turn based strategy game" />
<meta name="keywords" content="FreeCol, Colonization, Free Colonization Game, Colonisation, Sid Meier's Colonization, Colonization 2, Microproose" />
<meta name="Generator" content="Joomla! - Copyright (C) 2005 - 2006 Open Source Matters. All rights reserved." />
<meta name="robots" content="index, follow" />
<base href="http://www.freecol.org/" />
<link rel="shortcut icon" href="http://www.freecol.org/images/favicon.ico" />
<link href="http://www.freecol.org/templates/freecol/css/template_css.css" rel="stylesheet" type="text/css" />
<link href="http://www.freecol.org/templates/freecol/css/css_color_green.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="accessibility">
<a href="index.php#menu">Menu</a>
<a href="index.php#content">Content/Inhalt</a>
</div>
<div id="pagewidth-800" >
<div id="header" >
<div id="top-top">
<div id="topmenu">
</div>
</div>
<div class="clr"></div>
<div id="top-bottom">
<a href="index.php"><img src="http://www.freecol.org/templates/freecol/images/logo.png" border="0" width="600" height="89" alt="logo" /></a>
</div>
</div>
<div id="outer-800" >
<div id="pathway">
<span class="pathway">Home </span>
<span class="pathway-right">
<a href="sitemap.html"><img src="http://www.freecol.org/templates/freecol/images/sitemap.png" border="0" width="14" height="16" alt="SITEMAP" /></a>
<a href="search.html"><img src="http://www.freecol.org/templates/freecol/images/search.png" border="0" width="13" height="16" alt="SEARCH" /></a>
<a href="login.html"><img src="http://www.freecol.org/templates/freecol/images/key.png" border="0" width="8" height="16" alt="LOGIN" /></a>
</span>
</div>
<div id="leftcol">
<a name="menu"></a>
<div class="module">
<div>
<div>
<div>
<h3>Main Menu</h3>
<table width="100%" border="0" cellpadding="0" cellspacing="0">
<tr align="left"><td><a href="http://www.freecol.org/" class="mainlevel" >Home</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/news/" class="mainlevel" >News</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/about.html" class="mainlevel" >About FreeCol</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/documentation/" class="mainlevel" >Documentation</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/screenshots.html" class="mainlevel" >Screenshots</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/download.html" class="mainlevel" >Download</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/community.html" class="mainlevel" >Community</a></td></tr>
</table> </div>
</div>
</div>
</div>
</div>
<div id="maincol-wide-800" >
<div class="clr"></div>
<div class="content">
<a name="content"></a>
You are not authorised to view this resource.<br />You need to login. </div>
</div>
<div class="clr"></div>
</div>
<div style="text-align:right; position:relative; right: 1px; top: -27px; height:10px;">
<a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=43225&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo" /></a>
</div>
<div id="footer-800" >
<div align="center" class="footer-copyright">
&copy; 2002-2014 FreeCol - <a href="contact.html">Contact Us</a>
</div>
</div>
</div>
</body>
</html>
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<?xml version="1.0" encoding="iso-8859-1"?>
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1" />
<link rel="alternate" type="application/rss+xml" title="FreeCol News" href="http://www.freecol.org/component/option,com_rss/feed,RSS1.0/no_html,1/" />
<title>FreeCol</title>
<meta name="description" content="FreeCol - a turn based strategy game" />
<meta name="keywords" content="FreeCol, Colonization, Free Colonization Game, Colonisation, Sid Meier's Colonization, Colonization 2, Microproose" />
<meta name="Generator" content="Joomla! - Copyright (C) 2005 - 2006 Open Source Matters. All rights reserved." />
<meta name="robots" content="index, follow" />
<base href="http://www.freecol.org/" />
<link rel="shortcut icon" href="http://www.freecol.org/images/favicon.ico" />
<link href="http://www.freecol.org/templates/freecol/css/template_css.css" rel="stylesheet" type="text/css" />
<link href="http://www.freecol.org/templates/freecol/css/css_color_green.css" rel="stylesheet" type="text/css" />
</head>
<body>
<div id="accessibility">
<a href="index.php#menu">Menu</a>
<a href="index.php#content">Content/Inhalt</a>
</div>
<div id="pagewidth-800" >
<div id="header" >
<div id="top-top">
<div id="topmenu">
</div>
</div>
<div class="clr"></div>
<div id="top-bottom">
<a href="index.php"><img src="http://www.freecol.org/templates/freecol/images/logo.png" border="0" width="600" height="89" alt="logo" /></a>
</div>
</div>
<div id="outer-800" >
<div id="pathway">
<span class="pathway">Home </span>
<span class="pathway-right">
<a href="sitemap.html"><img src="http://www.freecol.org/templates/freecol/images/sitemap.png" border="0" width="14" height="16" alt="SITEMAP" /></a>
<a href="search.html"><img src="http://www.freecol.org/templates/freecol/images/search.png" border="0" width="13" height="16" alt="SEARCH" /></a>
<a href="login.html"><img src="http://www.freecol.org/templates/freecol/images/key.png" border="0" width="8" height="16" alt="LOGIN" /></a>
</span>
</div>
<div id="leftcol">
<a name="menu"></a>
<div class="module">
<div>
<div>
<div>
<h3>Main Menu</h3>
<table width="100%" border="0" cellpadding="0" cellspacing="0">
<tr align="left"><td><a href="http://www.freecol.org/" class="mainlevel" >Home</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/news/" class="mainlevel" >News</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/about.html" class="mainlevel" >About FreeCol</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/documentation/" class="mainlevel" >Documentation</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/screenshots.html" class="mainlevel" >Screenshots</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/download.html" class="mainlevel" >Download</a></td></tr>
<tr align="left"><td><a href="http://www.freecol.org/community.html" class="mainlevel" >Community</a></td></tr>
</table> </div>
</div>
</div>
</div>
</div>
<div id="maincol-wide-800" >
<div class="clr"></div>
<div class="content">
<a name="content"></a>
You are not authorised to view this resource.<br />You need to login. </div>
</div>
<div class="clr"></div>
</div>
<div style="text-align:right; position:relative; right: 1px; top: -27px; height:10px;">
<a href="http://sourceforge.net"><img src="http://sflogo.sourceforge.net/sflogo.php?group_id=43225&amp;type=2" width="125" height="37" border="0" alt="SourceForge.net Logo" /></a>
</div>
<div id="footer-800" >
<div align="center" class="footer-copyright">
&copy; 2002-2014 FreeCol - <a href="contact.html">Contact Us</a>
</div>
</div>
</div>
</body>
</html>
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/* Century Schoolbook font is very similar to Computer Modern Math: cmmi */
.MATH { font-family: "Century Schoolbook", serif; }
.MATH I { font-family: "Century Schoolbook", serif; font-style: italic }
.BOLDMATH { font-family: "Century Schoolbook", serif; font-weight: bold }
/* implement both fixed-size and relative sizes */
SMALL.XTINY { font-size : xx-small }
SMALL.TINY { font-size : x-small }
SMALL.SCRIPTSIZE { font-size : smaller }
SMALL.FOOTNOTESIZE { font-size : small }
SMALL.SMALL { }
BIG.LARGE { }
BIG.XLARGE { font-size : large }
BIG.XXLARGE { font-size : x-large }
BIG.HUGE { font-size : larger }
BIG.XHUGE { font-size : xx-large }
/* heading styles */
H1 { }
H2 { }
H3 { }
H4 { }
H5 { }
/* mathematics styles */
DIV.displaymath { } /* math displays */
TD.eqno { } /* equation-number cells */
/* document-specific styles come next */
DIV.navigation { }
DIV.center { }
SPAN.textit { font-style: italic }
SPAN.arabic { }
SPAN.textbf { font-weight: bold }

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<H2><A NAME="SECTION00100000000000000000">
Contents</A>
</H2>
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<UL CLASS="TofC">
<LI><A NAME="tex2html598"
HREF="node2.html">Introduction</A>
<UL>
<LI><A NAME="tex2html599"
HREF="node3.html">About FreeCol</A>
<LI><A NAME="tex2html600"
HREF="node4.html">The Original Colonization</A>
</UL>
<BR>
<LI><A NAME="tex2html601"
HREF="node5.html">Installation</A>
<UL>
<LI><A NAME="tex2html602"
HREF="node6.html">System Requirements</A>
<LI><A NAME="tex2html603"
HREF="node7.html">Compiling FreeCol</A>
</UL>
<BR>
<LI><A NAME="tex2html604"
HREF="node8.html">Interface</A>
<UL>
<LI><A NAME="tex2html605"
HREF="node9.html">Starting the game</A>
<UL>
<LI><A NAME="tex2html606"
HREF="node10.html">Command line options</A>
<LI><A NAME="tex2html607"
HREF="node11.html">Game setup</A>
<LI><A NAME="tex2html608"
HREF="node12.html">Game options</A>
</UL>
<LI><A NAME="tex2html609"
HREF="node13.html">Client options</A>
<UL>
<LI><A NAME="tex2html610"
HREF="node14.html">Display Options</A>
<LI><A NAME="tex2html611"
HREF="node15.html">Message Options</A>
<LI><A NAME="tex2html612"
HREF="node16.html">Audio Options</A>
<LI><A NAME="tex2html613"
HREF="node17.html">Savegame Options</A>
<LI><A NAME="tex2html614"
HREF="node18.html">Warehouse Options</A>
<LI><A NAME="tex2html615"
HREF="node19.html">Keyboard Accelerators</A>
<LI><A NAME="tex2html616"
HREF="node20.html">Other Options</A>
</UL>
<LI><A NAME="tex2html617"
HREF="node21.html">The main screen</A>
<UL>
<LI><A NAME="tex2html618"
HREF="node22.html">The Menubar</A>
<LI><A NAME="tex2html619"
HREF="node23.html">The Info Panel</A>
<LI><A NAME="tex2html620"
HREF="node24.html">The Minimap</A>
<LI><A NAME="tex2html621"
HREF="node25.html">The Unit Buttons</A>
<LI><A NAME="tex2html622"
HREF="node26.html">The Compass Rose</A>
<LI><A NAME="tex2html623"
HREF="node27.html">The Main Map</A>
</UL>
<LI><A NAME="tex2html624"
HREF="node28.html">The Europe Panel</A>
<LI><A NAME="tex2html625"
HREF="node29.html">The Colony panel</A>
<UL>
<LI><A NAME="tex2html626"
HREF="node30.html">The Warehouse Dialog</A>
</UL>
</UL>
<BR>
<LI><A NAME="tex2html627"
HREF="node31.html">The New World</A>
<UL>
<LI><A NAME="tex2html628"
HREF="node32.html">Terrain Types</A>
<LI><A NAME="tex2html629"
HREF="node33.html">Goods</A>
<UL>
<LI><A NAME="tex2html630"
HREF="node34.html">Trade Routes</A>
</UL>
<LI><A NAME="tex2html631"
HREF="node35.html">Special Resources</A>
<LI><A NAME="tex2html632"
HREF="node36.html">Native Settlements</A>
<LI><A NAME="tex2html633"
HREF="node37.html">Lost City Rumours</A>
<LI><A NAME="tex2html634"
HREF="node38.html">Exploration</A>
</UL>
<BR>
<LI><A NAME="tex2html635"
HREF="node39.html">Colonies</A>
<UL>
<LI><A NAME="tex2html636"
HREF="node40.html">Picking a suitable site</A>
<UL>
<LI><A NAME="tex2html637"
HREF="node41.html">The colony tile</A>
<LI><A NAME="tex2html638"
HREF="node42.html">The adjacent tiles</A>
<LI><A NAME="tex2html639"
HREF="node43.html">No Reforestation</A>
<LI><A NAME="tex2html640"
HREF="node44.html">Government Efficiency</A>
</UL>
<LI><A NAME="tex2html641"
HREF="node45.html">Colony Buildings</A>
<LI><A NAME="tex2html642"
HREF="node46.html">Using Buildings</A>
<LI><A NAME="tex2html643"
HREF="node47.html">Building Units and Buildings</A>
</UL>
<BR>
<LI><A NAME="tex2html644"
HREF="node48.html">Your Home Country</A>
<UL>
<LI><A NAME="tex2html645"
HREF="node49.html">Your Home Port</A>
<LI><A NAME="tex2html646"
HREF="node50.html">Your Monarch</A>
</UL>
<BR>
<LI><A NAME="tex2html647"
HREF="node51.html">Units</A>
<UL>
<LI><A NAME="tex2html648"
HREF="node52.html">Equipment</A>
<LI><A NAME="tex2html649"
HREF="node53.html">Skills and Education</A>
<LI><A NAME="tex2html650"
HREF="node54.html">Combat</A>
<UL>
<LI><A NAME="tex2html651"
HREF="node55.html">Combat Bonuses and Penalties</A>
</UL>
</UL>
<BR>
<LI><A NAME="tex2html652"
HREF="node56.html">The Continental Congress</A>
<LI><A NAME="tex2html653"
HREF="node57.html">The Birth of a Nation</A>
<UL>
<LI><A NAME="tex2html654"
HREF="node58.html">Sons of Liberty</A>
<LI><A NAME="tex2html655"
HREF="node59.html">The Declaration
of Independence</A>
</UL>
<BR>
<LI><A NAME="tex2html656"
HREF="node60.html">Changing the Rules</A>
<UL>
<LI><A NAME="tex2html657"
HREF="node61.html">Modifiers and Abilities</A>
</UL>
<BR>
<LI><A NAME="tex2html658"
HREF="node62.html">Known bugs</A>
<LI><A NAME="tex2html659"
HREF="node63.html">Copyright Notice</A>
<LI><A NAME="tex2html660"
HREF="node64.html">Index</A>
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<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00411000000000000000">
Command line options</A>
</H2>
<P>
If you are in the directory in which FreeCol is installed, you can
start the game with the command <code>java -Xmx128M -jar FreeCol.jar</code>.
This will tell the Virtual Machine to load the game and to set the
maximum heap size to 128 MB. Refer to the manual of your Java Virtual
Machine for details.
<P>
There are many other Java options, but you probably won't need to
change the default settings. FreeCol is developed in English, but it
includes translations into several other languages, some of which are
not very complete, however. Java will automatically select the
translation for your locale, if available, and English otherwise. If
you should wish to select a different language, or if language
selection fails, you can choose a different language from the
preferences menu.
<P>
FreeCol also provides several application-specific command line
options:
<P>
<UL>
<LI><code>--freecol-data DIR</code> Specify the directory that contains
FreeCol's data files. In general, you will only need to use this if
you have installed a modified copy of FreeCol's data files.
</LI>
<LI><code>--windowed[[=]WIDTHxHEIGHT]</code> Run FreeCol in windowed mode
instead of full screen mode and set the window width and height. You
will need this if your window manager or Java Virtual Machine do not
(correctly support) FreeCol's full screen mode. If you use Linux and
Java 5, for example, you should set the window width to the width of
your screen, but probably set the window height slightly lower than
the height of your screen, in order to leave space for the menu bar,
dock etc.
</LI>
<LI><code>--load-savegame SAVEGAME_FILE</code> Load the given
savegame. This is particularly useful in combination with the client
option show savegame settings.
</LI>
<LI><code>--no-sound</code> Run FreeCol without sound. Note that the game
does not yet contain any music, so the only sounds you will hear will
be special effects.
</LI>
<LI><code>--usage</code> Display the help screen.
</LI>
<LI><code>--version</code> Display the version number.
</LI>
<LI><code>--server PORT</code> Start a stand-alone server on the specified
port. If you don't know what that means, you will not need the option.
</LI>
<LI><code>--server-help</code> Display a help screen for the more advanced
server options.
</LI>
</UL>
<P>
There are several other options that you will probably only be
interested in if you are a developer:
<P>
<UL>
<LI><code>--no-java-check</code> Skip the java version check.
</LI>
<LI><code>--no-memory-check</code> Skip the memory check.
</LI>
<LI><code>--log-level LEVEL</code> Set the java log level.
</LI>
<LI><code>--debug</code> Start the game in debugging mode.
</LI>
</UL>
<P>
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<H2><A NAME="SECTION00412000000000000000">
Game setup</A>
</H2>
<P>
If you start FreeCol without command line options, the game will first
open a dialog that allows you to start a new game, to open a saved
game, to open the map editor, to set various options, and to quit.
<P>
If you decide to start a new game, you will be presented with another
dialog, which enables you to start a single-player game, to retrieve a
list of servers from <code>meta.freecol.org</code><A NAME="119"></A>,
to join a <A NAME="1412"></A><SPAN CLASS="textbf">multi-player game</SPAN>, or to start a new multi-player
game.
<P>
If you start a single-player game, you must decide on the number of
European players (1-8) and whether to allow additional nations (which
were not available in the original game) and whether to allow national
advantages to be selectable (in the original game, national advantages
were fixed). Of course, if you wish to have more than four European
players, you must also enable additional nations, since the original
game only made four European nations available.
<P>
If you choose to retrieve a list of running games from the metaserver,
your computer will attempt to establish a connection to
<code>meta.freecol.org</code>, port <SPAN CLASS="MATH"><IMG
WIDTH="42" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img1.png"
ALT="$3540$"></SPAN><A NAME="121"></A>. You will be
presented with a list of games, from which you can select one to
connect to. Please note that the list will frequently be empty, since
not that many public multi-player games are being run.
<P>
If you wish to join a multi-player game, you must enter the
<A NAME="1414"></A><SPAN CLASS="textbf">IP address</SPAN> of a server that is running a FreeCol game as
well as the port it is running on. The default port is
<SPAN CLASS="MATH"><IMG
WIDTH="42" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img2.png"
ALT="$3541$"></SPAN><A NAME="123"></A>.
<P>
If you wish to start a multi-player game, then the IP address of the
server will be that of your computer, but you must still select a port
to run the server on. Again, the default port is <SPAN CLASS="MATH"><IMG
WIDTH="42" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img2.png"
ALT="$3541$"></SPAN>. You must also
decide whether you want to run a public server or a private server. By
default, you start a private game, which means that the game will not
be available on the metaserver. Furthermore, you must decide on the
number of European players (see above), and whether to use national
advantages. A multi-player game may be more balanced if you do not use
them, so that all players start with the same units and abilities.
<P>
FreeCol is a client-server game. The game server takes care of the
game logic, and the client provides the graphical user interface. One
or several clients can connect to the game server via the network. In
the case of a single-player game, all other players are handled by the
game server. At the moment, however, your client uses a network
connection even if the server is running on the same computer.
<P>
This means that you can only run FreeCol if you have the necessary
privileges to bind an unprivileged port. If you use a
<A NAME="1416"></A><SPAN CLASS="textbf">personal firewall</SPAN> that blocks the port you wish to use, you
will need to configure your firewall accordingly. If you wish to
retrieve a list of games from the metaserver, you also need to
configure your firewall to permit connections to that server, port
<SPAN CLASS="MATH"><IMG
WIDTH="42" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img1.png"
ALT="$3540$"></SPAN>. In order to connect to a server, your client also needs to
bind a port. Which port depends on the operating system you use.
<P>
If you are running a public game server, then your firewall must also
permit the clients to connect to the port of the game server.
<P>
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<H2><A NAME="SECTION00413000000000000000">
Game options</A>
</H2>
<P>
If you decide to start a single-player game or a game server, you will
be able to choose which nation to play and which colour to use. If you
join a multi-player game, you can also choose a nation and colour, but
another players might already have selected your preferred nation. See
the chapter on your Home Country for further
information on the national advantages of various European nations.
<P>
The map generator options allow
you to import a map, and to set several parameters that influence the
size and terrain of a randomly generated map. FreeCol includes several
hand-made maps, which can be selected by clicking on the map icon.
<P>
To import a map, either select one of the maps in the shortcut panel,
enter the name of a file in the import field, or click on the browser
button in order to select a file via a file browser. You have the
choice to import terrain, bonuses, rumors and settlements. At the
moment, the map editor does not provide all these options, however.
<P>
The map generator tab allows you to select the size of the map, as
well as the amount and the general shape of the land on the map. The
terrain generator tab allows you to select the number of rivers,
mountains, lost city rumors, native settlements, forests, and bonus
tiles on the map, as well as the humidity and temperature of the
map. The latter settings will influence the terrain.
<P>
The game options proper allow you to select several parameters that
influence game play, such as non-standard rules, victory conditions
and the difficulty of the game. The initial values tab allows you to
set the amount of gold available to the players at the start of the
game. This is zero by default.
<P>
The map tab allows you to select whether to use the <SPAN CLASS="textit">Fog of
War</SPAN>, whether to hide enemy units in settlements and carriers, and
whether to award exploration points for regions discovered by the
players. By default, exploration points are only awarded for the
discovery of the Pacific Ocean.
<P>
The colony tab allows you to enable custom houses to ignore
boycotts. This means that custom houses will be able to export
boycotted goods. This does not apply to carriers, however, and does
not prevent further boycotts by the Crown. This feature of the
original game is considered a bug by the FreeCol team and is therefore
disabled by default. You can also allow experts to ``have
connections'', which means that experts working in factory-level
buildings will be able to produce a small amount of goods even if the
necessary raw materials are not generally available. This alleged
feature of the original game is also disabled by default. Finally, you
have the choice to save production overflow, which means that new
buildings, for example, will not use up all available hammers, but
only the exact number required. The remaining hammers will remain
available for the next building project.
<P>
The victory conditions tab allows you to choose among three possible
victory conditions. The game will be won by the first player to
achieve independence, the player to eliminate all other European
players, or the player to eliminate all other human players.
<P>
Finally, the difficulty tab enables you to select a difficulty level
between very easy and very hard. The difficulty level influences
various prices and probabilites in the game, such as amount of gold
required to buy Indian land, and the probability of converting
natives.
<P>
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<H1><A NAME="SECTION00420000000000000000">
Client options</A>
</H1>
<P>
The client options panel allows you to customize how your client
displays the game objects and how it handles some tasks such as
auto-saving.
<P>
<BR><HR>
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<LI><A NAME="tex2html852"
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<LI><A NAME="tex2html853"
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<LI><A NAME="tex2html854"
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<LI><A NAME="tex2html855"
HREF="node17.html">Savegame Options</A>
<LI><A NAME="tex2html856"
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<LI><A NAME="tex2html857"
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Accelerators</A>
<LI><A NAME="tex2html858"
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<H2><A NAME="SECTION00421000000000000000">
Display Options</A>
</H2>
<P>
<UL>
<LI>The language<A NAME="137"></A> to use. Some languages are spoken in
more than one country. In this case, you might also be able to select
a specific country. If the translation you choose is not complete, the
missing strings will be taken from another language file. This could
be the default translation for your language or the English language
version. If you selected Austrian German, for example, missing strings
would be taken from the default German translation if available, and
the English language version otherwise.
<P>
</LI>
<LI>The minimum number of goods to display with a counter. If you
accept the default setting of seven, for example, six hammers will be
displayed without a number, and seven hammers will be displayed with
the number <code>7</code> on top. Note that some panels only show a single
item with a number next to it or below it anyway.
<P>
</LI>
<LI>The maximum number of goods to display. If you accept the
default setting of seven, then no more than seven items will be
displayed, even if the corresponding counter tells you that these
seven items represent a far larger amount.
<P>
</LI>
<LI>Whether to center on the selected tile automatically.
<P>
</LI>
<LI>Whether to center on the active unit always.
<P>
</LI>
<LI>Whether to display the <SPAN CLASS="textit">Fog of War</SPAN>, which enables you to
see which tiles are currently visible to your units..
<P>
</LI>
<LI>Whether to scroll the map when dragging with the mouse.
<P>
</LI>
<LI>Whether to display the compass rose in
the top right hand corner of the map. The compass rose enables you
to direct your units with the mouse as well as the keypad. This is
particularly useful if you play with a small keyboard, such as a
laptop keyboard, which does not have a keypad.
<P>
</LI>
<LI>Whether to display the map controls, which include the
minimap, the info panel
and the unit buttons.
<P>
</LI>
<LI>Whether to display the map grid.
<P>
</LI>
<LI>Whether to display tile names, owners, regions or none of the
above.
<P>
</LI>
<LI>Whether to sort your colonies by name, age, position, size or
Sons of Liberty membership. Since name, age and position are unique,
these keys impose a total order, whereas size and Sons of Liberty
membership do not. In the case of size, the Sons of Liberty membership
is used as a secondary key, and vice versa.
<P>
</LI>
<LI>How to animate the movements of your own units.
<P>
</LI>
<LI>How to animate the movements of enemy units.
<P>
</LI>
<LI>How to display the minimap:
<P>
<UL>
<LI>Whether to attempt smooth rendering.
<P>
</LI>
<LI>Which background color to use.
<P>
</LI>
<LI>Which zoom level to use as default.
</LI>
</UL>
<P>
</LI>
</UL>
<P>
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<H2><A NAME="SECTION00422000000000000000">
Message Options</A>
</H2>
<P>
You can choose whether to group messages by type, by source, or not at
all. The source of the message is a game object, typically a colony or
unit, and the type of the message is either the default type, which is
always displayed, or one of the following types, which can be turned
off:
<P>
<UL>
<LI>Warning messages. These are important and should generally not
be turned off.
</LI>
<LI>Messages about the Sons of Liberty membership in your colonies.
</LI>
<LI>Messages about the efficiency of the government in your
colonies. The efficiency of the government influences the production
of all types of goods.
</LI>
<LI>Messages about the number of goods in your colonies'
warehouses.
</LI>
<LI>Messages about units improving through experience, education or
promotion after a battle won.
</LI>
<LI>Messages about units being demoted after a battle lost.
</LI>
<LI>Messages about new units, such as colonists born in your
colonies.
</LI>
<LI>Messages about units lost in battle, missing in action or dead
of starvation.
</LI>
<LI>Messages about the completion of buildings in your colonies.
</LI>
<LI>Foreign diplomatic messages about the declaration of wars and
signing of peace treaties.
</LI>
<LI>Messages about the prices of goods in Europe changing.
</LI>
<LI>Messages about reduced production due to missing goods.
</LI>
<LI>Warnings about the suitability of colony sites. These messages
are particularly useful for new players. Turn them on if you are
unsure where to establish your colonies.
</LI>
<LI>Messages about the factors that influence combat. Turn them on
to learn more about things like the terrain bonus, the ambush bonus,
or the ``artillery in the open'' penalty.
</LI>
<LI>Tutorial messages. These are still a work in progress and thus
rather limited.
</LI>
</UL>
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<H2><A NAME="SECTION00423000000000000000">
Audio Options</A>
</H2>
<P>
FreeCol comes with a limited selection of music and special sound
effects. The audio options enable you to select the output device,
which you should probably leave to be automatically detected, as well
as the volume of the music and special effects.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00424000000000000000">
Savegame Options</A>
</H2>
<P>
<UL>
<LI>Whether to show savegame
settings always, only when starting multi-player games, or
never. These settings include the name, address and port of the game
server you wish to connect to. If you only play single-player games,
you can choose the option ``never''.
</LI>
<LI>After how many turns you want the client to create an auto-save
file. If you select <code>0</code>, the client will never create auto-save
files. If you select <code>1</code>, the client will create an auto-save
file every turn.
</LI>
<LI>How many generations of auto-save files you wish to retain.
</LI>
</UL>
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H2><A NAME="SECTION00425000000000000000">
Warehouse Options</A>
</H2>
<P>
<UL>
<LI>The number of goods to keep in your warehouse when exporting
goods automatically (which requires a custom house), or by means of a trade
route.
</LI>
<LI>The minimum number of goods in your warehouse. If you store
goods of a certain type in your warehouse and the level drops below
this number, you will be warned.
</LI>
<LI>The maximum number of goods in your warehouse. If you store
goods of a certain type in your warehouse and the level rises above
this number, you will be warned.
</LI>
</UL>
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H2><A NAME="SECTION00426000000000000000">
Keyboard
Accelerators</A>
</H2>
<P>
Many but not all of the actions available via the game menu or via
orders buttons are also available as keyboard shortcuts. These
shortcuts can be configured.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION00200000000000000000">
Introduction</A>
</H1>
<P>
Welcome to FreeCol! If you're interested in development of this
program, please see the <A HREF="http://freecol.sourceforge.net">FreeCol
web site</A>. This is a draft version of the user's guide. You can find
the latest version at the
<A HREF="http://freecol.sourceforge.net">FreeCol homepage</A>.
<P>
<BR><HR>
<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
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<LI><A NAME="tex2html675"
HREF="node3.html">About FreeCol</A>
<LI><A NAME="tex2html676"
HREF="node4.html">The Original Colonization</A>
</UL>
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<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H2><A NAME="SECTION00427000000000000000">
Other Options</A>
</H2>
<P>
<UL>
<LI>Whether to load immigrants waiting in Europe onto your ships
automatically.
</LI>
<LI>Whether to end the turn automatically after all your units have
been moved.
</LI>
</UL>
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION00430000000000000000">
The main screen</A>
</H1>
<P>
The figure <A HREF="#main_screen_fig">:autoreffigure3.1</A> represents the main screen.
<DIV ALIGN="CENTER"><A NAME="main_screen_fig"></A><A NAME="1298"></A>
<TABLE>
<CAPTION ALIGN="BOTTOM"><STRONG>Figure:</STRONG>
The main screen.</CAPTION>
<TR><TD>
<DIV ALIGN="CENTER">
<IMG
WIDTH="365" HEIGHT="290" ALIGN="BOTTOM" BORDER="0"
SRC="./main_screen.png"
ALT="Image main_screen">
</DIV></TD></TR>
</TABLE>
</DIV>
<P>
The main screen consists of up to six different areas: the menu bar at
the top, the minimap in the lower left corner, the info panel in the
lower right corner, the order buttons between the minimap and the info
panel, the compass rose in the top right corner, and the main map in
the background. The units, colonies, and so forth can be seen on the
main map. They are also represented as coloured dots on the minimap.
The preferences menu allows you to disable
some of these controls if you wish to do so.
<P>
<BR><HR>
<!--Table of Child-Links-->
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<LI><A NAME="tex2html969"
HREF="node22.html">The Menubar</A>
<LI><A NAME="tex2html970"
HREF="node23.html">The Info Panel</A>
<LI><A NAME="tex2html971"
HREF="node24.html">The Minimap</A>
<LI><A NAME="tex2html972"
HREF="node25.html">The Unit Buttons</A>
<LI><A NAME="tex2html973"
HREF="node26.html">The Compass Rose</A>
<LI><A NAME="tex2html974"
HREF="node27.html">The Main Map</A>
</UL>
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<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H2><A NAME="SECTION00431000000000000000">
The Menubar</A>
</H2>
<P>
The menubar contains the Game, View, Orders, Report and Colopedia
submenus at the left hand of the screen, as well as a status area at
the right hand of the screen. The status area displays your score, the
amount of gold you possess, your current tax rate and the current
turn.
<P>
The Game Menu allows you to:
<P>
<UL>
<LI>start a new game
</LI>
<LI>open a savegame
</LI>
<LI>save the current game
</LI>
<LI>change your preferences
</LI>
<LI>reconnect to the server
</LI>
<LI>chat with another player
</LI>
<LI>declare independence
</LI>
<LI>end your turn
</LI>
<LI>return to the main menu
</LI>
<LI>view high scores
</LI>
<LI>retire from the game
</LI>
<LI>quit the game entirely
</LI>
</UL>
<P>
The View Menu allows you to:
<P>
<UL>
<LI>turn the map controls (minimap and info panel) on or off
</LI>
<LI>turn the map grid on or off
</LI>
<LI>switch between the unit view and the terrain view
</LI>
<LI>display tile names, owner, regions or none of the above
</LI>
<LI>change the zoom level of the main map
</LI>
<LI>switch to the Europe panel
</LI>
<LI>display trade routes
</LI>
</UL>
<P>
The Orders Menu enables you to give orders
to the currently selected unit:
<P>
<UL>
<LI>switch to sentry mode
</LI>
<LI>fortify
</LI>
<LI>go to a destination you select
</LI>
<LI>go to a tile you select
</LI>
<LI>execute goto orders
</LI>
<LI>assign trade route
</LI>
<LI>build a colony
</LI>
<LI>plow the tile the unit is on (requires 20 tools)
</LI>
<LI>build a road on the tile the unit is on (requires 20 tools)
</LI>
<LI>load a carrier if possible
</LI>
<LI>unload all goods and units on board if possible
</LI>
<LI>wait until other units have moved
</LI>
<LI>skip this turn
</LI>
<LI>switch to a different unit on the same tile
</LI>
<LI>clear current orders
</LI>
<LI>change the unit's name
</LI>
<LI>disband the unit
</LI>
</UL>
<P>
Note that not all orders are available at all times. The build colony
order is only available if the unit is able to build colonies and the
tile it is on will support a colony, for example. The unload order is
only available if the unit is carrying goods. You can unload the goods
anywhere, but if you are not in Europe or in a colony, the goods will
be lost. You can use this feature to dump unwanted cargo<A NAME="201"></A> in order to avoid the cargo
penalty.
<P>
The Reports Menu provides access to
various reports on the current state of your colonies. In these
reports, icons as well as text strings of a greyish-brown colour link
to the places they refer to. If you click on the name of a colony, for
example, the Colony Panel will be opened.
<P>
<UL>
<LI>The <A NAME="1418"></A><A NAME="1419"></A><SPAN CLASS="textbf">Religious Advisor</SPAN> tells you how many crosses your
colonies produce, and how many crosses are required in order to
recruit the next emigrant in Europe.
</LI>
<LI>The <A NAME="1421"></A><A NAME="1422"></A><SPAN CLASS="textbf">Labour Advisor</SPAN> tells you which types of colonists
have emigrated to the New World or are waiting in Europe. If you can
not remember where you sent your only Expert Ore Miner, for example,
you can use this report to locate him.
</LI>
<LI>The <A NAME="1424"></A><A NAME="1425"></A><SPAN CLASS="textbf">Colony Advisor</SPAN> tells you which units are present in
each of your colonies, what each colony is producing, which buildings
have already been built, and which building is currently being built.
</LI>
<LI>The <A NAME="1427"></A><A NAME="1428"></A><SPAN CLASS="textbf">Foreign Affairs Advisor</SPAN> tells you about your
relations with foreign powers, the number of colonies and units they
possess, as well as their relative naval and military strength, and
the amount of gold they possess. As soon as Jan de Witt has joined the Continental Congress, you are also informed about the
number of Founding Fathers, the current tax and the current Sons of
Liberty membership of your opponents.
</LI>
<LI>The <A NAME="1430"></A><A NAME="1431"></A><SPAN CLASS="textbf">Indian Advisor</SPAN> tells you about your relations with
the various Indian nations, and the number of settlements they
possess.
</LI>
<LI>The <A NAME="1433"></A><A NAME="1434"></A><SPAN CLASS="textbf">Continental Congress Advisor</SPAN> tells you which
Founding Fathers are already present in the Continental Congress and which Founding Father is currently
being elected. It also tells you how many Liberty Bells each of your
colonies is producing, and whether they have already built the
Printing Press and the
Newspaper.
</LI>
<LI>The <A NAME="1436"></A><A NAME="1437"></A><SPAN CLASS="textbf">Military Advisor</SPAN> informs you of the deployment of
your military units, as well as the strength of the Royal Expeditionary Force.
</LI>
<LI>The <A NAME="1439"></A><A NAME="1440"></A><SPAN CLASS="textbf">Naval Advisor</SPAN> informs you of the whereabouts of
your naval units, as well as the strength of the Royal Expeditionary Force.
</LI>
<LI>The <A NAME="1442"></A><A NAME="1443"></A><SPAN CLASS="textbf">Trade Advisor</SPAN> details the current market prices of
all goods, the profits before and after taxes you have made, as well
as the amount of goods present in each of your colonies. Colonies that
have already built the Custom House are
highlighted, as are all goods that are currently being automatically
exported from these colonies.
</LI>
<LI>The <A NAME="1445"></A><A NAME="1446"></A><SPAN CLASS="textbf">Turn Report</SPAN> presents a summary of various events
that have occurred during the current turn. If no such events have
occurred, the Turn Report will not open.
</LI>
<LI>The <A NAME="1448"></A><A NAME="1449"></A><SPAN CLASS="textbf">Requirements Report</SPAN> gives an account of how well
certain requirements of your colonies are met. It tells you which
colonies require expert units and where these units can be obtained or
trained, for example. It also tells you which colonies require raw
materials in order to increase their production of manufactured goods,
and which colonies produce a surplus of these materials.
</LI>
<LI>The <A NAME="1451"></A><A NAME="1452"></A><SPAN CLASS="textbf">Exploration Report</SPAN> provides some information about
the regions you have discovered and named. If you did not select the
exploration option, then the report will only show you when you
discovered the Pacific Ocean, provided you did discover it.
</LI>
<LI>The <A NAME="1454"></A><A NAME="1455"></A><SPAN CLASS="textbf">History Report</SPAN> contains a short overview of
important events that took place during the game, such as the first
meeting with native tribes, the foundation and abandonment of
colonies, among other things.
<P>
</LI>
</UL>
<P>
The Colopedia Menu provides access to
the online game help, which is divided into eight sections:
<P>
<UL>
<LI>The terrain section contains information on all the different
types of terrain you may encounter in the New World.
</LI>
<LI>The unit section provides details on various types of units,
your own as well native units and units of the Royal Expeditionary
Force.
</LI>
<LI>The goods section gives on overview of all the types of goods in
the game.
</LI>
<LI>The building section provides information on the various
constructions you may build in your colonies.
</LI>
<LI>The Founding Father section can be used to look up information
on the various Founding Fathers you may elect to the Continental
Congress.
</LI>
<LI>The nations section tells you which nations are available in the
game, which national advantage they currently have, and which one
they have by default.
</LI>
<LI>The national advantages section tells you which national
advantages are available. Some advantages only apply to European
players, others only to native players.
</LI>
</UL>
<P>
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<H2><A NAME="SECTION00432000000000000000">
The Info Panel</A>
</H2>
<P>
If you are in unit view mode (the default), the info panel in the
lower right corner of the screen either shows information about the
currently selected unit, or contains a button to end the current turn
if no unit is selected. If a unit is selected, then the info panel
shows an image of the unit, as well as its name and the moves it has
left. If the unit is a carrier unit, such as a ship or wagon train,
the info panel also shows the units or goods on board of the
carrier. If the unit is a pioneer, the info panel shows the number of
tools the unit carries.
<P>
If a unit is displayed, you can click on the info panel in order to
centre the map on this unit.
<P>
If you are in terrain view mode, then the info panel displays the
name, owner, defense bonus, movement cost and potential production of
the selected tile. You can switch between view modes by pressing
<code>Shift-Ctrl-V</code>, or by using the view menu.
<P>
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<ADDRESS>
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2009-01-14
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<H2><A NAME="SECTION00433000000000000000">
The Minimap</A>
</H2>
<P>
The minimap in the lower left corner of the screen shows you a more
abstract view of the map than the main map. Different types of terrain
are distinguished by colour, and units and settlements are also
represented by dots in the colour of the nation that owns them. You
can use the minimap to navigate around the map quickly. Either click
on the minimap to center the view on a certain point, or drag the
white frame around. Zoom buttons to the left and to the right of the
minimap allow you to zoom into and out of the view.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00434000000000000000">
The Unit Buttons</A>
</H2>
<P>
The unit buttons displayed between the minimap and the info panel
allow you to give order to your units. Note that not all buttons are
always active. A ship can not plow a tile, for example, so the plow
button is never active if the selected unit is a ship. The eight
buttons have the following functions:
<P>
<UL>
<LI>wait
</LI>
<LI>skip turn
</LI>
<LI>fortify
</LI>
<LI>clear forest / plow tile (requires 20 tools)
</LI>
<LI>build road (requires 20 tools)
</LI>
<LI>build colony
</LI>
<LI>disband unit
</LI>
</UL>
<P>
All these actions are also available from the Orders Menu of the menu bar, and as keyboard shortcuts.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00435000000000000000">
The Compass Rose</A>
</H2>
<P>
The compass rose can be displayed in the top right corner and allows
you to give your units movement orders by clicking on the corresponding
direction. It is primarily intended for users who do not wish to (or
are unable to) use the keyboard shortcuts.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00436000000000000000">
The Main Map</A>
</H2>
<P>
The main map shows you the New World in greater detail. You can see
the different types of terrain, forested and otherwise, hills,
mountains, rivers, and, of course, the various units and settlements
of the native and European players. Left click on a tile in order to
center the main map, or on a unit in order to select it (a
display option allows you to decide
whether the map should always centre on the selected unit, or
not).
<P>
Your colonies as well as those of your opponents are displayed on the
map. You can see their names as well as their sizes, which are
displayed as a number and also influence the image used to represent
them. The color of the colony's name is always the color of its owner,
but the color of the colony size indicates whether any production
bonuses or penalties apply (at normal difficulty):
<P>
<P>
<TABLE CELLPADDING=3 BORDER="1">
<TR><TD ALIGN="LEFT">Colour</TD>
<TD ALIGN="RIGHT">Bonus/Penalty</TD>
<TD ALIGN="LEFT">Requirements</TD>
</TR>
<TR><TD ALIGN="LEFT">Red</TD>
<TD ALIGN="RIGHT">-2</TD>
<TD ALIGN="LEFT">more than eight tories</TD>
</TR>
<TR><TD ALIGN="LEFT">Orange</TD>
<TD ALIGN="RIGHT">-1</TD>
<TD ALIGN="LEFT">four to seven tories</TD>
</TR>
<TR><TD ALIGN="LEFT">White</TD>
<TD ALIGN="RIGHT">0</TD>
<TD ALIGN="LEFT">less than four tories and less than 50% SoL</TD>
</TR>
<TR><TD ALIGN="LEFT">Green</TD>
<TD ALIGN="RIGHT">+1</TD>
<TD ALIGN="LEFT">50% SoL or more</TD>
</TR>
<TR><TD ALIGN="LEFT">Blue</TD>
<TD ALIGN="RIGHT">+2</TD>
<TD ALIGN="LEFT">100% SoL</TD>
</TR>
</TABLE>
<P>
<P>
Left click on a colony in order to open the colony panel. If there is an active unit outside of the
colony on the same tile, then a single left click will select the unit
instead. In this case, a double click will still open the colony
panel.
<P>
Right clicking on an empty tile, will either display some information
on that tile if no unit is selected, or open a pop-up menu that
additionally allows you to send the selected unit to this tile. If the
tile contains some of your units, the menu will also enable you to
select each of these units. If the tile contains a native settlement,
the menu will also provide you with an item that will bring up some
information on that settlement. If the tile contains one of your own
colonies, the menu will also allow you to open the colony panel.
<P>
You can also activate the map scroll by moving the cursor towards the
edges of the main map. Scrolling with the minimap is faster, however.
<P>
If a unit is selected, further information about that unit is
displayed in the info panel, and you can move
the unit<A NAME="270"></A> using the numeric keypad or the
compass rose. If you select a unit with the
left mouse button and drag the mouse, the main map will display the
best path from the unit's current position to the tile the mouse is
hovering over.
<P>
The tiles the path consists of will be marked with boots if the unit
is on foot, with horseshoes if the unit is mounted, with wheels if the
unit is a wagon train, or with sextants if the unit is a naval
unit. Full-colour symbols mark tiles that can be reached in the same
turn, whereas shaded symbols mark tiles that can be reached only in
subsequent turns. A number indicates how many turns later the unit
will arrive on this tile. You can see this on the main screen.
<P>
<DIV ALIGN="CENTER">
<IMG
WIDTH="30" HEIGHT="30" ALIGN="BOTTOM" BORDER="0"
SRC="./path-foot.png"
ALT="Image path-foot">
<IMG
WIDTH="30" HEIGHT="30" ALIGN="BOTTOM" BORDER="0"
SRC="./path-horse.png"
ALT="Image path-horse">
<IMG
WIDTH="30" HEIGHT="30" ALIGN="BOTTOM" BORDER="0"
SRC="./path-wagon.png"
ALT="Image path-wagon">
<IMG
WIDTH="31" HEIGHT="30" ALIGN="BOTTOM" BORDER="0"
SRC="./path-naval.png"
ALT="Image path-naval">
</DIV>
<P>
Once you release the mouse button, the selected unit will begin to
follow this path. It will awake once it has arrived at its destination
or if it can no longer follow the path (if a unit belonging to a
different player is in the way, for instance). You can also press the
middle mouse button, or both mouse buttons if your mouse only has two
buttons, in order to give the selected unit a movement order.
<P>
In the original Colonization game, a unit always used up all movement
points when entering a colony. In FreeCol, this is not the case -- a
unit can enter a colony just like any other tile. If the unit is
placed in a building, or on a colony tile, or if a carrier is loaded
or unloaded, however, it will lose all its movement points.
<P>
Units are marked with small coloured shields, which may or may not
display a letter. The background colour indicates the nation this unit
belongs to. The Dutch units, for example, are usually marked with
orange shields. The letter indicates the current state of the unit:
<P>
<UL>
<LI><code>-</code>: the unit is active (no orders).
</LI>
<LI><code>F</code>: the unit is fortified.
</LI>
<LI><code>G</code>: the unit is going somewhere.
</LI>
<LI><code>P</code>: the unit is plowing a tile.
</LI>
<LI><code>R</code>: the unit is building a road.
</LI>
<LI><code>S</code>: the unit is a sentry (waiting for transport).
</LI>
<LI><code>T</code>: the unit is following a trade route.
</LI>
<LI><code>W</code>: the unit is waiting for orders (skipped).
</LI>
<LI><code>0</code>: the unit has no moves left.
</LI>
<LI><code>#</code>: the unit's state is unknown (some enemy units).
</LI>
</UL>
<P>
If the unit is a foreign naval unit, the shield will display a number
instead. This is the number of holds this unit is using.
<P>
Indian Settlements display at least two shields: The colour of the
first shield indicates the nation this settlement belongs to. A <SPAN CLASS="MATH"><IMG
WIDTH="14" HEIGHT="19" ALIGN="BOTTOM" BORDER="0"
SRC="img3.png"
ALT="$*$"></SPAN> on
this shield indicates that this settlement is the nation's capital, a
<SPAN CLASS="MATH"><IMG
WIDTH="19" HEIGHT="33" ALIGN="MIDDLE" BORDER="0"
SRC="img4.png"
ALT="$-$"></SPAN> that it is not. The second shield, which bears an exclamation mark
(<SPAN CLASS="MATH"><IMG
WIDTH="10" HEIGHT="20" ALIGN="BOTTOM" BORDER="0"
SRC="img5.png"
ALT="$!$"></SPAN>) if you have visited the settlement, and a question mark (<SPAN CLASS="MATH"><IMG
WIDTH="13" HEIGHT="20" ALIGN="BOTTOM" BORDER="0"
SRC="img6.png"
ALT="$?$"></SPAN>) if
you have not, indicates the current relations between the nation and
your colonists. Its background may be green, blue, yellow, orange or
red, depending on whether your relations are good, mediocre or bad.
<P>
A Settlement with a European mission displays a third shield bearing a
cross on a black or grey background. The colour of the cross indicates
the European nation that established the mission. The background of
the shield is black if the mission was established by a
Jesuit Missionary, and grey otherwise.
<P>
The order buttons represent some of the orders you can give to your
units. You can move your mouse over the buttons to see their
respective orders. If a unit is unable to perform a certain action,
the corresponding order button will be disabled. The orders are also
available from the Orders Menu, and you can
use the following keyboard shortcuts:
<P>
<UL>
<LI><code>a</code>: assign a trade route.
</LI>
<LI><code>b</code>: build a colony.
</LI>
<LI><code>c</code>: center on the currently selected unit.
</LI>
<LI><code>d</code>: disband the active unit.
</LI>
<LI><code>e</code>: show the Europe panel.
</LI>
<LI><code>f</code>: fortify.
</LI>
<LI><code>g</code>: goto some destination tile.
</LI>
<LI><code>h</code>: goto some colony (or Europe if a ship).
</LI>
<LI><code>l</code>: load (fill up all holds already in use).
</LI>
<LI><code>n</code>: rename the unit.
</LI>
<LI><code>o</code>: execute goto orders immediately.
</LI>
<LI><code>p</code>: plow the current tile (requires 20 tools).
</LI>
<LI><code>r</code>: build a road on the current tile (requires 20 tools).
</LI>
<LI><code>s</code>: be a sentry (wait for something to happen).
</LI>
<LI><code>t</code>: show trade routes.
</LI>
<LI><code>u</code>: unload or dump cargo.
</LI>
<LI><code>w</code>: wait for another unit to move.
</LI>
<LI><code>z</code>: clear orders.
</LI>
<LI><code>tab</code>: switch to next unit on tile, or to colony screen.
</LI>
<LI><code>space</code>: skip for this turn.
</LI>
<LI><code>enter</code>: end the turn.
</LI>
<LI><code>plus</code> or <code>equals</code>: zoom in.
</LI>
<LI><code>minus</code> or <code>underscore</code>: zoom out.
</LI>
<LI><code>ctrl-d</code>: display tile names.
</LI>
<LI><code>ctrl-g</code>: display grid.
</LI>
<LI><code>ctrl-m</code>: show/hide the map controls.
</LI>
<LI><code>ctrl-n</code>: new game.
</LI>
<LI><code>ctrl-o</code>: open a game.
</LI>
<LI><code>ctrl-q</code>: quit the game.
</LI>
<LI><code>ctrl-r</code>: reconnect.
</LI>
<LI><code>ctrl-s</code>: save a game.
</LI>
<LI><code>ctrl-t</code>: show the chat panel.
</LI>
</UL>
<P>
You can customize these settings in the preferences dialog.
<P>
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<ADDRESS>
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2009-01-14
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<H1><A NAME="SECTION00440000000000000000">
The Europe Panel</A>
</H1>
<P>
The figure <A HREF="#europe_panel_fig">:autoreffigure3.2</A> represents the Europe panel.
<DIV ALIGN="CENTER"><A NAME="europe_panel_fig"></A><A NAME="1306"></A>
<TABLE>
<CAPTION ALIGN="BOTTOM"><STRONG>Figure:</STRONG>
The Europe Panel</CAPTION>
<TR><TD>
<DIV ALIGN="CENTER">
<IMG
WIDTH="365" HEIGHT="290" ALIGN="BOTTOM" BORDER="0"
SRC="./europe_panel.png"
ALT="Image europe_panel">
</DIV></TD></TR>
</TABLE>
</DIV>
<P>
In this panel, you can control the ships sailing between America and
Europe, as well as the ships currently docked in Europe. You can also
buy goods, recruit, purchase and train units. Units recruited,
purchased or trained are in the Docks Area in the Europe panel.
<P>
If a ship has set sail for Europe or America, you can change its
direction by dragging it from the Going to America box to the Going
to Europe box (or vice versa).
<P>
If a ship has docked at the European port you can drag and drop units
between the Docks and Cargo panel. You drag and drop goods between the
Cargo panel and the Market panel. If you want to buy or sell less than
100 units of goods, press the shift key while dragging. This will
allow you to specify how many units you wish to transfer. If you press
the ``Unload'' button, all goods will be unloaded.
<P>
If any of the goods are displayed in grey, this means they are being
boycotted by the Crown because you refused a tax raise. You must pay
your tax arrears before you can trade these goods. You can do this by
dragging the goods as usual, in which case you will be given the
chance to pay your tax arrears (provided you have enough money). A
small area at the top right of the screen will keep track of how much
money you made or spent and how much taxes you paid.
<P>
From time to time, new colonists eager to join you in the New World
will appear on the European Docks. If you are unwilling to wait, you
can also recruit new colonists by paying for their journey to the New
World. Alternatively, you can train expert units at the Royal
University. Paying for their education is expensive, however, and not
all types of experts are available in Europe.
<P>
Units present in Europe can also be armed, mounted, equipped with
tools or blessed as missionaries in Europe. In order to select one of
these actions, you need to right click on the unit. Note that you will
have to pay for the arms, horses or tools required to equip your
units.
<P>
In order to send a ship back to the New World, you must drag it to the
Going to America section of the Europe panel, or press the ``Set
sail'' button.
<P>
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<H1><A NAME="SECTION00450000000000000000">
The Colony panel</A>
</H1>
<P>
The figure <A HREF="#colony_panel_fig">:autoreffigure3.3</A> represents the Colony panel.
<DIV ALIGN="CENTER"><A NAME="colony_panel_fig"></A><A NAME="1308"></A>
<TABLE>
<CAPTION ALIGN="BOTTOM"><STRONG>Figure:</STRONG>
The Colony Panel</CAPTION>
<TR><TD>
<DIV ALIGN="CENTER">
<IMG
WIDTH="359" HEIGHT="269" ALIGN="BOTTOM" BORDER="0"
SRC="./colony_panel.png"
ALT="Image colony_panel">
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</DIV>
<P>
To view a colony's panel, left click on it from the main screen. In
this panel, colonists can be assigned to cultivate tiles surrounding
the colony, to work in buildings, defend the colony against attackers
or wait outside of the colony.
<P>
The colony panel consists of several panels and control elements with
different functions. At the top of the panel, you can see a select box
displaying the name of the colony, which can be used to select a
different colony.
<P>
Below this select box, you can see the area surrounding the colony to
the left and a scroll pane displaying the buildings of the colony to
the right. You can drag and drop a unit on a tile or a building. The
tiles surrounding the colony can produce several kinds of goods,
however. If the unit is not producing the right kind of goods, you can
right click on the unit to select a different kind of work. If a tile
has a red border, then it is being used by another colony or
settlement. Please note that you can not use water tiles until you
have built docks.
<P>
As buildings can produce only one type of goods, the unit will
automatically do the right kind of work. Nonetheless, you can also
right click a unit in a building in order to assign it to a different
building.
<P>
Below the surrounding area, you can see the production panel, which
shows how much food, horses, bells and crosses your colony is
producing. It also tells you how many colonists support the Sons of
Liberty and how many support the crown.
<P>
Below the list of buildings, you can see four elements related to
the production of buildings and units. At the top left, a select box
allows you to select the building or unit you wish to build. The
button at the bottom left allows you to buy the selected building or
unit instead of building it. The two progress bars to the right show
you how many hammers and tools are required to finish the selected
building or unit, how many hammers and tools you have already
produced, how many will be produced in the next turn, and how long it
will take until all necessary goods have been produced.
<P>
Yet further below, two panels show you the ships or wagon trains in
your colony's port. If there is at least one unit present, the cargo
panel to the right will show you the cargo of the selected
carrier. Below these two panels, you can see the colony's warehouse
area. You can drag and drop goods from the warehouse to the cargo
panel and vice versa in order to load and unload your ships or wagon
trains. Press the shift key while selecting goods if you do not wish
to select all the goods present, or less than one hundred units.
<P>
You can also drag and drop units from one of the other areas
to the cargo panel of a ship.
<P>
The Warehouse can only hold a certain amount of
goods of each type. Its initial capacity is limited to 100 units of
each type of goods, but it can be increased to 300 by building two
Warehouse Expansions. If the current
limit of the warehouse is exceeded, the number of goods is printed in
red. If you do not store the excess units elsewhere, they will be lost
at the end of the turn.
<P>
If you have already built a Custom House in
the colony, you can export goods to Europe automatically. Goods marked
to be exported are printed in green. Open the warehouse dialog (see
below) in order to change export settings.
<P>
To the right of these panels you can see the units outside of your
colony. These can be fortified units defending your colony, or units
just passing through, or waiting for passage elsewhere. Right clicking
on one of these units once again allows you to give them orders. You
can also drag and drop units from and to this area.
<P>
At the bottom of the Colony Screen, you will see a row of buttons, not
all of which are always active. From left to right, these buttons will
allow you to
<P>
<UL>
<LI>Unload the active ship or wagon train
</LI>
<LI>Fill up all partially filled holds of the active ship or
wagon train
</LI>
<LI>Open the warehouse dialog in order to change the export and
warning levels for all types of goods (see below)
</LI>
<LI>Rename the colony
</LI>
<LI>Close the dialog
</LI>
</UL>
<P>
<BR><HR>
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<H1><A NAME="SECTION00210000000000000000">
About FreeCol</A>
</H1>
<P>
The FreeCol team aims to create an Open Source version of
Colonization (released under the
<A HREF="http://www.gnu.org/licenses/gpl.html">GPL</A>). At
first we'll try to make an exact clone of Colonization. The visuals
will be brought up to date with more recent standards but will remain
clean, simple and functional. Certain new 'features' will be
implemented but the gameplay and the rules will be exactly the same as
the original game. Examples of modern features are: an isometric map
and multiplayer support.
<P>
This clone will be developed incrementally and result in
<SPAN CLASS="textbf">FreeCol 1.0.0 which will be an almost exact Colonization
clone</SPAN>. Incremental development basically means that we'll add
features one at a time. This allows us to have a running program at
all times and also to release an unfinished but working game once in a
while.
<P>
Once FreeCol 1.0.0 is finished we'll start working towards FreeCol
2.0.0. <SPAN CLASS="textbf">FreeCol 2 will go beyond the original Colonization</SPAN> and
will have many new features, it will be an implementation of our (and
our users') image of what Colonization 2 would have been.
<P>
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<ADDRESS>
Stian Grenborgen
2009-01-14
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<H2><A NAME="SECTION00451000000000000000">
The Warehouse Dialog</A>
</H2>
<P>
The warehouse dialog allows you to set the warning levels for all
types of goods. If you have turned on the warnings about goods levels,
you will receive a warning if the number of goods drops below the
lower level or rises above the higher level. In a warehouse with a
capacity of 100 units of each type of goods, the lower level is set to
10 and the higher level is set to 90 by default.
<P>
The export level allows you to specify how many goods should be kept
in reserve if goods are automatically exported from this colony,
either through the Custom House, or by a
carrier following a Trade Route. A checkbox
indicates whether this type of goods should be exported through the
Custom House or not. If you have not yet built a Custom House in this
colony, the checkbox is disabled.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00500000000000000000">
The New World</A>
</H1>
<P>
At the beginning of the game, you will start with a naval vessel and
two colonists. Your first task will be to discover the New World,
which should lie due West, although sailing North West or South West
may prove quicker. As soon as you have discovered land, you can
establish your colonies and produce goods to send home to Europe.
<P>
<BR><HR>
<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
<UL CLASS="ChildLinks">
<LI><A NAME="tex2html1110"
HREF="node32.html">Terrain Types</A>
<LI><A NAME="tex2html1111"
HREF="node33.html">Goods</A>
<UL>
<LI><A NAME="tex2html1112"
HREF="node34.html">Trade Routes</A>
</UL>
<BR>
<LI><A NAME="tex2html1113"
HREF="node35.html">Special Resources</A>
<LI><A NAME="tex2html1114"
HREF="node36.html">Native Settlements</A>
<LI><A NAME="tex2html1115"
HREF="node37.html">Lost City Rumours</A>
<LI><A NAME="tex2html1116"
HREF="node38.html">Exploration</A>
</UL>
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<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00510000000000000000">
Terrain Types</A>
</H1>
<P>
There are many different types of terrain in the New World, each with
its own peculiar advantages. At the beginning of the game you will
probably arrive at a <A NAME="1457"></A><A NAME="1458"></A><SPAN CLASS="textbf">High Seas</SPAN> tile (or at the edge of the
map). High Seas tiles (and the map edge) allow you to sail between
Europe and the New World. As you approach land, the High Seas will be
replaced by <A NAME="1460"></A><A NAME="1461"></A><SPAN CLASS="textbf">Ocean</SPAN> tiles, which produce
Fish.
<P>
In the New World, you will also discover <A NAME="1463"></A><A NAME="1464"></A><SPAN CLASS="textbf">Plains</SPAN>, which
produce a great deal of Grain, a lesser amount of Cotton, and some
Ore; <A NAME="1466"></A><A NAME="1467"></A><SPAN CLASS="textbf">Grassland</SPAN>, on which Grain and Tobacco can be
cultivated; <A NAME="1469"></A><A NAME="1470"></A><SPAN CLASS="textbf">Prairie</SPAN>, which are suitable for growing Grain
and Cotton; <A NAME="1472"></A><A NAME="1473"></A><SPAN CLASS="textbf">Savannah</SPAN>, which produces Grain and Sugar;
<A NAME="1475"></A><A NAME="1476"></A><SPAN CLASS="textbf">Marsh</SPAN>, where Grain can be cultivated and some Ore can be
mined; <A NAME="1478"></A><A NAME="1479"></A><SPAN CLASS="textbf">Swamp</SPAN>, which yields some Grain, and small amounts of
Sugar, Tobacco and Ore; <A NAME="1481"></A><A NAME="1482"></A><SPAN CLASS="textbf">Desert</SPAN>, which produce some Food,
Cotton and Ore; as well as <A NAME="1484"></A><A NAME="1485"></A><SPAN CLASS="textbf">Tundra</SPAN>, where Grain can be grown,
and some Ore can be mined.
<P>
Large parts of the New World are covered in forests, all of which
yield varying amounts of Grain, Lumber and Furs. The <A NAME="1487"></A><A NAME="1488"></A><SPAN CLASS="textbf">Boreal
Forest</SPAN> also produces Ore, the <A NAME="1490"></A><A NAME="1491"></A><SPAN CLASS="textbf">Mixed Forest</SPAN> Cotton, the
<A NAME="1493"></A><A NAME="1494"></A><SPAN CLASS="textbf">Conifer Forest</SPAN> Tobacco, the <A NAME="1496"></A><A NAME="1497"></A><SPAN CLASS="textbf">Tropical Forest</SPAN> Sugar,
the <A NAME="1499"></A><A NAME="1500"></A><SPAN CLASS="textbf">Rain Forest</SPAN> produces small amounts of Ore, Sugar and
Tobacco, the <A NAME="1502"></A><A NAME="1503"></A><SPAN CLASS="textbf">Wetland Forest</SPAN> and the <A NAME="1505"></A><A NAME="1506"></A><SPAN CLASS="textbf">Scrub Forest</SPAN>
yield some Ore, and the <A NAME="1508"></A><A NAME="1509"></A><SPAN CLASS="textbf">Broadleaf Forest</SPAN> Cotton.
<P>
The <A NAME="1511"></A><A NAME="1512"></A><SPAN CLASS="textbf">Hills</SPAN> produce a small amount of Grain, and can be mined
for Ore and a lesser amount of Silver. The <A NAME="1514"></A><A NAME="1515"></A><SPAN CLASS="textbf">Mountains</SPAN> are
unsuitable for agriculture, but yield some Ore and Silver.
<A NAME="1517"></A><A NAME="1518"></A><SPAN CLASS="textbf">Arctic</SPAN> tiles are the least useful type of terrain, as they
produce nothing at all. Terrain types that produce no Grain, such as
the Mountains and Arctic types, can not support colonies.
<P>
Clearing or plowing a tile, and building a road require spending 20
tools. Therefore, these actions can only be carried out by units
carrying at least 20 tools. You can equip your units in your colonies
or in Europe.
<P>
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Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00520000000000000000">
Goods</A>
</H1>
<P>
The New World produces many goods, which can be traded in Europe. In
order to this, you must use your ships to transport them to your
Home Port. As soon as the ship arrives in
Europe, you can sell the goods, and buy others, in the
Europe Panel. Later in the game, after you
have built Custom Houses, goods can be
exported automatically. Until then, you can partially automate this
process by establishing Trade Routes.
<P>
Exporting these goods to Europe will be one of your most important
sources of income. At the beginning of the game, you will probably
want to export raw materials, such as <SPAN CLASS="textbf">Sugar</SPAN> and
<SPAN CLASS="textbf">Tobacco</SPAN>, but as prices drop, you should concentrate on luxury
products, such as <SPAN CLASS="textbf">Rum</SPAN> and <SPAN CLASS="textbf">Cigars</SPAN>, which command
higher prices.
<P>
<A NAME="1520"></A><A NAME="1521"></A><SPAN CLASS="textbf">Food</SPAN> is the single most important good, since all your
colonists consume two units of food each turn. If this demand can not
be met, some of your colonists will starve to death. On the other
hand, a colony that has accumulated 200 units of food will produce a
new Free Colonist. Unfortunately, buying
food in Europe is always expensive, and colonial foodstuffs fetch only
poor prices.
<P>
Food comes in two varieties, <A NAME="1523"></A><A NAME="1524"></A><SPAN CLASS="textbf">Grain</SPAN>, which can be cultivated on
nearly all land tiles, and <A NAME="1526"></A><A NAME="1527"></A><SPAN CLASS="textbf">Fish</SPAN>, which is produced by
ocean and lake tiles. In order to harvest the
bounty of the sea, you will need a Dock, however.
<P>
Breeding new <A NAME="1529"></A><A NAME="1530"></A><SPAN CLASS="textbf">Horses</SPAN> also requires food, but the horses you
already have are content to eat grass and consume no more of your
precious food. In order to breed horses, you need at least two horses
in your colony (for obvious reasons). Breeding horses does not require
Stables, but Stables do speed things up.
<P>
Four raw materials are typical for the New World. They will initially
generate a good income, but prices will inevitably drop. These goods
are <A NAME="1532"></A><A NAME="1533"></A><SPAN CLASS="textbf">Sugar</SPAN>, which is best cultivated on
Savannah tiles, <A NAME="1535"></A><A NAME="1536"></A><SPAN CLASS="textbf">Tobacco</SPAN>, best cultivated
on Grassland, <A NAME="1538"></A><A NAME="1539"></A><SPAN CLASS="textbf">Cotton</SPAN>, which is most
abundant on Prairie tiles, and <A NAME="1541"></A><A NAME="1542"></A><SPAN CLASS="textbf">Furs</SPAN>,
which are available on all forested tiles, but most abundantly on
Boreal Forest and Mixed Forest tiles.
<P>
These four materials can be used to produce corresponding luxury
goods, which will fetch much higher prices in Europe. In a
distillery, <A NAME="1544"></A><A NAME="1545"></A><SPAN CLASS="textbf">Rum</SPAN> is produced
from Sugar. Tobacco is used to make <A NAME="1547"></A><A NAME="1548"></A><SPAN CLASS="textbf">Cigars</SPAN> in the
Tobacconist's House. The Weaver
weaves <A NAME="1550"></A><A NAME="1551"></A><SPAN CLASS="textbf">Cloth</SPAN> from Cotton in his house, and the Fur Trader turns Furs into <A NAME="1553"></A><A NAME="1554"></A><SPAN CLASS="textbf">Coats</SPAN> in his
house.
<P>
Initially, the resource which fetches the highest prices in Europe is
<A NAME="1556"></A><A NAME="1557"></A><SPAN CLASS="textbf">Silver</SPAN>, which can be mined in Hills and
Mountains. As prices drop, Silver will become
less and less useful, however. On the other hand, Hills and Mountains
also produce <A NAME="1559"></A><A NAME="1560"></A><SPAN CLASS="textbf">Ore</SPAN>, which is not in great demand in Europe, but
which can be refined to produce <A NAME="1562"></A><A NAME="1563"></A><SPAN CLASS="textbf">Tools</SPAN> in the
Blacksmith's House. Tools are required
for clearing forests and plowing fields, as well as for constructing
advanced buildings and units. Furthermore, <A NAME="1565"></A><A NAME="1566"></A><SPAN CLASS="textbf">Muskets</SPAN> can be
produced from Tools in the Armory.
<P>
<A NAME="1568"></A><A NAME="1569"></A><SPAN CLASS="textbf">Lumber</SPAN> also fetches poor prices in Europe, but can be used to
produce <A NAME="1571"></A><A NAME="1572"></A><SPAN CLASS="textbf">Hammers</SPAN> in the Carpenter's House. Hammers are required for constructing all
buildings, as well as naval units and
Wagon Trains. Hammers are ``abstract'' goods
that can neither be transported nor traded. They represent the work
required to finish a building rather than some tangible material.
<P>
The two other ``abstract'' goods are <A NAME="1574"></A><A NAME="1575"></A><SPAN CLASS="textbf">Liberty Bells</SPAN>, which are
produced in the Town Hall, and <A NAME="1577"></A><A NAME="1578"></A><SPAN CLASS="textbf">Crosses</SPAN>,
which are generated by the Church. They represent
the concepts of liberty and of religious freedom. Liberty Bells are
needed to convince your colonists of your policies, and to elect
Founding Fathers to the
Continental Congress, whereas
Crosses attract further colonists.
<P>
<A NAME="1580"></A><A NAME="1581"></A><SPAN CLASS="textbf">Trade Goods</SPAN>, on the other hand, can be transported and traded,
but they can not be produced in your colonies. They are only available
in Europe and are useful for trading with native settlements, which
generally demand Trade Goods.
<P>
<BR><HR>
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<H2><A NAME="SECTION00521000000000000000">
Trade Routes</A>
</H2>
<P>
The orders menu allows you to assign a Trade
Route to a ship or wagon train. If you select this order, the trade
route dialog, which enables you to select a trade route or create a
new trade route, will open. If you have not created a trade route, you
must use the edit trade route dialog to do so first.
<P>
A trade route consists of two or more stops, which may either be the
Home Port, or one of your colonies. Select a
destination from the select box and press the <TT>add new stop</TT>
button. If you select the special destination <TT>all colonies</TT>,
then your Home Port and all your colonies will be added to the list of
stops.
<P>
If you have selected a destination, you can drag and drop goods from
the goods panel to the cargo panel. These are the goods your ship or
wagon train should have on board when leaving this stop. If the ship
or wagon train arrives at the destination with other goods on board,
these goods will be unloaded.
<P>
Note that the ships and wagon trains will take the capacity and
settings of the warehouses in your colonies into account. They will
not unload cargo that would be wasted and they will only load goods
that should not be kept in reserve. This means that they may wait
for a long time until a sufficient number of goods becomes available.
<P>
As soon as a ship or wagon train reaches the last destination of the
trade route, it will continue at the first destination.
<P>
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<H1><A NAME="SECTION00530000000000000000">
Special Resources</A>
</H1>
<P>
Some types of terrain can also have special resources, which increase
the production of a particular type of goods. These resources look
just like the goods they will produce. These tiles are particularly
valuable.
<P>
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<H1><A NAME="SECTION00540000000000000000">
Native Settlements</A>
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<P>
The New World is by no means an uninhabited country. Various tribes of
Indians already live there, and make use of the land. When your
colonists arrive, you will have to decide whether you will attempt to
peacefully coexist with the natives, or to wipe them out. The
French player has the advantage of generating only
half the alarm among the natives. The Spanish
player has the advantage of greater military efficiency against the
natives. Your choice of Home Country may
influence your strategy -- or vice versa.
<P>
Small Native Settlements use the tile they are built on as well as all
adjacent tiles, just like your Colonies
do. Large Native Settlements also use tiles that are two moves
away. Your colonists can not use tiles that are already used by
natives. If they attempt to do so, the natives will demand some gold
for the land. You must then decide whether to pay their price, take
the land away from the by force, or to leave the land alone.
Naturally, the natives will not be pleased if you take the land away
from them. As soon as Peter Minuit has
joined the Continental Congress,
however, the natives no longer demand payment for their land.
<P>
Colonies and armed units near their settlements will alarm the natives
and poison your relations. If the natives are happy, they will come to
your colonies offering gifts. If they are unhappy, they will come and
make demands instead. If they get really angry, they may attack your
units or colonies. After a few turns, however, they will usually calm
down again.
<P>
Some types of units may enter Native Settlements. Units that carry
goods, such as Wagon Trains and
Ships, can enter the settlements and trade
with them. Trade always improves your relations with the natives. If
you offer your goods as a gift, this will improve your relations even
more.
<P>
Scouts can either ask to speak with the chief of
the tribe, or demand tribute, which is obviously not good for your
relations with the natives. If your scout speaks with the chief, you
will learn which skill this settlement teaches and which goods the
natives would prefer to acquire. Furthermore, the chief may offer you
some gold, or tell you about nearby lands. If your Scout is not a
Seasoned Scout already, he may become so.
<P>
Free Colonists and Indentured Servants may enter a settlement in order to learn
the skills of the natives.
<P>
Missionaries, which may be either
Jesuit Missionaries or ordinary
colonists blessed as missionaries in the Home
Port or any colony with a Church, are able to
establish a <A NAME="1583"></A><SPAN CLASS="textbf">Mission</SPAN> or to incite the natives against another
European nation. If a Jesuit Missionary, or an ordinary colonist
blessed as a missionary is equipped with tools, muskets or horses, he
loses his missionary status and is no longer able to establish a
mission.
<P>
The presence of a Mission will reduce tension between the natives and
your colonists. In time, some of the natives may also convert and join
your colonies as Indian Converts. If the
settlement already contains the mission of another European country,
your missionary may denounce the teachings of that mission as a
heresy. If he is successful, the natives will burn down the old
mission and your missionary establishes a new one.
<P>
Note that the missionary will always remain in the settlement. He is
effectively lost to you.
<P>
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<H1><A NAME="SECTION00550000000000000000">
Lost City Rumours</A>
</H1>
<P>
In the New World, there are also rumours about <A NAME="1585"></A><SPAN CLASS="textbf">Lost Cities</SPAN>,
such as El Dorado, or C&#237;bola. You may send your colonists to
explore these rumours, and you might indeed discover one of the Seven
Cities of Gold, and a Treasure Train.
Other outcomes, however, are also possible.
<P>
Mostly, the rumour proves to be nothing but a rumour. Occasionally,
you might disturb the burial grounds of a native tribe, which will
cause the tribe to declare war on you. It is also possible that your
expedition simply vanishes without a trace. On the other hand, you
might also discover a small tribe and a few trinkets. Your colonist
might become a Seasoned Scout if he has no
other skill, or you might discover the sole survivor of a lost
colony.
<P>
Possibly the best outcome is the discovery of the <A NAME="1587"></A><SPAN CLASS="textbf">Fountain of
Youth</SPAN>, which will cause numerous colonists to appear on the docks in
your Home Port.
<P>
As soon as Hernando de Soto has joined
the Continental Congress, Lost City
Rumours always yield positive results.
<P>
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<H1><A NAME="SECTION00560000000000000000">
Exploration</A>
</H1>
<P>
The original Colonization game awarded exploration points only for the
discovery of the Pacific Ocean. This is also the default behaviour for
FreeCol. However, you may choose to play with exploration points, in
which case you will be awarded exploration points for the discovery of
a new region of the New World.
<P>
A region may be either a large area of land, a mountain range, or a
river valley. If you discover a region, you will be asked to name it,
and you will be awarded a number of exploration points depending on
the size of the region discovered.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00600000000000000000">
Colonies</A>
</H1>
<P>
<BR><HR>
<!--Table of Child-Links-->
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<LI><A NAME="tex2html1226"
HREF="node40.html">Picking a suitable site</A>
<UL>
<LI><A NAME="tex2html1227"
HREF="node41.html">The colony tile</A>
<LI><A NAME="tex2html1228"
HREF="node42.html">The adjacent tiles</A>
<LI><A NAME="tex2html1229"
HREF="node43.html">No Reforestation</A>
<LI><A NAME="tex2html1230"
HREF="node44.html">Government Efficiency</A>
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<BR>
<LI><A NAME="tex2html1231"
HREF="node45.html">Colony Buildings</A>
<LI><A NAME="tex2html1232"
HREF="node46.html">Using Buildings</A>
<LI><A NAME="tex2html1233"
HREF="node47.html">Building Units
and Buildings</A>
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<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00220000000000000000">
The Original Colonization</A>
</H1>
<P>
The original Colonization<A HREF="http://en.wikipedia.org/wiki/Colonization (computer game)"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A> was
released in 1994 by Microprose. <SPAN CLASS="textbf">Colonization is heavily based
on Civilization</SPAN> which some consider to be the best turn-based
strategy game for the PC in the history of mankind.
<P>
In Civilization the object of the game was to build a nation that
could stand the test of times and that could also do one of the
following: conquer the world or be the first to launch a
spaceship. In Colonization things are bit different...
<P>
A Colonization game starts in 1492 and <SPAN CLASS="textbf">the object of the game
is to colonize America</SPAN>. You begin the game with one vessel and two
colonists.
<P>
As in Civilization you need to build a powerful nation, but
fortunately in the early part of the game <SPAN CLASS="textbf">you'll be able to
send ships back to Europe</SPAN> in order to sell the goods you've produced
or to bring back some colonists. <SPAN CLASS="textbf">Getting colonists into the
new world is a very important aspect of the game</SPAN> as one game turn
takes one year and later on even one season and as a result colonies
don't grow as rapidly as they do in Civilization. You can pay
colonists to come to the new world or you can show off with the
religious freedom of your people in which case they will hop on your
vessels for no money at all.
<P>
Another important aspect is <SPAN CLASS="textbf">trade: the source of all income</SPAN>
(apart from Inca and Aztec gold). In a land filled with precious
resources it is important to <SPAN CLASS="textbf">build your colonies at the right
location</SPAN> and to place craftsmen where they belong. This is not only
to have an income but also to be able to <SPAN CLASS="textbf">live off the land</SPAN>
when you can no longer count on the support of Europe.
<P>
Through all this you'll have to decide whether or not you want to
<SPAN CLASS="textbf">live next to the native americans</SPAN> peacefully. They can teach
your colonists new skills that cannot be tought anywhere else and they
will offer you goods in case you choose to treat them as your
friends. On the other hand, their villages can be attacked and their
valuable goods can be taken from them and sold in Europe.
<P>
<SPAN CLASS="textbf">Other European forces are also busy occupying their piece of
the new world</SPAN>. Should their borders go too far then take over some
of their colonies by force because they wouldn't hesitate to do the
same thing to you.
<P>
The object of Colonization is to <SPAN CLASS="textbf">declare your independence and
survive an attack of the King's forces</SPAN>. Before declaring your
independence <SPAN CLASS="textbf">you need to have the majority of the people
behind you</SPAN>. This can be done by <SPAN CLASS="textbf">promoting free speech</SPAN> and by
providing a strong governmental system.
<P>
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<H1><A NAME="SECTION00610000000000000000">
Picking a suitable site</A>
</H1>
<P>
Your colonies are your most important assets in the new world.
Therefore, it is very important to build them in the right
place. There are several aspects to consider:
<P>
<BR><HR>
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<LI><A NAME="tex2html1248"
HREF="node41.html">The colony tile</A>
<LI><A NAME="tex2html1249"
HREF="node42.html">The adjacent tiles</A>
<LI><A NAME="tex2html1250"
HREF="node43.html">No Reforestation</A>
<LI><A NAME="tex2html1251"
HREF="node44.html">Government Efficiency</A>
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<ADDRESS>
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2009-01-14
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<H2><A NAME="SECTION00611000000000000000">
The colony tile</A>
</H2>
<P>
Some terrain types are more suitable for establishing a colony than
others. Colonies can not be built on Arctic tiles, nor on Mountains,
because these terrain types produce no Grain. Hills and Deserts are
less suitable than other tiles because they produce less food, which
is very important in the long run. Tiles with forest generally produce
less food than tiles without, but Pioneers are
able to cut down the forest and plow the tile, which will increase
food production. The presence of a river will also increase food
production.
<P>
The Hills produce a small amount of Grain, and can
be mined for Ore and a lesser amount of Silver. The
Mountains are unsuitable for agriculture, but
yield some Ore and Silver. Arctic tiles are the
least useful type of terrain, as they produce nothing at all. Terrain
types that produce no Grain, such as the Mountains and Arctic types,
can not support colonies.
<P>
The New World is also irrigated by minor and major rivers. The
production of most types of Goods is increased by
the presence of rivers and roads, which your
Pioneers can build. All terrain types which
produce Grain (except the Hills) can also be cleared or plowed by your
Pioneers. In the case of open land, plowing increases the production
of Grain and most other types of goods. In the case of forests,
clearing removes the forest and transforms the tile into open land:
Boreal Forest is transformed into Tundra, Mixed Forest into Plains,
Conifer Forest into Grassland, Tropical Forest into Savannah, Wetland
Forest into Marsh, Rain Forest into Swamp, Scrub Forest into Desert,
and Broadleaf Forest into Prairie.
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<H2><A NAME="SECTION00612000000000000000">
The adjacent tiles</A>
</H2>
<P>
In the early stages of the game, you will need to generate cash by
selling products from the New World in your Home Port. Thus, many of
your early colonies should probably be situated next to bonus tiles,
which greatly increase production. Rivers also increase production,
though not as much as a bonus resource. On the other hand, they
increase the production of many different kinds of goods, unlike a
bonus resource.
<P>
In order to improve your colony, you will have to construct various
buildings. This will require large amounts of lumber. For this reason,
you should make sure that at least one tile adjacent to your colony
site can produce sufficient amounts of lumber. You will also need
tools to construct advanced buildings. Therefore, it is an advantage
if the colony can also produce ore, which can be refined to produce
tools. However, ore is not as important as lumber.
<P>
Some of the tiles may be owned by other European powers, or claimed by
Indians. Building a colony too close to other settlements is not a
good idea, unless you plan to conquer or destroy these settlements.
But remember that colonies with a Stockade can
not be abandoned. Keeping your own colonies close together is a good
strategy, however, as long as you avoid sharing tiles between several
colonies as far as possible.
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<H2><A NAME="SECTION00613000000000000000">
No Reforestation</A>
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<P>
You can order your pioneers to cut down forests by plowing a tile.
This will increase the food produced on these tiles, and the lumber
will be delivered to your colonies. However, you can not plant new
forests later. Once cleared, a tile will never produce lumber again.
<P>
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<ADDRESS>
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<H2><A NAME="SECTION00614000000000000000">
Government Efficiency</A>
</H2>
<P>
The efficiency of the local governments of your colonies depends on
the colonists' support for the Sons of
Liberty. If more than 50% of the colonists support the Sons of
Liberty, they all produce one additional unit of goods, and if support
for the Sons of Liberty increases to 100 %, they even produce two
additional units.
<P>
On the other hand, if the number of Tories exceeds a certain number
which depends on the difficulty of the game (4 colonists by default),
their production decreases by one unit, and if it exceeds this limit
by four colonists, their production is decreased by two units. This
waste may well destroy your colony and should be avoided at all
costs.
<P>
In order to prevent this kind of mismanagement, you need to increase
the support for the Sons of Liberty. You can do this by producing
Freedom Bells in the Town Hall.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00620000000000000000">
Colony Buildings</A>
</H1>
<P>
A newly established colony already includes several buildings, namely
a town hall, a carpenter's house, a blacksmith's house, a
tobacconist's house, a weaver's house, a distiller's house, a fur
trader's house, and a warehouse. You can improve your colonies by
upgrading all of these buildings except the town hall, and by
constructing various new buildings. However, many buildings can only
be constructed in colonies of a certain size, or after certain
Founding Fathers have joined the
Continental Congress.
<P>
The craftsmen's houses can be upgraded to workshops, which produce
more manufactured goods. After Adam Smith has
joined the Continental Congress,
workshops can be upgraded to factories, which produce one and a half
units of manufactured goods from each unit of raw material. While the
town hall itself can not be upgraded, the production of
Liberty Bells can be boosted by
constructing a printing press and then a newspaper.
<P>
The following buildings are all present in every newly established
colony:
<P>
<UL>
<LI>The <A NAME="1589"></A><A NAME="1590"></A><SPAN CLASS="textbf">Town Hall</SPAN>, which can not be upgraded, provides
workplaces for up to three colonists producing <SPAN CLASS="textbf">Liberty
Bells</SPAN>. Its effect can be increased by building a
Printing Press and a
Newspaper.
<P>
</LI>
<LI>The <A NAME="1592"></A><A NAME="1593"></A><SPAN CLASS="textbf">Carpenter's House</SPAN>, which can be upgraded to a
<SPAN CLASS="textbf">Lumber Mill</SPAN> once the colony's population reaches 3, is used
to convert Lumber to
Hammers. Hammers are required to construct or
upgrade all kinds of buildings.
<P>
</LI>
<LI>The <A NAME="1595"></A><A NAME="1596"></A><SPAN CLASS="textbf">Blacksmith's House</SPAN>, which can be upgraded to a
<A NAME="1598"></A><A NAME="1599"></A><SPAN CLASS="textbf">Blacksmith's Workshop</SPAN>, is used to convert
Ore to Tools. Tools are required
to construct certain kinds of buildings and to upgrade all kinds of
buildings. Tools are also used by Pioneers and
to produce Muskets. Once the population of the
colony has reached 8, the Blacksmith's Workshop can be replaced by
<A NAME="1601"></A><A NAME="1602"></A><SPAN CLASS="textbf">Iron Works</SPAN>, provided that Adam
Smith has joined the Continental
Congress.
<P>
</LI>
<LI>The <A NAME="1604"></A><A NAME="1605"></A><SPAN CLASS="textbf">Tobacconist's House</SPAN>, which can be upgraded to a
<A NAME="1607"></A><A NAME="1608"></A><SPAN CLASS="textbf">Tobacconist's Shop</SPAN>, is used to produce
Cigars from Tobacco. Once
the colony's population has reached 8, it can be further upgraded to
a <A NAME="1610"></A><A NAME="1611"></A><SPAN CLASS="textbf">Cigar Factory</SPAN>, provided that Adam Smith has joined the Continental Congress.
<P>
</LI>
<LI>The <A NAME="1613"></A><A NAME="1614"></A><SPAN CLASS="textbf">Weaver's House</SPAN>, which can be upgraded to a
<A NAME="1616"></A><A NAME="1617"></A><SPAN CLASS="textbf">Weaver's Shop</SPAN>, is used to turn Cotton
into Cloth. It can be upgraded to a
<A NAME="1619"></A><A NAME="1620"></A><SPAN CLASS="textbf">Textile Mill</SPAN> as soon as the population of the colony is
at least 8 and Adam Smith has joined the
Continental Congress.
<P>
</LI>
<LI>The <A NAME="1622"></A><A NAME="1623"></A><SPAN CLASS="textbf">Distiller's House</SPAN>, which can be upgraded to a
<A NAME="1625"></A><A NAME="1626"></A><SPAN CLASS="textbf">Rum Distillery</SPAN>, is used to produce Rum
from Sugar. Once Adam
Smith has joined the Continental
Congress and the colony's population is at least 8, the rum
distillery can be replaced by a <A NAME="1628"></A><A NAME="1629"></A><SPAN CLASS="textbf">Rum Factory</SPAN>.
<P>
</LI>
<LI>The <A NAME="1631"></A><A NAME="1632"></A><SPAN CLASS="textbf">Fur Trader's House</SPAN>, which can be upgraded to a
<A NAME="1634"></A><A NAME="1635"></A><SPAN CLASS="textbf">Fur Trader's Post</SPAN>, is used to produce
Coats from Furs. Once the
colony's population has reached 6, it can be further upgraded to a
<A NAME="1637"></A><A NAME="1638"></A><SPAN CLASS="textbf">Fur Factory</SPAN>, provided that Adam
Smith has joined the Continental
Congress.
<P>
</LI>
<LI>The <A NAME="1640"></A><A NAME="1641"></A><SPAN CLASS="textbf">Depot</SPAN> stores all kinds of goods. Its initial
capacity is 100 units of each kind of goods, but it can be upgraded
to a <A NAME="1643"></A><A NAME="1644"></A><SPAN CLASS="textbf">Warehouse</SPAN> with a capacity of 200 units and to a
<A NAME="1646"></A><A NAME="1647"></A><SPAN CLASS="textbf">Warehouse Expansion</SPAN>, which holds 300 units. No colonists
work in the warehouse buildings.
<P>
</LI>
<LI>The <A NAME="1649"></A><A NAME="1650"></A><SPAN CLASS="textbf">Chapel</SPAN> is a small religious building which
produces only a single Cross and does not
require a preacher. It can be upgraded to a <A NAME="1652"></A><A NAME="1653"></A><SPAN CLASS="textbf">Church</SPAN> as
soon as the population has reached 3 and to a <A NAME="1655"></A><A NAME="1656"></A><SPAN CLASS="textbf">Cathedral</SPAN>
as soon as the population reaches 8. Both the Church and the
Cathedral may house up to three preachers. The religious freedom of
the New World (symbolized by Crosses) causes
increased emigration from Europe.
<P>
</LI>
<LI>The <A NAME="1658"></A><A NAME="1659"></A><SPAN CLASS="textbf">Pasture</SPAN> surrounding your colony is used to breed
horses. It can be upgraded to <A NAME="1661"></A><A NAME="1662"></A><SPAN CLASS="textbf">Stables</SPAN>, which potentially
double the production of Horses. Neither the
Pasture nor the Stables need colonists to operate.
<P>
</LI>
</UL>
<P>
The following eight buildings are not part of your basic colony and
have to be constructed later:
<P>
<UL>
<LI>A colony with a population of at least 4 may build a
<A NAME="1664"></A><A NAME="1665"></A><SPAN CLASS="textbf">Schoolhouse</SPAN>, which enables some master craftsman to teach
an unskilled colonist their trade. As soon as the population reaches
8, it can be upgraded to a <A NAME="1667"></A><A NAME="1668"></A><SPAN CLASS="textbf">College</SPAN>, in which additional
trades can be taught by two colonists. Once the population reaches
10, the college can be replaced by a <A NAME="1670"></A><A NAME="1671"></A><SPAN CLASS="textbf">University</SPAN>, at which
all trades can be taught by three colonists. See Skills and Education for details.
<P>
</LI>
<LI>The <A NAME="1673"></A><A NAME="1674"></A><SPAN CLASS="textbf">Armory</SPAN> is used to produce
Muskets from Tools. As soon
as the population reaches 8, the armory can be upgraded to a
<A NAME="1676"></A><A NAME="1677"></A><SPAN CLASS="textbf">Magazine</SPAN> and then to an <A NAME="1679"></A><A NAME="1680"></A><SPAN CLASS="textbf">Arsenal</SPAN>, provided that
Adam Smith has joined the
Continental Congress.
<P>
</LI>
<LI>The <A NAME="1682"></A><A NAME="1683"></A><SPAN CLASS="textbf">Stockade</SPAN>, which can be constructed as soon as the
colony's population reaches 3, protects the colonists from
attacks. Note that a colony with a stockade can not be abandoned, it
can only be burned to the ground by natives. The stockade can be
upgraded to a <A NAME="1685"></A><A NAME="1686"></A><SPAN CLASS="textbf">Fort</SPAN>, which provides better protection and
bombards Privateers and enemy naval units on
adjacent ocean tiles. The fort can be replaced by a
<A NAME="1688"></A><A NAME="1689"></A><SPAN CLASS="textbf">Fortress</SPAN> as soon as the population reaches 8.
<P>
</LI>
<LI>The <A NAME="1691"></A><A NAME="1692"></A><SPAN CLASS="textbf">Dock</SPAN> allow colonists to produce
Fish on ocean tiles adjacent to the colony. As
soon as the population is at least 4, it can be upgraded to a
<A NAME="1694"></A><A NAME="1695"></A><SPAN CLASS="textbf">Drydock</SPAN>, which allows the colony to repair damaged
ships. When the colony's population reaches 8, it can be further
upgraded to a <A NAME="1697"></A><A NAME="1698"></A><SPAN CLASS="textbf">Shipyard</SPAN>, which enables the colony to build
new ships.
<P>
</LI>
<LI>The <A NAME="1700"></A><A NAME="1701"></A><SPAN CLASS="textbf">Printing Press</SPAN>, which can be upgraded to a
<A NAME="1703"></A><A NAME="1704"></A><SPAN CLASS="textbf">Newspaper</SPAN> as soon as the population reaches 4, increases
the colony's production of Liberty Bells.
<P>
</LI>
<LI>The <A NAME="1706"></A><A NAME="1707"></A><SPAN CLASS="textbf">Custom House</SPAN>, which can
be built as soon as Peter Stuyvesant
has joined the Continental
Congress, allows the colony to export goods to Europe directly
without the help of ships. Optionally, it may also ignore
Boycotts.
<P>
</LI>
</UL>
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<H1><A NAME="SECTION00630000000000000000">
Using Buildings</A>
</H1>
<P>
Some buildings have an immediate effect. The
Stockade, for example, provides protection for
your colony, and the Docks enable your colonists to
go fishing. The effects of these buildings can not be increased by
workers. In the building box at the top right of the colony panel, these buildings are shown in parentheses, like
this: ``(Stockade)''.
<P>
Most buildings do nothing if they are unoccupied, but provide workers
with a place to produce manufactured goods. The
Tobacconist's House, for example,
allows colonists to make Cigars from
Tobacco. Place one or more colonists in a
building in order to convert raw materials to manufactured goods,
which can be sold for higher prices. For each building, there are
expert units that work more effectively than Free Colonists. Other units may work less effectively.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
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<H1><A NAME="SECTION00640000000000000000">
Building Units
and Buildings</A>
</H1>
<P>
In order to upgrade buildings, and to construct new buildings and
certain kinds of units, such as Artillery and
ships, you will need to produce Hammers, which
represent work being done. Hammers are made from
Lumber, so you need to produce lumber, either by
cutting down forests, or by placing a colonist on a forested tile next
to your colony and ordering him to work as a lumberjack (right click
on the unit to give it orders). Then you can place a colonist in the
Carpenter's House in order to convert
the lumber to Hammers.
<P>
Units and advanced buildings also require Tools,
which are made from Ore. So you need to place an ore
miner on a tile that produces ore (Hills, for
example) and another in the Blacksmith's House, in order to convert the ore into tools.
<P>
<BR><HR>
<ADDRESS>
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<H1><A NAME="SECTION00700000000000000000">
Your Home Country</A>
</H1>
<P>
Your <SPAN CLASS="textbf">Home Country</SPAN> is a European monarchy and colonial
power. The original game featured four playable nations, namely
<A NAME="1709"></A><SPAN CLASS="textbf">Spain</SPAN>, <A NAME="1711"></A><SPAN CLASS="textbf">France</SPAN>, <A NAME="1713"></A><SPAN CLASS="textbf">England</SPAN> and the
<A NAME="1715"></A><SPAN CLASS="textbf">Netherlands</SPAN><A NAME="706"></A>. FreeCol optionally adds
<A NAME="1717"></A><SPAN CLASS="textbf">Portugal</SPAN>, <A NAME="1719"></A><SPAN CLASS="textbf">Denmark</SPAN>, <A NAME="1721"></A><SPAN CLASS="textbf">Sweden</SPAN> and
<A NAME="1723"></A><SPAN CLASS="textbf">Russia</SPAN>.
<P>
Virtually all players agree that the addition of Portugal corrects a
glaring omission of the original game, but the other three European
nations are controversial. Sweden, Denmark and Russia all had colonies
or territories in the Americas, but were either minor colonial powers
or arrived very late. However, as we wished to make multi-player games
with up to eight human players possible, we had to add further
nations. We might well change the selection at some later date, and
you can change the selection by editing the rules yourself.
<P>
Each of these countries may have special abilities and different
starting units. In the original game, these abilities and units were
tied to particular nations. FreeCol, however, optionally allows you to
select your national advantage.
<P>
In the future, FreeCol will probably define eight national advantages,
so that each nation can have a different advantage. At the moment,
FreeCol only defines the following six advantages, as well as the no
advantage ``advantage'':
<P>
<UL>
<LI>No advantage: You start with two Free Colonists and a Caravel,
and no special abilities. This is mainly intended for multi-player
games, as it removes a potential imbalance between players.
<P>
</LI>
<LI>The trade advantage: You can buy and sell twice as many goods in
Europe before prices change. You start with two Free Colonists and a
Merchantman.
<P>
</LI>
<LI>The cooperation advantage: You generate only half as much native
alarm as the other European nations. You start with a Free Colonist,
a Hardy Pioneer and a Caravel.
<P>
</LI>
<LI>The immigration advantage: You need to generate only two thirds
as many crosses as the other European nations in order to attract
new immigrants. You start with two Free Colonists and a Caravel.
<P>
</LI>
<LI>The conquest advantage: You capture twice as much treasure and
twice as many ``converts'' when destroying native settlements. You
start with a Free Colonist, a Veteran Soldier and a Caravel.
<P>
</LI>
<LI>The naval advantage: All your ships can move one tile further
than those of other European nations. You start with two Free
Colonists and a Merchantman.
<P>
</LI>
<LI>The building advantage: Your lumberjacks produce two units of
lumber and your carpenters produce two hammers more than those of
other European nations. You start with an Expert Lumberjack, a
Master Carpenter and a Caravel.
<P>
</LI>
</UL>
<P>
In the original game, the Dutch had the trade advantage, the French
had the cooperation advantage, the English had the immigration
advantage and the Spanish had the conquest advantage. In FreeCol, this
is also the default, although you can optionally select different
advantages. By default, the Portuguese have the naval advantage, the
Swedish have the building advantage, the Danish have the trade
advantage and the Russians have the immigration advantage. This is
likely to change in the future, however.
<P>
<BR><HR>
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<H1><A NAME="SECTION00710000000000000000">
Your Home Port</A>
</H1>
<P>
The <SPAN CLASS="textbf">Home Port</SPAN> is a port city in your home country, where you
can trade Goods, and train, recruit and buy
Units. If you have not built a
Drydock in any of your colonies, your damaged
ships will also return to the Home Port for repairs.
<P>
As you generate Crosses in your colonies,
colonists will appear at the docks of the Home Port. Unless
William Brewster has joined the
Continental Congress, many of these
colonists will be Indentured Servants
and Petty Criminals. Once William
Brewster has been elected, these units will no longer appear at the
docks, and you will be able to select the next colonist to emigrate
from the recruitment list.
<P>
The recruitment list is a list of three colonists who are thinking
about emigrating to the New World, but have not yet reached a
decision. You can recruit them by offering gold as an incentive. At
the beginning of the game, this is a good way of increasing the
population of your colonies. However, the amount of gold required will
greatly increase during the game.
<P>
If you have enough gold, you can also train colonists at the
Royal Academy. In exchange for the
education you provide, they will also emigrate to the New World. Not
all types of colonists can be trained at the Royal Academy, however.
<P>
Ships and Artillery
can also be purchased in the Home Port. You can also build these units
in your colonies, as soon as you have built a
Shipyard and an Armory,
respectively.
<P>
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<H1><A NAME="SECTION00300000000000000000">
Installation</A>
</H1>
<P>
You can download a system independent installer, which should install
FreeCol and set up the required shortcuts on your desktop. If
everything works as planned, you will only need to double click the
icon in order to start the game. If this is not the case, then please
read the following paragraphs.
<P>
<BR><HR>
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<ADDRESS>
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<H1><A NAME="SECTION00720000000000000000">
Your Monarch</A>
</H1>
<P>
Your Home Country is ruled by a <SPAN CLASS="textbf">Monarch</SPAN> whose actions can
have a profound influence on your colonies and your relations to other
nations present in the New World.
<P>
From time to time, the Monarch may decide to raise the
<A NAME="1725"></A><SPAN CLASS="textbf">Taxes</SPAN> you pay on all goods you sell in the Home
Port. You may refuse to accept these taxes, however, in which case
your colonists will stage a protest similar to the <A NAME="1727"></A><SPAN CLASS="textbf">Boston Tea
Party</SPAN> and throw some goods into the harbour. The Monarch will not be
amused and will <A NAME="747"></A> boycott this
type of goods. This means that you will no longer be able to trade
these goods in the Home Port until the Boycott is lifted.
<P>
You can end a Boycott by paying the outstanding tax arrears. As soon
as Jacob Fugger II joins the
Continental Congress, all Boycotts
will be lifted, but the Monarch may declare further Boycotts later
on. As soon as Peter Stuyvesant joins
the Continental Congress, you will
be able to build Custom Houses in your
colonies. The original Colonization game contained a bug which made
the Custom House ignore all Boycotts, and this behaviour is available
as a rule variant.
<P>
Naturally, the Monarch does not trust your colonists, some of which
are nothing but Petty Criminals, and some
of which even support the infamous Sons of
Liberty. For this reason, the crown maintains the
<A NAME="1729"></A><SPAN CLASS="textbf">Royal Expeditionary Force</SPAN>, which is to put an end to
insurrections in the New World. From time to time the Monarch may
inform you that further units have been added to the Royal
Expeditionary Force, just so that you don't get any ideas.
<P>
The Monarch may also declare war on any nation present in the New
World, both European and native. This will also affect your relations
with this nation, unless Benjamin
Franklin has already been elected to the Continental Congress. In this case, the Monarch's wars do
not affect you anymore.
<P>
If you are already at war with some nation, either due to the
Monarch's actions, or your own, the crown may offer you some cheap
<A NAME="1731"></A><SPAN CLASS="textbf">Mercenaries</SPAN>. If you agree to their price, these units will
appear at the docks in your Home Port, ready to set sail for the New
World.
<P>
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<H1><A NAME="SECTION00800000000000000000">
Units</A>
</H1>
<P>
Several dozen different units are available in FreeCol, but not all
units are available to all players. Some units are available only to
<SPAN CLASS="textbf">Indian Players</SPAN>, some units are only available to
<SPAN CLASS="textbf">European Players</SPAN>, and other units are available only to the
<SPAN CLASS="textbf">Royal Expeditionary Force</SPAN>.
<P>
The most basic unit of the European Players (including you) is the
<A NAME="1733"></A><A NAME="1734"></A><SPAN CLASS="textbf">Free Colonist</SPAN>. The Free Colonist is quite good at any task, but
has no special skills. At the beginning of the game, many of the
colonists will not be volunteers, but <A NAME="1736"></A><A NAME="1737"></A><SPAN CLASS="textbf">Indentured Servant</SPAN>, or
<A NAME="1739"></A><A NAME="1740"></A><SPAN CLASS="textbf">Petty Criminal</SPAN>, who are deported to the New World. Indentured
Servants are pretty bad at all jobs within the colony, but just like
Free Colonists, they can be sent to native villages to learn a skill
from the natives. Petty Criminals are very bad at all jobs within the
colony and can not learn anything from the natives. However, both
Indentured Servants and Petty Criminals can become Free Colonists
through Education.
<P>
Many early colonies failed due to a lack of food. In order to avoid a
similar fate, you must ensure adequate food production from the very
beginning. All your colonists can produce some amount of food,
especially on the more fertile terrain types, but the <A NAME="1742"></A><A NAME="1743"></A><SPAN CLASS="textbf">Expert
Farmer</SPAN> and the <A NAME="1745"></A><A NAME="1746"></A><SPAN CLASS="textbf">Expert Fisherman</SPAN> will greatly increase your
food production. But note that the Expert Fisherman requires a
Dock to moor his boat to, and that this requires at
least one ocean tile adjacent to your colony.
<P>
Four types of units are not available in Europe because they posses
skills that can only be learned from the native population. These are
the <A NAME="1748"></A><A NAME="1749"></A><SPAN CLASS="textbf">Master Sugar Planter</SPAN>, the <A NAME="1751"></A><A NAME="1752"></A><SPAN CLASS="textbf">Master Cotton Planter</SPAN>, the
<A NAME="1754"></A><A NAME="1755"></A><SPAN CLASS="textbf">Master Tobacco Planter</SPAN>, and the <A NAME="1757"></A><A NAME="1758"></A><SPAN CLASS="textbf">Expert Fur
Trapper</SPAN>. These units are able to greatly increase your production of
Sugar, Cotton,
Tobacco, and Furs,
respectively.
<P>
In the beginning of the game, you will most likely export a great deal
of these goods to Europe, but beware, prices will drop! However, all
the raw materials of the New World can be used to produce luxury goods
that will sell for higher prices in Europe. Sugar
can be used to distill Rum,
Cotton can be used to produce
Cloth, Cigars are made from
Tobacco, and Coats are made
from Furs. All your colonists can do this, but the
<A NAME="1760"></A><A NAME="1761"></A><SPAN CLASS="textbf">Master Distiller</SPAN>, the <A NAME="1763"></A><A NAME="1764"></A><SPAN CLASS="textbf">Master Weaver</SPAN>, the <A NAME="1766"></A><A NAME="1767"></A><SPAN CLASS="textbf">Master
Tobacconist</SPAN>, and the <A NAME="1769"></A><A NAME="1770"></A><SPAN CLASS="textbf">Master Fur Trader</SPAN> are the experts who
will really rev up your production.
<P>
The New World also has two mineral resources, Ore and
Silver, to offer. Again, all your colonists are
able to mine these resources to a certain extent, but you will need
the <A NAME="1772"></A><A NAME="1773"></A><SPAN CLASS="textbf">Expert Ore Miner</SPAN> and the <A NAME="1775"></A><A NAME="1776"></A><SPAN CLASS="textbf">Expert SilverMiner</SPAN> to make
the most of them.
<P>
Lumber can be produced in all forested tiles, and
can also be exported to Europe, although prices are low. However, you
will need vast amounts of lumber in order to upgrade your colonies,
and no colonist is more skilled at cutting down forests than the
<A NAME="1778"></A><A NAME="1779"></A><SPAN CLASS="textbf">Expert LumberJack</SPAN>. Nor is any colonist more skilled at turning
the lumber into buildings than the <A NAME="1781"></A><A NAME="1782"></A><SPAN CLASS="textbf">Master Carpenter</SPAN>.
<P>
The more advanced buildings you can construct in the your colonies
require not only lumber but also Tools, which are
produced from Ore. This is the job the <A NAME="1784"></A><A NAME="1785"></A><SPAN CLASS="textbf">Master
Blacksmith</SPAN> excels in. Tools are also used by your <A NAME="1787"></A><A NAME="1788"></A><SPAN CLASS="textbf">Pioneer</SPAN> to
clear forests and plow fields, but none of your other colonists can
match the outdoors skills of your <A NAME="1790"></A><A NAME="1791"></A><SPAN CLASS="textbf">Hardy Pioneer</SPAN>. And finally,
Tools are required for the production of Muskets,
a demanding task best left to the <A NAME="1793"></A><A NAME="1794"></A><SPAN CLASS="textbf">Master Gunsmith</SPAN>.
<P>
All your units are able to explore the New World, but the colonist
most suited to this dangerous endeavour is the <A NAME="1796"></A><A NAME="1797"></A><SPAN CLASS="textbf">Scout</SPAN>, a mounted
colonist. A Scout may become a <A NAME="1799"></A><A NAME="1800"></A><SPAN CLASS="textbf">Seasoned Scout</SPAN> through
experience, either by visiting
native settlements, or by investigating Lost City Rumours. The Seasoned Scout is much more skillful
at these jobs, but beware, they are dangerous!
<P>
Another colonist able to visit native settlements is the
<A NAME="1802"></A><A NAME="1803"></A><SPAN CLASS="textbf">Missionary</SPAN>. Any colonist can be converted to a Missionary by
blessing him in a colony with a Church, or in the
Home Port, which is sure to have several
churches and maybe even a
Cathedral. Missionaries are able to establish a
Mission in the native settlement, and to convert
the natives. The <A NAME="1805"></A><A NAME="1806"></A><SPAN CLASS="textbf">Jesuit Missionary</SPAN>, however, is much more
accomplished at the job.
<P>
The converted natives may join your colonies as <A NAME="1808"></A><A NAME="1809"></A><SPAN CLASS="textbf">Indian
Convert</SPAN>. They are unskilled at all jobs within the colony, but more
skilled than your Free Colonists at all outdoor jobs. Indian Converts
can not be upgraded through Education, but they become Free Colonists as soon as
Bartolom&#233; de las Casas joins
the Continental Congress.
<P>
Many colonists come to the New World in search of religious
freedom. Thus, they desire a Church in which to
preach and pray. This religious freedom, which attracts more European
colonists, is represented by Crosses. Naturally,
some colonists are more eloquent and inspired than others, and the
most famous of these are known as <A NAME="1812"></A><A NAME="1813"></A><SPAN CLASS="textbf">Firebrand Preacher</SPAN>.
<P>
While the preachers are concerned with the spiritual welfare of the
colonists, the colonists concerned with the secular welfare of their
fellow citizens meet in the Town Hall, which
generates Liberty Bells. The most dignified
and influential of these citizens are considered <A NAME="1815"></A><A NAME="1816"></A><SPAN CLASS="textbf">Elder
Statesman</SPAN>.
<P>
Any colonist can be equipped with Muskets, which
makes him a <A NAME="1818"></A><A NAME="1819"></A><SPAN CLASS="textbf">Soldier</SPAN>, or a <A NAME="1821"></A><A NAME="1822"></A><SPAN CLASS="textbf">Dragoon</SPAN> if he is
mounted. However, combat-hardened <A NAME="1824"></A><A NAME="1825"></A><SPAN CLASS="textbf">Veteran Soldier</SPAN> and
<A NAME="1827"></A><A NAME="1828"></A><SPAN CLASS="textbf">Veteran Dragoon</SPAN> are much more effective. A dragoon that is
beaten in battle is downgraded to a soldier. A beaten soldier becomes
an unarmed colonist.
<P>
On the other hand, any soldier or dragoon that wins a battle may be
upgraded. A Petty Criminal will be upgraded to an Indentured Servant,
an Indentured Servant will be upgraded to a Free Colonist, and a Free
Colonist to a veteran unit. Veteran units may be further upgraded to
<A NAME="1830"></A><A NAME="1831"></A><SPAN CLASS="textbf">Colonial Regular</SPAN> or <A NAME="1833"></A><A NAME="1834"></A><SPAN CLASS="textbf">Colonial Cavalry</SPAN>, but only after the
Declaration of Independence.
<P>
<A NAME="1836"></A><A NAME="1837"></A><SPAN CLASS="textbf">Artillery</SPAN> is most effective at attacking and defending colonies
and fortified units, but is also very vulnerable in the
open. Artillery may become damaged, which decreases its
efficiency. <A NAME="1839"></A><A NAME="1840"></A><SPAN CLASS="textbf">Damaged Artillery</SPAN> is still quite powerful, but it
can not be repaired, and further damage will destroy it.
<P>
The <A NAME="1842"></A><A NAME="1843"></A><SPAN CLASS="textbf">Wagon Train</SPAN>, which has to be built in one of your colonies,
can be used to transport up to 200 units of goods over land and to
trade with native settlements, and foreign colonies if Jan de Witt has joined the Continental Congress.
<P>
The <A NAME="1845"></A><A NAME="1846"></A><SPAN CLASS="textbf">Treasure Train</SPAN> is similar to the Wagon Train, but is used
only to transport treasures. You can find these treasures in
Lost Cities, or in the ruins of native
settlements you have destroyed. If you move your Treasure Trains into
a colony with access to the sea, your Monarch
will offer to ship it to Europe for a ``reasonable fee'', unless
Hern&#225;n Cort&#233;s has joined the
Continental Congress, in which case
it will be shipped free of charge. If you have a
Galleon, however, you can take the Treasure Train
to Europe yourself.
<P>
The <A NAME="1848"></A><A NAME="1849"></A><SPAN CLASS="textbf">Caravel</SPAN>, the <A NAME="1851"></A><A NAME="1852"></A><SPAN CLASS="textbf">Merchantman</SPAN> and the <A NAME="1854"></A><A NAME="1855"></A><SPAN CLASS="textbf">Galleon</SPAN> are
unarmed naval units, with two, four or six
cargo holds, respectively. A cargo hold may contain up to 100 units of
goods, or any land unit except the Treasure Train, which takes up six
cargo holds all by itself, and the Wagon Train, which can not be
transported by sea at all.
<P>
The <A NAME="1857"></A><A NAME="1858"></A><SPAN CLASS="textbf">Privateer</SPAN> and the <A NAME="1860"></A><A NAME="1861"></A><SPAN CLASS="textbf">Frigate</SPAN> are armed naval vessel
with two or four cargo holds, respectively. The Privateer is unique in
that it does not fly the flag of your country and can attack the
vessels of other countries with impunity. It becomes even more deadly
when Francis Drake joins the
Continental Congress.
<P>
The <A NAME="1863"></A><A NAME="1864"></A><SPAN CLASS="textbf">Man of War</SPAN> is the most powerful naval vessel, and has six
cargo holds. At the beginning of the game, only the
Monarch has these powerful ships, but when you gain
independence you can also construct them in your colonies.
<P>
The Monarch has two types of units that you can never command,
however. These are the <A NAME="1866"></A><A NAME="1867"></A><SPAN CLASS="textbf">King's Regular</SPAN> and <A NAME="1869"></A><A NAME="1870"></A><SPAN CLASS="textbf">King's
Cavalry</SPAN>, which are roughly as powerful as your Colonial Regulars and Colonial
Cavalry.
<P>
The natives also have two types of units that you can not recruit,
namely the <A NAME="1872"></A><A NAME="1873"></A><SPAN CLASS="textbf">Indian Brave</SPAN> and the <A NAME="1875"></A><A NAME="1876"></A><SPAN CLASS="textbf">Indian Dragoon</SPAN>. These are
strong fighting units that can also carry up to 100 units of goods
each.
<P>
<BR><HR>
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<H1><A NAME="SECTION00810000000000000000">
Equipment</A>
</H1>
<P>
Most units can be equipped with tools, horses, muskets, or a
bible. This equipment grants them certain abilities, which they do not
possess without that equipment. Certain units are particularly skilled
with that equipment, but without it they have no special abilities:
<P>
<UL>
<LI>Only a unit equipped with tools is able to build roads, plow
fields and cut down forests. Even the Hardy Pioneer is unable to do
so without suitable equipment.
<P>
</LI>
<LI>Only a unit equipped with horses is able to scout Indian
settlements and foreign colonies. Even the Seasoned Scout can't do
that without being mounted.
<P>
</LI>
<LI>Only a unit equipped with muskets is a soldier. Veteran Soldiers
are more effective than other units when equipped with muskets, but
without muskets they have no advantage.
<P>
</LI>
<LI>Only a unit equipped with a bible is commissioned as a
missionary and able to establish a mission in an Indian
settlement. Even the Jesuit Missionary is unable to do so without a
bible. If a Jesuit Missionary is equipped with tools, muskets or
horses, he loses his bible. If that happens, the Jesuit Missionary
carries his hat, rather than his bible in his hand.
</LI>
</UL>
<P>
Of course, units that do not represent people, such as ships, wagon
trains and treasure trains, can not be equipped. The Indian Convert is
another unit that can not be equipped.
<P>
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<H1><A NAME="SECTION00820000000000000000">
Skills and Education</A>
</H1>
<P>
In FreeCol, your colonists come from all walks of life. Some are
unskilled Petty Criminals, who are
deported to the colonies. Others are Indentured Servants, or Free
Colonists with moderate skills. Still others are masters of their
craft, experts at their trade or profession, who were educated at the
Royal College in Europe. If you have enough gold, you can recruit
units directly from the Royal College.
<P>
Not all skills, however, can be learned in Europe.
Sugar, Cotton and
Tobacco, as well as Furs are
apparently unknown in Europe. Thus, Master Sugar Planters, Master Cotton Planters, Master Tobacco Planters, as well as the Expert Fur Trappers, can not be recruited in Europe.
<P>
At the beginning of the game, these skills can only be learned at
Indian Settlements, or through experience. If you put a Free Colonist
to work outside of the colony for a long time without changing his
work assignment, he may learn the necessary skill and become an
expert. This does not work for the more complicated jobs within the
colony, however.
<P>
The Schoolhouse and its upgrades, the
College and the
University, allow you to train your units
yourself by placing a skilled unit in one of these buildings. If a
suitable student exists in the colony it will automatically appear
below the teacher in the building, as well as continuing to perform
its current task. Note that the Master Sugar Planter, the Master
Cotton Planter, the Master Tobacco Planter, the Expert Fur Trapper,
the Master Distiller, the Master Weaver, the Master Tobacconist, the
Master Blacksmith and the Master Gunsmith all require at least a
College, while the Elder Statesman, the Firebrand
Preacher and the Jesuit Missionary even require a
University to teach their profession.
<P>
A Free Colonist can learn any skill or profession in this manner, but
Petty Criminals and Indentured Servants can not. However, a Petty
Criminal may become an Indentured Servant, and an Indentured Servant
may become a Free Colonist through education. Any colonist placed in a
schoolhouse, college or university is able to provide this kind of
education.
<P>
Petty Criminals may also become Indentured Servants, and Indentured
Servants may also become Free Colonists by winning a battle and being
promoted. Free Colonists can be promoted to
Veteran Soldiers, and after the Declaration of Independence, these may
be promoted to Colonial Regulars.
<P>
Indian units are more productive than free colonists when working
outside of the colony, and less productive when working inside a
building. Indian units can not become free colonists through
education, but all Indian units become free colonists as soon as
Bartolom&#233; de las Casas joins
the Continental Congress.
<P>
Scouts can explore the New World and enter Indian
Settlements in order to speak with the tribal chiefs. A scout entering
an Indian Settlement may become a Seasoned
Scout through experience. A colonist investigating a Lost City Rumours may also be upgraded to a Seasoned
Scout, unless that unit already has another skill.
<P>
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<H1><A NAME="SECTION00830000000000000000">
Combat</A>
</H1>
<P>
A tile can only be occupied by units of a single Player. If a unit of
another Player attempts to enter that tile, combat ensues. The combat
mechanism of FreeCol is very simple: Each unit has an attack strength
and a defence strength. Attack bonuses and defence bonuses granted by
terrain, fortifications or Founding
Fathers are added to the base values of the units. If the attack
value of the attacker is greater than the defence value of the
defender, the attacker wins. Otherwise the defender wins. If a tile is
occupied by more than one unit, the attacker will fight against the
defender with the strongest defence.
<P>
Most units that win a battle may be promoted,
and all units that lose a battle will always be captured, demoted,
damaged or destroyed. A Petty Criminal may
be promoted to an Indentured Servant,
and an Indentured Servant may be promoted to a Free Colonist. A Free Colonist may be promoted to a
Veteran Soldier, which in turn may be
promoted to a Colonial Regular, but only
after the Declaration of
Independence.
<P>
A Dragoon that loses a battle will be demoted to a Soldier, and a
Soldier that loses a battle will be demoted to an unarmed colonist. An
unarmed colonist that loses a battle is either captured, if the
attacker is a European Player, or slaughtered, if the attacker is a
Native Player. Wagon Trains and
Treasure Trains may also be captured by a
European Player and destroyed by a Native Player. Native units that
lose a battle are always slaughtered.
<P>
Naval units and
Artillery can not be promoted. A beaten
artillery unit becomes a Damaged
Artillery, which can not be repaired and will be destroyed if it
loses another battle. Ships are either sunk or damaged when they lose
a battle. In either case all units and cargo aboard the ship are lost,
and the ship automatically returns to the nearest repair
location. This may be one of your colonies with a
Drydock or the Home Port.
<P>
The Frigate, the Man of
War and the Privateer have the ability to
capture the goods aboard an enemy ship they have bested in
battle. Naturally, they can not take more cargo than their holds will
allow.
<P>
Naval units can also attack colonies on coastal tiles, although their
chance of success is not very high. And colonies with a
Fort or Fortress will
automatically fire at enemy ships on adjacent ocean tiles.
<P>
<BR><HR>
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<H2><A NAME="SECTION00831000000000000000">
Combat Bonuses and Penalties</A>
</H2>
<P>
Bonuses and penalties for naval units:
<P>
<UL>
<LI>Cargo Penalty: for each unit of
cargo, both the offensive and the defensive power of the unit are
reduced by 12.5%.
</LI>
<LI>Piracy Bonus: after
Francis Drake has joined the Continental
Congress (see below), both the offensive and the defensive power of
all your Privateers is increased by 50%.
</LI>
</UL>
<P>
Bonuses and penalties for land units:
<P>
<UL>
<LI>Armed Bonus: the offensive and
defensive power of your units increases by two if they are
armed. Native units and the units of the Royal Expeditionary Force are only granted
half this bonus.
</LI>
<LI>Mounted Bonus: the offensive and
defensive power of your units increases by one if they are mounted.
</LI>
<LI>Veteran Bonus: the offensive and
defensive power of veteran units is increased by 50%.
</LI>
<LI>Attack Bonus: the offensive power of
attacking units is increased by 50%.
</LI>
<LI>Movement Penalty: the offensive
power of units with only two movement points left is reduced by 33%
and the offensive power of units with only one movement point left
is reduced by 66%.
</LI>
<LI>Ambush Bonus: the offensive power of
native units is increased by the defence bonus of the defender's
tile. Your units are granted the same bonus when attacking units of
the Royal Expeditionary Force.
</LI>
<LI>Artillery Penalty: the
offensive power of artillery attacking units not in a colony is
reduced by 75%. The defensive power of artillery not in a colony is
also reduced by 75%.
</LI>
<LI>Bombard Bonus: the offensive power
of the units of the Royal Expeditionary Force is increased by 50%
when attacking a colony.
</LI>
<LI>Fortified Bonus: the defensive
power of fortified units is increased by 50%.
</LI>
<LI>Stockade Bonus: the defensive
power of units in a colony with a Stockade,
Fort or Fortress is increased by 100%, 150% and 200%,
respectively.
</LI>
<LI>Artillery Bonus: the defensive
power of artillery in a colony defending against an Indian raid is
increased by 50%.
</LI>
<LI>Ambush Penalty: the defensive
power of your units when defending against Indians, and of the units
of the Royal Expeditionary Force when defending against your units
is reduced by the defence bonus of the defender's tile.
</LI>
</UL>
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<H1><A NAME="SECTION00900000000000000000">
The Continental Congress</A>
</H1>
<P>
As the player generates Liberty Bells,
<SPAN CLASS="textbf">Founding Fathers</SPAN> are elected
to the <SPAN CLASS="textbf">Continental Congress</SPAN>. The Founding Fathers are
historical figures who played a more or less important part in the
conquest of the New World. Each Founding Father grants the player a
new bonus or ability, or causes a certain event to occur, much like
the ``Wonders of the World'' in the Civilization series. At the
beginning of the game, you will need only a few Liberty Bells to elect
a Founding Father to the Continental Congress, but as the game
progresses this number may increase to many hundred Bells.
<P>
<A NAME="1879"></A><A NAME="1880"></A><SPAN CLASS="textbf">Adam Smith</SPAN> (1723-1790), better known as the Father of Modern
Economics, penned several texts pertaining to Economic theory,
including, ``The Wealth of Nations'' his most famous text. As soon as
Adam Smith joins the Continental Congress, the player is allowed to
build factories, which produce 1.5 units of manufactured goods for
each unit of raw material consumed. <A HREF="http://en.wikipedia.org/wiki/Adam_Smith"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1885"></A><A NAME="1886"></A><SPAN CLASS="textbf">Jacob Fugger II</SPAN> (1459-1525) was an extremely wealthy German
merchant and banker who amassed a fortune with family partnerships and
stock holdings in the mining industries. As soon as Jacob Fugger joins
the Continental Congress, all Boycotts currently
in effect are dropped. <A HREF="http://en.wikipedia.org/wiki/Jacob_Fugger"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1891"></A><A NAME="1892"></A><SPAN CLASS="textbf">Peter Minuit</SPAN> (1580-1638) bought what later became known as
Manhattan Island from Native Americans for about 60 Dutch guilders. He
later colonized the Delware Bay area as well. As soon as Peter Minuit
is elected to the Continental Congress, the Indians no longer demand
payment for their land. <A HREF="http://en.wikipedia.org/wiki/Peter_Minuit"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1897"></A><A NAME="1898"></A><SPAN CLASS="textbf">Peter Stuyvesant</SPAN> (1592-1672) was appointed Governor General
of the New Netherlands, which, after a British invasion he could not
stop, became New York. With the election of Peter Stuyvesant, the
construction of custom houses becomes
possible. <A HREF="http://en.wikipedia.org/wiki/Peter_Stuyvesant"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1903"></A><A NAME="1904"></A><SPAN CLASS="textbf">Jan de Witt</SPAN> (1625-1672) was a great Dutch statesmen. He
represented the merchants and a encouraged industry and commerce. He
also negotiated several important treaties for the Dutch to end wars
with England. As soon as Jan de Witt is a member of the Continental
Congress, trade with foreign colonies becomes possible.
<A HREF="http://en.wikipedia.org/wiki/Jan_de_Witt"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1909"></A><A NAME="1910"></A><SPAN CLASS="textbf">Ferdinand Magellan</SPAN> (1480-1521) was one of the greatest
explorers to navigate the globe. Magellan was first to circumnavigate
the globe and cross the Pacific Ocean. Magellan's election to the
Continental Congress increases the movement of all naval vessels by
one, and the time to sail between Europe and the New World is
reduced. <A HREF="http://en.wikipedia.org/wiki/Ferdinand_Magellan"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1915"></A><A NAME="1916"></A><SPAN CLASS="textbf">Francisco V&#225;zquez de Coronado</SPAN>
(1510-1554) was the first European explorer to see the Grand
Canyon. Though he never found the golden cities he searched for, his
mapping of the area now called the Southwestern US was important to
further exploration. As soon as Francisco de Coronado joins the
Continental Congress, all existing colonies become visible on the
map. <A HREF="http://en.wikipedia.org/wiki/Francisco_Vazquez_de_Coronado"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1921"></A><A NAME="1922"></A><SPAN CLASS="textbf">Hernando de Soto</SPAN> (1496-1542) was the first European to
explore Florida and the southeastern US. He also held a prominent
role in conquests of Central America. If Hernando de Soto is a member
of the Continental Congress, the exploration of Lost City Rumours always yields a positive result, and all land
units have an extended sight radius. <A HREF="http://en.wikipedia.org/wiki/Hernando_de_Soto_(explorer)"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1927"></A><A NAME="1928"></A><SPAN CLASS="textbf">Henry Hudson</SPAN> (1565-1611) was an English navigator who
explored and mapped a large area of the northeastern North American
continent. Many waterways in that region are named in his honour. His
original goal was to find the famed Northwest Passage. The election of
Henry Hudson to the Continental Congress doubles the output of all
Fur Trappers. <A HREF="http://en.wikipedia.org/wiki/Henry_Hudson"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1933"></A><A NAME="1934"></A><SPAN CLASS="textbf">Robert La Salle</SPAN> (1643-1687) was the first European to travel
the length of the Mississippi river, while on a mission to set up
numerous trading posts along its banks. He later claimed the whole
basin as Louisiana in honor of the French King. Later, he explored
several of the Great Lakes. If Robert La Salle is a member of the
Continental Congress, all colonies gain a stockade as soon as their
population reaches three colonists. <A HREF="http://en.wikipedia.org/wiki/Robert_La_Salle"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1939"></A><A NAME="1940"></A><SPAN CLASS="textbf">Hern&#225;n Cort&#233;s</SPAN> (1485-1547) was a famed Spanish
conquistador who overthrew the Aztec Empire and claimed Mexico for
Spain. As soon as Hern&#225;n Cort&#233;s joins the Continental Congress,
conquered native settlements always yield treasure (and in greater
abundance) and the King's galleons transport it
free of charge. <A HREF="http://en.wikipedia.org/wiki/Hernan_Cortes"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1945"></A><A NAME="1946"></A><SPAN CLASS="textbf">George Washington</SPAN> (1732-1799) was the general who lead the
colonial army to victory over the British to gain independence for the
colonies. This victory and his leadership led to his being named the
new nation's first President. If George Washington is a member of the
Continental Congress, any soldier or dragoon who wins a combat is
automatically upgraded to the next possible
level. <A HREF="http://en.wikipedia.org/wiki/George_Washington"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1951"></A><A NAME="1952"></A><SPAN CLASS="textbf">Paul Revere</SPAN> (1734-1818) was the famed rider of colonial
America who mounted his horse and rode through the countryside
alerting colonists that British soldiers were coming. He was captured
during the ride and later released when his captors believed they were
in grave danger and their prisoner might slow them down. With Paul
Revere a member of the Continental Congress, a colonist automatically
takes up any stockpiled muskets and defends an otherwise undefended
colony if it is attacked. <A HREF="http://en.wikipedia.org/wiki/Paul_Revere"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1957"></A><A NAME="1958"></A><SPAN CLASS="textbf">Francis Drake</SPAN> (1542-1596) was a great English sea captain,
the first Englishman to circumnavigate the globe and a hero in the
fights against the Spanish Armada. The presence of Francis Drake in
the Continental Congress increases the combat strength of all
Privateers by 50%. <A HREF="http://en.wikipedia.org/wiki/Francis_Drake"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1963"></A><A NAME="1964"></A><SPAN CLASS="textbf">John Paul Jones</SPAN> (1741-1792) was hailed as a great sea
captain in America, and uttered the famous words "Sir, I have not yet
begun to fight" while fighting the British at sea. He later watched
his ship sink to the bottom of the ocean from the deck of a British
vessel. As soon as John Paul Jones is elected to the Continental
Congress, a Frigate is added to your colonial
navy for free. <A HREF="http://en.wikipedia.org/wiki/John_Paul_Jones"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1969"></A><A NAME="1970"></A><SPAN CLASS="textbf">Thomas Jefferson</SPAN> (1743-1826), a powerful voice of
patriotism, was credited with writing the Declaration of
Independence. He later became the 3rd President of the US. The
election of Thomas Jefferson to the Continental Congress increases
Liberty Bell production in colonies by
50%. <A HREF="http://en.wikipedia.org/wiki/Thomas_Jefferson"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1975"></A><A NAME="1976"></A><SPAN CLASS="textbf">Pocahontas</SPAN> (1595-1617) was a peacemaker between early
Jamestown settlers and the Native Americans. She is credited with
sending food and other supplies to starving colonists there during
harsh times. She later converted to Christianity and married an
Englishman. When Pocahontas joins the Continental Congress, all
tension levels between you and natives are removed and Indian alarm is
generated half as fast. <A HREF="http://en.wikipedia.org/wiki/Pocahontas"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1981"></A><A NAME="1982"></A><SPAN CLASS="textbf">Thomas Paine</SPAN> (1737-1809) inspired colonists with his pen at
the urging of Benjamin Franklin. He published a pamphlet, "Common
Sense", guiding the thoughts of patriots all over the colonies. The
election of Thomas Paine to the Continental Congress increases Liberty
Bell production in all your colonies by the value of the current
tax rate. <A HREF="http://en.wikipedia.org/wiki/Thomas_Paine"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="1996"></A><A NAME="1997"></A><SPAN CLASS="textbf">Sim&#243;n Bol&#237;var</SPAN> (1783-1830) is remembered as a great
leader in the struggle for South American independence from
Spain. Bol&#237;var freed what is now Venezuela and later became its
first President. When Sim&#243;n Bol&#237;var joins the Continental
Congress, the Sons of Liberty membership in all existing colonies is
increased by 20%. <A HREF="http://en.wikipedia.org/wiki/Simon_Bolivar"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2005"></A><A NAME="2006"></A><SPAN CLASS="textbf">Benjamin Franklin</SPAN> (1706-1790), a heavy contributor to the
Declaration of Independence, was one of the voices of the
Revolution. He traveled extensively between Europe and the colonies,
and gained the support of the French in the war. As soon as Benjamin
Franklin is elected to the Continental Congress, the King's foreign
wars no longer have effect on relationships in the New World, and
Europeans in the New World always offer peace in
negotiations. <A HREF="http://en.wikipedia.org/wiki/Benjamin_Franklin"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2011"></A><A NAME="2012"></A><SPAN CLASS="textbf">William Brewster</SPAN> (1567-1644) was the Puritan leader of the
Plymouth colony in New England. As soon as William Brewster joins the
Continental Congress, criminals or indentured servants no longer
appear on the docks and you can select which immigrant in the
recruitment pool to move to the docks. <A HREF="http://en.wikipedia.org/wiki/William_Brewster_(Pilgrim)"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2017"></A><A NAME="2018"></A><SPAN CLASS="textbf">William Penn</SPAN> (1644-1718), a close friend of the Duke of
York, was granted the land that is mostly Pennsylvania, Delaware, and
New Jersey. He governed the Quaker colony for several years to provide
a haven to fellow Quakers. The election of William Penn increases
cross production in all colonies by 50%. <A HREF="http://en.wikipedia.org/wiki/William_Penn"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2023"></A><A NAME="2024"></A><SPAN CLASS="textbf">Father Jean de Br&#233;beuf</SPAN> (1593-1649)
befriended the Huron Indians and converted many to Christianity. He
died at the hands of the Iroquois who had finally defeated their
enemy, the Hurons. With Jean de Brebeuf a member of the Continental
Congress, all missionaries function as
experts. <A HREF="http://en.wikipedia.org/wiki/Jean_de_Brebeuf"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2029"></A><A NAME="2030"></A><SPAN CLASS="textbf">Juan Gin&#233;s de Sep&#250;lveda</SPAN> (1781-1872)
was a Spanish theologian who spoke out for the conquest of Indian
lands and forced evangelization of the natives. The election of Juan
de Sepulveda to the Continental Congress increases the chance that a
subjugated Indian settlement will ``convert'' and join a
colony. <A HREF="http://en.wikipedia.org/wiki/Juan_Gines_de_Sepulveda"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
<P>
<A NAME="2035"></A><A NAME="2036"></A><SPAN CLASS="textbf">Bartolom&#233; de las Casas</SPAN>
(1474-1566) was a Catholic Priest who traveled the Indies converting
Indians and chastising Spain for their treatment of the Natives. When
Bartolom&#233; de las Casas joins the Continental Congress, all existing
Indian converts become free
colonists. <A HREF="http://en.wikipedia.org/wiki/Bartolome_de_las_Casas"><IMG
WIDTH="10" HEIGHT="10" ALIGN="BOTTOM" BORDER="0"
SRC="./wikipedia.png"
ALT="Image wikipedia"></A>
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<H1><A NAME="SECTION001000000000000000000">
The Birth of a Nation</A>
</H1>
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<LI><A NAME="tex2html1487"
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<LI><A NAME="tex2html1488"
HREF="node59.html">The Declaration
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<H1><A NAME="SECTION001010000000000000000">
Sons of Liberty</A>
</H1>
<P>
At the beginning of the game, all your colonists will be
<SPAN CLASS="textbf">Tory Loyalists</SPAN>, who support your
Monarch and are opposed to your policies. For
this reason, colonies with more than a certain number of tories (which
depends on the difficulty setting and defaults to four colonists)
suffer a production penalty of one unit. If the limit is exceeded by
four colonists, the penalty increases to two units and may well
threaten the survival of the colony.
<P>
Liberty Bells, however, will turn these
Tories into <SPAN CLASS="textbf">Sons of Liberty</SPAN>, who support your
policies. Colonies in which more than 50% of the population are Sons
of Liberty enjoy a production bonus of one unit, which is increased to
two units as soon as 100% of the population become Sons of Liberty.
<P>
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<B> Previous:</B> <A NAME="tex2html1504"
HREF="node58.html">Sons of Liberty</A>
&nbsp; <B> <A NAME="tex2html1510"
HREF="node1.html">Contents</A></B>
&nbsp; <B> <A NAME="tex2html1512"
HREF="node64.html">Index</A></B>
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<H1><A NAME="SECTION001020000000000000000">
The Declaration
of Independence</A>
</H1>
<P>
As soon as 50% of your entire population support the Sons of Liberty,
you can declare the independence of your colonies. Your
Monarch will not be amused and will send the
Royal Expeditionary Force to
quell the insurrection. In order to gain independence, you must defeat
the Royal Expeditionary Force by capturing or destroying nearly all of
their land forces and by taking back any colonies they might have
captured. You do not need to destroy the fleet.
<P>
At the declaration, colonies with strong support for the Sons of
Liberty sometimes promote veteran soldiers at work there to
Colonial Regular in preparation for the
coming war. In the future, the European enemies of your Monarch may
support your effort if you generate a sufficient number of Liberty
Bells after the War of Independence has begun.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION00310000000000000000">
System Requirements</A>
</H1>
<P>
FreeCol is written in Java. In order to run, it requires a Java
Virtual Machine. In theory, FreeCol should run on any platform on
which a Java Virtual Machine compatible with Sun Java 5 or higher is
available. In practice, however, things are less clear cut.
<P>
FreeCol is known to work with Sun's Java 5 and 6 (which you can get
<A HREF="http://java.sun.com/">here</A>. FreeCol also works with OpenJDK,
although some problems and graphics glitches remain. FreeCol is known
to run on recent versions of Windows and Linux, and on MacOSX to some
extent. If you are using Linux, using Java 6 is recommended, as its
font rendering is much better. If you are using FreeCol on a different
platform, we would like to hear about it.
<P>
FreeCol requires at least 128 MB memory and works best with a screen
resolution of at least 1024x768 pixels. You can still use the game
with a smaller screen, but some dialogs will not be completely
displayed.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION001100000000000000000">
Changing the Rules</A>
</H1>
<P>
We would like to make FreeCol configurable, so that the game engine
becomes capable of emulating many similar games. For this purpose,
we have made many of the game's features configurable.
<P>
At some point in the future, we will probably add a special rule set
editor, but at the moment, your only option is to edit the file
specification.xml directly. This file defines the abilities of units,
founding fathers, buildings, terrain types, goods and equipment, for
example. You can find this file in the <SPAN CLASS="textit">data/freecol</SPAN> directory.
<P>
This is still work in progress, however, and the schema for the rule
set certain to change again in the future. If you wish to develop your
own rule set, you will have to monitor FreeCol development closely.
<P>
This having been said, we are particularly interested in hearing about
problems caused by your changes to the rule set. Some dialogs might be
unable to display more types of goods than are currently defined, for
example. Or other dialogs might not recognize your new Minuteman unit
as an armed unit. Please help us improve FreeCol by telling us about
such problems.
<P>
If you have a working rule set that adds a new flavour to the game, we
will gladly distribute it along with our default rule set. If you have
ideas that can not currently be implemented, we will probably try to
remove these limitations.
<P>
If you try to modify the rule set, you are strongly encouraged to
check whether the result is still valid. You can do this by validating
the result with the command <code>ant validate</code>.
<P>
<BR><HR>
<!--Table of Child-Links-->
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<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
</BODY>
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HREF="node61.html">Modifiers and Abilities</A>
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HREF="node64.html">Index</A></B>
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<BR></DIV>
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<H1><A NAME="SECTION001200000000000000000">
Known bugs</A>
</H1>
<P>
FreeCol is still alpha software. In plain English, this means that it
is full of bugs. Some of these bugs have already been reported, but
have not been fixed yet. You can find a list of these bugs, and report
new bugs by using our
<A HREF="http://sourceforge.net/tracker/?group_id=43225&amp;atid=435578">SourceForge
bug tracker</A>.
<P>
Even in single player mode, FreeCol is a client-server game. The
communication between client and server can fall out of step. If this
happens, the server often tries to recover by requesting a
reconnect. If this occurs, please accept in order to continue
playing. In some cases, the game may come to a halt during the turn of
a computer opponent. If this happens to you, you can generally
reconnect to the server by using the reconnect option in the
game menu or by pressing <code>ctrl-r</code>.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION001300000000000000000">
Copyright Notice</A>
</H1>
<P>
Copyright &#169;2008
<A HREF="http://freecol.sourceforge.net/index.php?section=8">The FreeCol
Team</A>.
<P>
This manual is free software; you may redistribute it and/or modify it
under the terms of the GNU General Public License as published by the
Free Software Foundation; either version 2, or (at your option) any
later version.
<P>
This is distributed in the hope that it will be useful, but without
any warranty; without even the implied warranty of merchantability or
fitness for a particular purpose. See the GNU General Public License
for more details.
<P>
A copy of the GNU General Public License is available on the World
Wide Web at <A HREF="http://www.gnu.org/copyleft/gpl.html">the GNU
General Public Licence</A>. You can also obtain it by writing to the Free
Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111-1307, USA.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION001500000000000000000">
About this document ...</A>
</H1>
<STRONG>FreeCol Documentation
<BR>
User Guide for Version v0.8.0</STRONG><P>
This document was generated using the
<A HREF="http://www.latex2html.org/"><STRONG>LaTeX</STRONG>2<tt>HTML</tt></A> translator Version 2002-2-1 (1.71)
<P>
Copyright &#169; 1993, 1994, 1995, 1996,
<A HREF="http://cbl.leeds.ac.uk/nikos/personal.html">Nikos Drakos</A>,
Computer Based Learning Unit, University of Leeds.
<BR>
Copyright &#169; 1997, 1998, 1999,
<A HREF="http://www.maths.mq.edu.au/~ross/">Ross Moore</A>,
Mathematics Department, Macquarie University, Sydney.
<P>
The command line arguments were: <BR>
<STRONG>latex2html</STRONG> <TT>-dir FreeCol -local_icons FreeCol.tex</TT>
<P>
The translation was initiated by Stian Grenborgen on 2009-01-14
<BR><HR>
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Stian Grenborgen
2009-01-14
</ADDRESS>
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<H1><A NAME="SECTION00320000000000000000">
Compiling FreeCol</A>
</H1>
<P>
In order to compile FreeCol you will need Java and
<A HREF="http://ant.apache.org/">the Ant build system</A>. When these are
installed, go to the root directory of FreeCol and type <code>ant</code> to
build a JAR file containing the game. This process requires the
<code>native2ascii</code><A NAME="98"></A> task, which is an optional ant
task. Some Linux distributions place optional tasks in a different
package, so make sure you have installed all necessary packages if you
are a Linux user. The game is started using the command
<code>java -Xmx128M -jar FreeCol.jar</code>.
<P>
If something goes wrong, please open a bug report at the
<A HREF="http://sourceforge.net/projects/freecol">SourceForge page of
FreeCol</A>. Use the command <code>ant -projecthelp</code> to find out
about other kinds of things you can build (this manual, for
example). Note that you will require additional software to build the
manual, however.
<P>
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
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original version by: Nikos Drakos, CBLU, University of Leeds
* revised and updated by: Marcus Hennecke, Ross Moore, Herb Swan
* with significant contributions from:
Jens Lippmann, Marek Rouchal, Martin Wilck and others -->
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<TITLE>Interface</TITLE>
<META NAME="description" CONTENT="Interface">
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<B> Next:</B> <A NAME="tex2html758"
HREF="node9.html">Starting the game</A>
<B> Up:</B> <A NAME="tex2html752"
HREF="FreeCol.html">FreeCol Documentation User Guide</A>
<B> Previous:</B> <A NAME="tex2html746"
HREF="node7.html">Compiling FreeCol</A>
&nbsp; <B> <A NAME="tex2html754"
HREF="node1.html">Contents</A></B>
&nbsp; <B> <A NAME="tex2html756"
HREF="node64.html">Index</A></B>
<BR>
<BR></DIV>
<!--End of Navigation Panel-->
<H1><A NAME="SECTION00400000000000000000">
Interface</A>
</H1>
<P>
This section will provide information about various interface
elements, as well as the keyboard shortcuts and the different actions
that can be used in the game.
<P>
<BR><HR>
<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
<UL CLASS="ChildLinks">
<LI><A NAME="tex2html759"
HREF="node9.html">Starting the game</A>
<UL>
<LI><A NAME="tex2html760"
HREF="node10.html">Command line options</A>
<LI><A NAME="tex2html761"
HREF="node11.html">Game setup</A>
<LI><A NAME="tex2html762"
HREF="node12.html">Game options</A>
</UL>
<BR>
<LI><A NAME="tex2html763"
HREF="node13.html">Client options</A>
<UL>
<LI><A NAME="tex2html764"
HREF="node14.html">Display Options</A>
<LI><A NAME="tex2html765"
HREF="node15.html">Message Options</A>
<LI><A NAME="tex2html766"
HREF="node16.html">Audio Options</A>
<LI><A NAME="tex2html767"
HREF="node17.html">Savegame Options</A>
<LI><A NAME="tex2html768"
HREF="node18.html">Warehouse Options</A>
<LI><A NAME="tex2html769"
HREF="node19.html">Keyboard
Accelerators</A>
<LI><A NAME="tex2html770"
HREF="node20.html">Other Options</A>
</UL>
<BR>
<LI><A NAME="tex2html771"
HREF="node21.html">The main screen</A>
<UL>
<LI><A NAME="tex2html772"
HREF="node22.html">The Menubar</A>
<LI><A NAME="tex2html773"
HREF="node23.html">The Info Panel</A>
<LI><A NAME="tex2html774"
HREF="node24.html">The Minimap</A>
<LI><A NAME="tex2html775"
HREF="node25.html">The Unit Buttons</A>
<LI><A NAME="tex2html776"
HREF="node26.html">The Compass Rose</A>
<LI><A NAME="tex2html777"
HREF="node27.html">The Main Map</A>
</UL>
<BR>
<LI><A NAME="tex2html778"
HREF="node28.html">The Europe Panel</A>
<LI><A NAME="tex2html779"
HREF="node29.html">The Colony panel</A>
<UL>
<LI><A NAME="tex2html780"
HREF="node30.html">The Warehouse Dialog</A>
</UL></UL>
<!--End of Table of Child-Links-->
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
</BODY>
</HTML>

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<!--Converted with LaTeX2HTML 2002-2-1 (1.71)
original version by: Nikos Drakos, CBLU, University of Leeds
* revised and updated by: Marcus Hennecke, Ross Moore, Herb Swan
* with significant contributions from:
Jens Lippmann, Marek Rouchal, Martin Wilck and others -->
<HTML>
<HEAD>
<TITLE>Starting the game</TITLE>
<META NAME="description" CONTENT="Starting the game">
<META NAME="resource-type" CONTENT="document">
<META NAME="distribution" CONTENT="global">
<META NAME="Generator" CONTENT="LaTeX2HTML v2002-2-1">
<META HTTP-EQUIV="Content-Style-Type" CONTENT="text/css">
<LINK REL="STYLESHEET" HREF="FreeCol.css">
<LINK REL="next" HREF="node13.html">
<LINK REL="previous" HREF="node8.html">
<LINK REL="up" HREF="node8.html">
<LINK REL="next" HREF="node10.html">
</HEAD>
<BODY >
<DIV CLASS="navigation"><!--Navigation Panel-->
<A NAME="tex2html793"
HREF="node10.html">
<IMG WIDTH="37" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="next" SRC="next.png"></A>
<A NAME="tex2html787"
HREF="node8.html">
<IMG WIDTH="26" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="up" SRC="up.png"></A>
<A NAME="tex2html781"
HREF="node8.html">
<IMG WIDTH="63" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="previous" SRC="prev.png"></A>
<A NAME="tex2html789"
HREF="node1.html">
<IMG WIDTH="65" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="contents" SRC="contents.png"></A>
<A NAME="tex2html791"
HREF="node64.html">
<IMG WIDTH="43" HEIGHT="24" ALIGN="BOTTOM" BORDER="0" ALT="index" SRC="index.png"></A>
<BR>
<B> Next:</B> <A NAME="tex2html794"
HREF="node10.html">Command line options</A>
<B> Up:</B> <A NAME="tex2html788"
HREF="node8.html">Interface</A>
<B> Previous:</B> <A NAME="tex2html782"
HREF="node8.html">Interface</A>
&nbsp; <B> <A NAME="tex2html790"
HREF="node1.html">Contents</A></B>
&nbsp; <B> <A NAME="tex2html792"
HREF="node64.html">Index</A></B>
<BR>
<BR></DIV>
<!--End of Navigation Panel-->
<H1><A NAME="SECTION00410000000000000000">
Starting the game</A>
</H1>
<P>
If you installed FreeCol with the system independent installer, or the
Windows installer, there should be a shortcut on your desktop. Double
click the icon in order to start the game. If that does not work, or
if you prefer using the command line, then please read the following
paragraphs.
<P>
<BR><HR>
<!--Table of Child-Links-->
<A NAME="CHILD_LINKS"><STRONG>Subsections</STRONG></A>
<UL CLASS="ChildLinks">
<LI><A NAME="tex2html795"
HREF="node10.html">Command line options</A>
<LI><A NAME="tex2html796"
HREF="node11.html">Game setup</A>
<LI><A NAME="tex2html797"
HREF="node12.html">Game options</A>
</UL>
<!--End of Table of Child-Links-->
<BR><HR>
<ADDRESS>
Stian Grenborgen
2009-01-14
</ADDRESS>
</BODY>
</HTML>

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