mirror of https://github.com/FreeCol/freecol.git
3331 lines
157 KiB
TeX
3331 lines
157 KiB
TeX
\documentclass[12pt]{book}
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\usepackage{version}
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\usepackage[T1]{fontenc}
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\usepackage{longtable}
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\usepackage{graphicx}
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\usepackage{index}
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\usepackage[
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colorlinks=true,
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hyperindex=true,
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pdftitle={FreeCol Documentation, User Guide for Version v\fcversion},
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pdfauthor={The FreeCol Team}
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]{hyperref}
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\newcommand{\Goods}[1]{\index{#1}\index{Goods!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Terrain}[1]{\index{#1}\index{Terrain!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Unit}[1]{\index{#1}\index{Units!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Building}[1]{\index{#1}\index{Buildings!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Father}[1]{\index{#1}\index{Founding Fathers!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\FFather}[2]{\index{#2}\index{Founding Fathers!#2}\hypertarget{#1}{\textbf{#2}}}
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\newcommand{\Report}[1]{\index{#1}\index{Reports!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Option}[1]{\index{#1}\index{Options!#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Concept}[1]{\index{#1}\hypertarget{#1}{\textbf{#1}}}
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\newcommand{\Wikipedia}[1]{\href{http://en.wikipedia.org/wiki/#1}%
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{\includegraphics[scale=0.6]{images/wikipedia.png}}}
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\makeindex
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\begin{document}
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\author{\href{http://www.freecol.org/team-and-credits.html}{The FreeCol Team}}
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\title{FreeCol Documentation\\User Guide for Version v\fcversion}
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\maketitle{}
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\tableofcontents
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\newpage
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\hypertarget{Introduction}{\chapter{Introduction}}
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Welcome to FreeCol! If you're interested in development of this
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program, please see the \href{http://www.freecol.org/}{FreeCol
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web site}. This is a draft version of the user's guide. You can find
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the latest version at the
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\href{http://www.freecol.org/}{FreeCol homepage}.
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\hypertarget{About FreeCol}{\section{About FreeCol}}
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The FreeCol team aims to create an Open Source version of Colonization
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(released under the \href{http://www.gnu.org/licenses/gpl.html}{GPL}).
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However, FreeCol differs from the original game in two regards: it
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supports multiplayer games and uses an isometric map. At some point in
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the future, we might also add support for rectangular tiles similar to
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those used in the original game.
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FreeCol 1.0 will implement all features and rules of the original game
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that we are aware of. Although we have not reached that goal yet, the
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game has been playable for several years now.
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At the same time, we are adding features and optional rules not found
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in the original game. In particular, units, buildings, terrain types,
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goods and other game objects are far more configurable than they were
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in the original game. In fact, the game already includes two slightly
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different \hyperlink{About this manual}{rule sets}.
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\hypertarget{The Original Colonization}{\section{The Original Colonization}}
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The original Colonization\Wikipedia{Colonization (computer game)} was
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released in 1994 by Microprose. \textbf{Colonization is heavily based
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on Civilization} which some consider to be the best turn-based
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strategy game for the PC in the history of mankind.
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In Civilization the object of the game was to build a nation that
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could stand the test of time and that could also do one of the
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following: conquer the world or be the first to launch a
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spaceship. In Colonization things are bit different...
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A Colonization game starts in 1492 and \textbf{the object of the game
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is to colonize America}. You begin the game with one vessel and two
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colonists.
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As in Civilization you need to build a powerful nation, but
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fortunately in the early part of the game \textbf{you'll be able to
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send ships back to Europe} in order to sell the goods you've produced
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or to bring back some colonists. \textbf{Getting colonists into the
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new world is a very important aspect of the game} as one game turn
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takes one year and later on even one season and as a result colonies
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don't grow as rapidly as they do in Civilization. You can pay
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colonists to come to the new world or you can show off with the
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religious freedom of your people in which case they will hop on your
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vessels for no money at all.
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Another important aspect is \textbf{trade: the source of all income}
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(apart from Inca and Aztec gold). In a land filled with precious
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resources it is important to \textbf{build your colonies at the right
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location} and to place craftsmen where they belong. This is not only
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to have an income but also to be able to \textbf{live off the land}
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when you can no longer count on the support of Europe.
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Through all this you'll have to decide whether or not you want to
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\textbf{live next to the native americans} peacefully. They can teach
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your colonists new skills that cannot be tought anywhere else and they
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will offer you goods in case you choose to treat them as your
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friends. On the other hand, their villages can be attacked and their
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valuable goods can be taken from them and sold in Europe.
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\textbf{Other European forces are also busy occupying their piece of
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the new world}. Should their borders go too far then take over some
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of their colonies by force because they wouldn't hesitate to do the
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same thing to you.
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The object of Colonization is to \textbf{declare your independence and
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survive an attack of the King's forces}. Before declaring your
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independence \textbf{you need to have the majority of the people
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behind you}. This can be done by \textbf{promoting free speech} and by
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providing a strong governmental system.
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\hypertarget{About this manual}{\section{About this manual}}
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FreeCol is slowly turning into a game engine that allows the
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implementation of many different games based on similar concepts. It
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is already possible to define different rule sets and to select one of
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them when starting a new game. At the moment, FreeCol ships with two
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rule sets accessible to the user: ``Classic'', which attempts to
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emulate the rules of the original game as far as possible, and
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``FreeCol'', which mainly conforms to the rules of the original game,
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but differs in a few points. The ``FreeCol'' rule set introduces four
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additional European powers with new national advantages, for example.
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In this manual, we always talk about the ``Classic'' rule set unless
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we explicitly mention another rule set. Please note that most of the
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features of terrain types, unit types, building types, founding
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fathers and so on could be changed by another rule set. If the manual
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states that a Lumberjack has a movement allowance of three, or that
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the Prairie produces three units of Cotton, then this applies to the
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``Classic'' rule set and the ``FreeCol'' rule set. Another rule set
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might change these values, or might not even include a Lumberjack, the
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Prairie terrain, or Cotton.
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\hypertarget{Differences between the rule sets}{\subsection{Differences between the rule sets}}
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The following differences between the ``Classic'' rule set and the
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``FreeCol'' rule set exist:
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\begin{itemize}
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\item The FreeCol rules introduce four additional nations and four
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additional national advantages. These additions correct the omission
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of the Portuguese from the original game, and make multi-player
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games with up to eight players possible.
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\item Under the Classic rules, the population of a colony with a
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\hyperlink{Stockade}{stockade} or more advanced fortification can
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not be reduced below three. Therefore, it is usually impossible to
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abandon a fortified colony. The FreeCol rule set deliberately
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ignores this rule of the original game.
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\item While the original game awards
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\hyperlink{Exploration}{exploration points} only for the discovery
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of the Pacific Ocean, FreeCol optionally awards exploration points
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for the discovery of various map regions. The FreeCol rule set
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enables exploration points by default, whereas the Classic rule set
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disables them by default.
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\item In the original game, it is impossible to attack units on land
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with ships or units aboard ships. This makes it possible to create
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invincible colonies by completely fortifying small islands. FreeCol
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optionally allows amphibious assaults. The option is on by default
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in the FreeCol rule set, and off by default in the Classic rule set.
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\item FreeCol optionally makes \hyperlink{Missionary}{missionaries}
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more useful. Settlements with a mission grant the owner of the
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mission better prices when trading, visibility of the tiles
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surrounding the settlement, and are willing to train more
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than one of his units. This feature is turned off by default in the
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Classic rule set and turned on by default in the FreeCol rule set.
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\item In the original game, the \hyperlink{Royal Expeditionary
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Force}{Royal Expeditionary Force} simply appears out of the blue,
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and can not be defeated at sea before unloading most of its
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troops. In FreeCol, you can decide whether the REF must obey the
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usual sailing rules. By default, the Classic rules emulate the
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original game, while the FreeCol rules allow a naval defeat of the
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REF.
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\item In the original game, the \hyperlink{Custom House}{Custom House}
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ignores all boycotts. This is generally considered a bug rather than
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a feature. Under the FreeCol rules, custom houses must obey boycotts
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by default, whereas they ignore boycotts by default under the
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Classic rules.
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\item It has been claimed that experts can produce a certain amount of
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goods even if not enough raw materials are available in the original
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game. Although it is unclear whether this is generally true and is a
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feature rather than a bug of the original game, the Classic rule set
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emulates this quirk by default. The FreeCol rule set does not.
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\item In the original game, the least skilled unit is always educated
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first. FreeCol optionally allows you to select the unit to be
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trained yourself. This feature is off by default in the Classic
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rule set and on by default in the FreeCol rule set.
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\item In the FreeCol ruleset, Francisco de Coronado grants full
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ongoing visibility of foreign colonies and their surroundings. Classic
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rules do not grant ongoing or surroundings visibility, and show
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revealed colonies as having size of one.
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\end{itemize}
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\hypertarget{Liberty and Immigration}{\section{Liberty and Immigration}}
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\Concept{Liberty} and Immigration are two very important aspects of
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the game. The more liberty you ``accumulate'', the more your colonists
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will support your policies. In time, they will work harder, thus
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gaining a production bonus, and will support independence from the
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home country. Since you can not secede from your home country before
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at least half of the population supports independence, and since
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popular support has a large influence on your final score, the
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accumulation of liberty must clearly be a priority.
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Liberty points are also required to elect new members to the
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\hyperlink{Continental Congress}{Continental Congress}. Each of these
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``founding fathers'' can increase your abilities in a different way.
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Nor should you neglect \Concept{Immigration}, since immigrants from
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Europe are likely to be your main source of skilled and unskilled
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labour early in the game. As your colonies become more and more
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self-sufficient and you build great universities to teach even the
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most demanding professions, immigrants from Europe become less
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important. But since the number of colonists is one of the most
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important factors contributing to your final score, you might wish to
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attract further immigrants even in the late stages of the game.
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In the original game, liberty points were virtually identical to
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\hyperlink{Liberty Bells}{Liberty Bells}, and immigration points were
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indistinguishable from \hyperlink{Crosses}{Crosses}. In the classic
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rule set and the default rule set, one Liberty Bell produces exactly
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one liberty point, and one Cross produces exactly one immigration
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point.
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However, new rule sets can change this ratio, or even introduce new
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types of goods that also produce liberty or immigration points. For
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example, you could introduce gold as a new type of goods that produces
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a large number of immigration points (say five immigration points per
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unit of gold) in order to simulate gold rushes.
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\hypertarget{Installation}{\chapter{Installation}}
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You can download a system independent installer, which should install
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FreeCol and set up the required shortcuts on your desktop. If
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everything works as planned, you will only need to double-click the
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icon in order to start the game. If this is not the case, then please
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read the following paragraphs.
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FreeCol comes with a multi-lingual desktop entry file for Linux, which
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is not installed by default, however. In order to install it, you need
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to copy the file ``freecol.desktop'' from the base install directory
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to the appropriate folder (e.g. ``/usr/share/applications'' or
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``~/.local/share/applications/''). You also need to edit the icon path
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defined in the file to match the location of the freecol icon.
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\hypertarget{System Requirements}{\section{System Requirements}}
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FreeCol is written in Java. In order to run, it requires a Java
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Virtual Machine. FreeCol should run on any platform on which a Java
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Virtual Machine compatible with Sun Java 8 or higher is available.
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FreeCol is known to work with \href{http://java.sun.com/}{Oracle Java}
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and \href{http://openjdk.java.net}{OpenJDK}. FreeCol is known to run on
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recent versions of Windows, Linux, and Mac OS X. If you are using
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FreeCol on a different platform, we would like to hear about it.
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FreeCol requires at least 256 MB memory, although some systems slow
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down badly and require 512MB. FreeCol works best with a screen
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resolution of at least 1024x768 pixels. It should also be possible to
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play the game with a screen resolution of 1024x600 pixels, although
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some panels will look a bit cramped. You can play the game with an
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even smaller screen, but we do not support that, and some things might
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not work.
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\hypertarget{FreeCol on Windows}{\subsection{FreeCol on Windows}}
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FreeCol uses context menus in several places. On most platforms,
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context menus are opened with a click of the right mouse button. If
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you have only one mouse button, holding down the \texttt{control} key
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while clicking the mouse button should also work. Some versions of
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Java on Windows are unable to display context menus that extend beyond
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the game window correctly. As we are unable to fix that, we display
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the context menu in the top left corner of the game window in these
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cases.
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\hypertarget{Compiling FreeCol}{\section{Compiling FreeCol}}
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In order to compile FreeCol you will need Java and
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\href{http://ant.apache.org/}{the Ant build system}. When these are
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installed, go to the root directory of FreeCol and type \verb$ant$ to
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build a JAR file containing the game. The game is started using the
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command \verb$java -Xmx2G -jar FreeCol.jar$.
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If something goes wrong, please open a bug report at the
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\href{http://sourceforge.net/projects/freecol}{SourceForge page of
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FreeCol}. Use the command \verb$ant -projecthelp$ to find out
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about other kinds of things you can build (this manual, for
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example). Note that you will require additional software to build the
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manual, however.
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\hypertarget{Interface}{\chapter{Interface}}
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This section will provide information about various interface
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elements, as well as the keyboard shortcuts and the different actions
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that can be used in the game.
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\hypertarget{Starting the game}{\section{Starting the game}}
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If you installed FreeCol with the system independent installer, or the
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Windows installer, there should be a shortcut on your desktop. Double
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click the icon in order to start the game. If that does not work, or
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if you prefer using the command line, then please read the following
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paragraphs.
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\hypertarget{Command line options}{\subsection{Command line options}}
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If you are in the directory in which FreeCol is installed, you can
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start the game with the command \verb$java -Xmx2G -jar FreeCol.jar$.
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This will tell the Virtual Machine to load the game and to set the
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maximum heap size to 512 MB. Refer to the manual of your Java Virtual
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Machine for details.
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There are many other Java options, but you probably won't need to
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change the default settings. FreeCol is developed in English, but it
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includes translations into many other languages, some of which are
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not very complete, however. Java will automatically select the
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translation for your locale, if available, and English otherwise. If
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you should wish to select a different language, or if language
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selection fails, you can choose a different language from the
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\hyperlink{client options}{preferences menu}.
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FreeCol also provides several application-specific command line
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options:
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\begin{itemize}
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\item\verb$--usage$ Display the help screen.
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\item\verb$--version$ Display the version number.
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\item\verb$--default-locale LOCALE$ Specify a locale.
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\item\verb$--freecol-data DIR$ Specify the directory that contains
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FreeCol's data files. In general, you will only need to use this if
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you have installed a modified copy of FreeCol's data files.
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\item\verb$--advantages ADVANTAGES$ Set the European nation advantages
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type, which must be one of \texttt{Selected} (each nation may choose
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an advantage), \texttt{Fixed} (the standard advantage types are
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fixed) or \texttt{None} (Europeans do not have national advantages).
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The names of the advantage types will be translated to the specified
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locale, but if you specify the ADVANTAGES wrongly an error message is
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printed which lists the available choices.
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\item\verb$--clientOptions FILE$ Override the client options file
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(normally \texttt{options.xml} in the freecol directory).
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\item\verb$--difficulty DIFFICULTY$ Set the default difficulty level.
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\item\verb$--europeans EUROPEANS$ Set the default number of enabled
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European colonial nations (normally the classic four: Dutch,
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English, French, Spanish).
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\item\verb$--font FONTSPEC$ Override the default font with a Java
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font specifier (e.g. Arial-BOLD-12).
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\item\verb$--full-screen$ Run FreeCol in full screen mode.
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\item\verb$--load-savegame SAVEGAME_FILE$ Load the given
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savegame. This is particularly useful in combination with the client
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option \hyperlink{show savegame settings}{show savegame settings}.
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\item\verb$--log-file FILE$ Override the location of the log file.
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\item\verb$--name NAME$ Specify a player name.
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\item\verb$--no-intro$ Skip the introductory video.
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\item\verb$--no-sound$ Run FreeCol without sound. Note that the game
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does not yet contain background music, so the only sounds you will
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hear will be special effects.
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\item\verb$--no-splash$ Skip the splash screen.
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\item\verb$--server$ Start a stand-alone server.
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\item\verb$--server-name NAME$ Specify the server name.
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\item\verb$--server-port PORT$ Specify the server port.
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\item\verb$--server-help$ Display a help screen for the more advanced
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server options.
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\item\verb$--splash FILE$ Specify the location of the splash screen file.
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\item\verb$--timeout TIMEOUT$ Specifies the number of seconds the
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server should wait for a player to answer a question (e.g. demands
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from natives). This is `infinite' by default in single player mode,
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and 60 seconds in multiplayer.
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\item\verb$--user-cache-directory DIRECTORY$ Use the given directory
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instead of your default FreeCol user cache directory to save
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temporary files such as the log file. If the specified directory does not
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exist this option will be ignored.
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\item\verb$--user-config-directory DIRECTORY$ Use the given directory
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instead of your default FreeCol user configuration directory to load
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client and custom options. You can use this in order to run the
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game from a USB stick\index{USB stick}, for example. Please note
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that specifying a client options file on the command line will override
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the options directory. If the specified directory does not
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exist this option will be ignored.
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\item\verb$--user-data-directory DIRECTORY$ Use the given directory
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instead of your default FreeCol user data directory to load and save
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games, and user mods. You can use this in order to run the
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game from a USB stick\index{USB stick}, for example. Please note
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that specifying a save game file on the command line will override
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the save game directory. If the specified directory does not
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exist FreeCol will exit.
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\item\verb$--windowed [WIDTHxHEIGHT]$ Run FreeCol in windowed mode,
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and optionally explicitly set the window width and height. If the
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size is not specified FreeCol will attempt to use as much space as
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possible without overlapping menu bars et al. Window size
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determination is not always correct for all combinations of
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operating systems and window systems, hence the ability to
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explicitly set the size.
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\end{itemize}
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There are several other options that you will probably only be
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interested in if you are a developer or need detailed debugging
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|
information:
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\begin{itemize}
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\item\verb$--check-savegame SAVEGAME_FILE$ Check the integrity of a saved game,
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exit with status equal to the result of the check.
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\item\verb$--debug [MODES]$ Start the game in (non-scoring)
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debugging mode. The optional argument is a comma separated list of
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the debug modes: `menus' (enables the debug menu and extra entries
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in popups and panels), `init' (generates a starting colony), `comms'
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(massive client-server communications tracing), `desync' (check for
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client-server desynchronization at start and end of the player's
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turn) and `paths' (more infomation is displayed on goto paths). It
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defaults to `menus' if null.
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\item\verb$--debug-run TURNS[,SAVENAME]$ Run in debug `menus' mode
|
|
for the specified number of turns, then optionally save the game to
|
|
the specified save name and quit.
|
|
\item\verb$--headless$ Force headless mode.
|
|
\item\verb$--log-console$ Log all java messages to the system console
|
|
as well as the log file.
|
|
\item\verb$--log-level LOGLEVEL$ Set the Java log level.
|
|
\item\verb$--no-java-check$ Skip the java version check.
|
|
\item\verb$--no-memory-check$ Skip the memory check.
|
|
\item\verb$--seed SEED$ Seed the random number generator.
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{Game setup}{\subsection{Game setup}}
|
|
|
|
|
|
\hypertarget{Main panel}{\subsubsection{Main panel}}
|
|
|
|
If you start FreeCol without command line options, the game will first
|
|
open a dialog that allows you to continue a game already started, to
|
|
start a new game, to open a saved game, to open the map editor, to set
|
|
various \hyperlink{client options} {options}, and to quit.
|
|
|
|
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 \verb$meta.freecol.org$\index{meta.freecol.org},
|
|
to join a \Concept{multi-player game}, or to start a new multi-player
|
|
game.
|
|
|
|
|
|
\hypertarget{New game}{\subsubsection{New game}}
|
|
|
|
If you start a new single-player or multi-player game, you must also
|
|
decide whether to use fixed or selectable national advantages, or no
|
|
national advantages at all. In the original game, national advantages
|
|
were always fixed. The Dutch, for example, always had a trading
|
|
advantage. You must also decide which rule set to use. At the moment,
|
|
FreeCol comes with two rule sets, namely ``FreeCol'' (the default) and
|
|
``Classic''. In the future, we will probably distribute additional
|
|
rule sets contributed by players. If you join another game, then you
|
|
must accept the settings the game's owner selected.
|
|
|
|
|
|
\hypertarget{difficulty level}{\subsubsection{Difficulty level}}
|
|
|
|
The next screen allows you to select an appropriate difficulty
|
|
level. The game comes with five pre-defined difficulty levels: ``Very
|
|
Easy'', ``Easy'', ``Normal'' (the default), ``Hard'' and ``Very
|
|
Hard''. The level is defined by about two dozen different settings,
|
|
such as the amount of gold you start the game with. If you select
|
|
``Very Easy'', for example, you will start with 1000 gold, if you
|
|
select ``Easy'', you will start with only 300 gold, and in higher
|
|
levels you will start entirely penniless.
|
|
|
|
You can also create your own custom difficulty level by selecting the
|
|
``Custom'' difficulty level and clicking on the ``Edit Difficulty'' button.
|
|
The initial settings will be as for ``Very Hard'' but should now all
|
|
be editable within sensible ranges.
|
|
|
|
\hypertarget{select nations}{\subsubsection{Select nations}}
|
|
|
|
The next screen allows you to select which European and native nations
|
|
will be present in the game, which colour will be used to represent
|
|
them, and whether they will be played by humans or computer
|
|
players. At the moment, human players can only select a European
|
|
nation. In future, that might change. If you chose selectable national
|
|
advantages, then you can also change the national advantage of the
|
|
nation you are playing.
|
|
|
|
The original game only included four European nations, namely the
|
|
Dutch, English, French and Spanish. FreeCol includes eight, mainly in
|
|
order to support large multi-player games, but also in order to
|
|
include the Portuguese, who were sadly absent from the original
|
|
game. By default, however, only the original four European nations are
|
|
selected.
|
|
|
|
The table headers for the {\bf Nation} and {\bf Advantage} columns are
|
|
buttons that will take you to the relevant sections of the
|
|
Colopedia. Also see the chapter on \hyperlink{Home Country}{your Home
|
|
Country} for further information on the national advantages of
|
|
various European nations.
|
|
|
|
This screen also allows you to change various \hyperlink{game options}
|
|
{game options}.
|
|
|
|
|
|
\hypertarget{Joining a game}{\subsubsection{Joining a game}}
|
|
|
|
If you choose to retrieve a list of running games from the metaserver,
|
|
your computer will attempt to establish a connection to
|
|
\verb$meta.freecol.org$, port $3540$\index{Port 3540}. 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.
|
|
|
|
If you wish to join a multi-player game, you must enter the
|
|
\Concept{IP address} of a server that is running a FreeCol game as
|
|
well as the port it is running on. The default port is
|
|
$3541$\index{Port 3541}. 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.
|
|
|
|
|
|
\hypertarget{Setting up a multi-player game}{\subsubsection{Setting up
|
|
a multi-player game}}
|
|
|
|
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 $3541$. 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.
|
|
|
|
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.
|
|
|
|
This means that you can only run FreeCol if you have the necessary
|
|
privileges to bind an unprivileged port. If you use a
|
|
\Concept{personal firewall} 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
|
|
$3540$. In order to connect to a server, your client also needs to
|
|
bind a port. Which port depends on the operating system you use.
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{map generator options}{\subsection{Map Generator Options}}
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{game options}{\subsection{Game Options}}
|
|
|
|
The game options allow you to select several parameters that
|
|
influence game play, such as non-standard rules and victory
|
|
conditions.
|
|
|
|
\hypertarget{map options}{\subsubsection{Map Options}}
|
|
|
|
\begin{itemize}
|
|
|
|
\item The option \Option{Turns to Sail} allows you to change the
|
|
number of turns required to sail between Europe and the New
|
|
World. By default, the journey takes three turns.
|
|
|
|
\item The \Option{Settlement Limit Modifier} allows you to relax the
|
|
settlement limit, which currently applies only to the number of
|
|
\hyperlink{Wagon Train}{Wagon Trains} that your colonies can
|
|
support.
|
|
|
|
\item The checkbox \Option{Fog of War} allows you to toggle whether
|
|
the areas of the map your units can not currently see are marked.
|
|
|
|
\item The checkbox \Option{Exploration Points} allows you to award
|
|
exploration points for regions discovered by the players. By
|
|
default, exploration points are only awarded for the discovery of
|
|
the Pacific Ocean.
|
|
|
|
\item The checkbox \Option{Amphibious Moves} enables offensive units
|
|
to attack colonies from a ship. This is necessary in order to
|
|
prevent the construction of unassaillable strongholds on small
|
|
islands.
|
|
|
|
\item The checkbox \Option{Empty Trade Units} enables empty carriers
|
|
to trade with foreign settlements, in other words to buy foreign
|
|
goods without selling goods first.
|
|
|
|
\item The checkbox \Option{Chief Contact} toggles whether all
|
|
interactions with a settlement, such as sending a unit to learn a
|
|
skill, automatically contact its chief.
|
|
|
|
\item The checkbox \Option{Enhanced Missionaries} grants missionaries
|
|
various abilities, making them more valuable than in the original
|
|
game.
|
|
|
|
\item The option \Option{Mission Influence} allows you to change the
|
|
strength of the influence of a Mission to the alarm level of the
|
|
natives in a settlement.
|
|
|
|
\item The \Option{Gift Probability} influences the amount of gifts
|
|
your colonies will receive from the natives.
|
|
|
|
\item The \Option{Demand Probability} influences the number of demands
|
|
your colonies will receive from the natives.
|
|
|
|
\item The checkbox \Option{Continue Recruiting Founding Fathers}
|
|
allows you to elect \hyperlink{Founding Fathers}{Founding Fathers}
|
|
after independence has been granted.
|
|
|
|
\item The checkbox \Option{Teleport REF} enables the \hyperlink{Royal
|
|
Expeditionary Force}{Royal Expeditionary Force} to arrive directly
|
|
at its destination, as in the original game. If this option is
|
|
disabled, the REF must sail to its destination and can be attacked
|
|
{\it en route}.
|
|
|
|
\item The option \Option{Starting Positions} allows you to determine
|
|
whether the various European nations will start at positions similar
|
|
to those of the original game, at positions closer to their
|
|
historical landfalls, or at random locations.
|
|
|
|
\end{itemize}
|
|
|
|
\hypertarget{colony options}{\subsubsection{Colony Options}}
|
|
|
|
\begin{itemize}
|
|
|
|
\item The checkbox \Option{Custom House Ignores Boycott} enables
|
|
\hyperlink{Custom House}{Custom Houses} to \hypertarget{ignore
|
|
boycotts}{ignore boycotts}\index{ignoring boycotts} and export
|
|
boycotted goods regardless. 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 in the FreeCol rule set.
|
|
|
|
\item The checkbox \Option{Experts Have Connections} enables experts
|
|
working in factory-level buildings 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.
|
|
|
|
\item The checkbox \Option{Save Production Overflow}, toggles whether
|
|
the construction of new units or buildings uses up all available
|
|
hammers, or only the exact number required. In the latter case, the
|
|
remaining hammers will remain available for the next building
|
|
project.
|
|
|
|
\item The checkbox \Option{Allow Student Selection} enables (and
|
|
obliges) you to explicitly assign students to teachers. The original
|
|
game always selects a random student from those available.
|
|
|
|
\item The checkbox \Option{Buildings Require Upkeep} toggles whether
|
|
you have to pay for the upkeep of all buildings not present in a
|
|
newly established colony. If you fail to pay the upkeep, you will
|
|
suffer a production penalty. This feature was apparently considered
|
|
for the original game, but was removed during play-testing.
|
|
|
|
\item The option \Option{Natural Disasters} influences the probability
|
|
of natural disasters devastating your colonies. If this option is
|
|
set to zero, no natural disasters will occur.
|
|
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{victory conditions}{\subsubsection{Victory Conditions}}
|
|
|
|
Victory conditions allow you to choose how a European player may win
|
|
the game:
|
|
|
|
\begin{itemize}
|
|
|
|
\item \Option{First Player to Gain Independence}
|
|
|
|
\item \Option{All Other European Players Defeated}
|
|
|
|
\item \Option{All Other Human Players Defeated}
|
|
|
|
\end{itemize}
|
|
|
|
Please note that if you start a single-player game and select the
|
|
defeat of all other human players as a victory condition, your game
|
|
will end immediately, since the victory condition already applies.
|
|
|
|
|
|
\hypertarget{year options}{\subsubsection{Year Options}}
|
|
|
|
\begin{itemize}
|
|
|
|
\item The \Option{Starting Year} determines the year in which the game
|
|
starts (defaults to 1492).
|
|
|
|
\item The \Option{Season Year} determines the first year with two
|
|
turns or seasons per year (defaults to 1600).
|
|
|
|
\item The \Option{Mandatory Colony Year} determines the first year in
|
|
which it becomes mandatory for European players to own at least one
|
|
colony in order to avoid defeat (defaults to 1600).
|
|
|
|
\item The \Option{Last Game Year} determines the year in which the
|
|
game ends (defaults to 1850).
|
|
|
|
\item The \Option{Last Colonial Game Year} determines the year by
|
|
which European players must have declared independence in order to
|
|
avoid defeat (defaults to 1800).
|
|
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{initial prices}{\subsubsection{Initial Prices}}
|
|
|
|
The initial price options determine the minimum and maximum initial
|
|
prices for all goods traded in Europe, as well as the difference
|
|
between the buy and sell prices. Unless the initial prices for a type
|
|
of goods are set to the same value, the initial price will be
|
|
randomized at the beginning of the game. The price spread, however,
|
|
remains constant.
|
|
|
|
You can also set the price of hammers when paying for the completion
|
|
of buildings and buildable units.
|
|
|
|
|
|
\hypertarget{client options}{\section{Client Options}}
|
|
|
|
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.
|
|
|
|
\hypertarget{display options}{\subsection{Display Options}}
|
|
|
|
\begin{itemize}
|
|
|
|
\item The language\index{language} to use. Some languages are spoken
|
|
in more than one country. In this case, you might also be able to
|
|
select a specific country. See
|
|
\hyperlink{translations}{Translations} for further details.
|
|
|
|
\item 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 \verb$7$ on top. Note that some panels only show a single
|
|
item with a number next to it or below it anyway.
|
|
|
|
\item 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.
|
|
|
|
\item Whether to center on the selected tile automatically.
|
|
|
|
\item Whether to center on the active unit always.
|
|
|
|
\item Whether to display the \textit{Fog of War}, which enables you to
|
|
see which tiles are currently visible to your units..
|
|
|
|
\item Whether to scroll the map when dragging with the mouse.
|
|
|
|
\item Whether to display the \hyperlink{compass rose}{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.
|
|
|
|
\item Whether to display the map controls, which include the
|
|
\hyperlink{minimap}{minimap}, the \hyperlink{info panel}{info panel}
|
|
and the \hyperlink{unit buttons}{unit buttons}.
|
|
|
|
\item Whether to display the map grid.
|
|
|
|
\item Whether to display tile names, owners, regions or none of the
|
|
above.
|
|
|
|
\item 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.
|
|
|
|
\item How to animate the movements of your own units.
|
|
|
|
\item How to animate the movements of enemy units.
|
|
|
|
\item How to display the minimap:
|
|
|
|
\begin{itemize}
|
|
\item Whether to attempt smooth rendering.
|
|
|
|
\item Which background color to use.
|
|
|
|
\item Which zoom level to use as default.
|
|
\end{itemize}
|
|
|
|
\end{itemize}
|
|
|
|
Beware that some combinations of Java implementation and underlying
|
|
graphics drivers have bugs that cause high CPU load and very slow
|
|
performance, especially if animation is enabled. If this happens,
|
|
either disable animation, try changing the ``Use Pixmaps'' client
|
|
option, or experiment with the \texttt{-Dsun.java2d.pmoffscreen=false}
|
|
Java command line option.
|
|
|
|
|
|
\hypertarget{translations}{\subsection{Translations}}
|
|
|
|
The FreeCol user interface has been translated into several languages,
|
|
but not all translations are complete. 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.
|
|
|
|
Translations for the FreeCol user interface are kindly provided by
|
|
\href{http://translatewiki.net}{\tt trans\-late\-wiki.net}. If you want to
|
|
improve the translation you use, please get an account at the wiki and
|
|
contribute. The translation available at the wiki may well be more
|
|
complete than the one included in the latest FreeCol package, which
|
|
may be several months old.
|
|
|
|
If you want to install the latest translation available, go to {\tt
|
|
trans\-late\-wiki.net} and follow the link {\tt Special pages} from the
|
|
navigation bar on the left. Scroll down to the section {\tt Wiki data
|
|
and tools} and follow the link {\tt Translate}, which takes you to a
|
|
list of the projects for which the wiki provides translations. Choose
|
|
{\tt FreeCol} to view a form. Select {\tt Export translations to file}
|
|
from the dropdown box labelled {\tt I want to}. Select the language
|
|
you are interested in and press the {\tt Fetch} button. Please take
|
|
note of the abbreviation used for the language, which you will need
|
|
during the next step.
|
|
|
|
Now, save the result as a file. Find the directory where FreeCol is
|
|
installed and open the sub-directory {\tt data}, then the
|
|
sub-directory {\tt strings}, where you will find a large number of
|
|
files called
|
|
|
|
\begin{quotation}
|
|
{\tt FreeColMessages\_}{\it abbreviation}{\tt
|
|
.properties}.
|
|
\end{quotation}
|
|
|
|
Overwrite the file with the correct abbreviation and
|
|
you are done. The next time you start FreeCol, it will use the updated
|
|
translation.
|
|
|
|
|
|
|
|
|
|
\hypertarget{message options}{\subsection{Message Options}}
|
|
|
|
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:
|
|
|
|
\begin{itemize}
|
|
\item Warning messages. These are important and should generally not
|
|
be turned off.
|
|
\item Messages about the Sons of Liberty membership in your colonies.
|
|
\item Messages about the efficiency of the government in your
|
|
colonies. The efficiency of the government influences the production
|
|
of all types of goods.
|
|
\item Messages about the number of goods in your colonies'
|
|
warehouses.
|
|
\item Messages about units improving through experience, education or
|
|
promotion after a battle won.
|
|
\item Messages about units being demoted after a battle lost.
|
|
\item Messages about new units, such as colonists born in your
|
|
colonies.
|
|
\item Messages about units lost in battle, missing in action or dead
|
|
of starvation.
|
|
\item Messages about the completion of buildings in your colonies.
|
|
\item Foreign diplomatic messages about the declaration of wars and
|
|
signing of peace treaties.
|
|
\item Messages about the prices of goods in Europe changing.
|
|
\item Messages about reduced production due to missing goods.
|
|
\item 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.
|
|
\item 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.
|
|
\item Tutorial messages. These are still a work in progress and thus
|
|
rather limited.
|
|
\end{itemize}
|
|
|
|
\hypertarget{audio options}{\subsection{Audio Options}}
|
|
|
|
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.
|
|
|
|
\hypertarget{savegame options}{\subsection{Savegame Options}}
|
|
|
|
\begin{itemize}
|
|
\item Whether to \hypertarget{show savegame settings}{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''.
|
|
\item After how many turns you want the client to create an auto-save
|
|
file. If you select \verb$0$, the client will never create auto-save
|
|
files. If you select \verb$1$, the client will create an auto-save
|
|
file every turn.
|
|
\item How many generations of auto-save files you wish to retain.
|
|
\end{itemize}
|
|
|
|
\hypertarget{warehouse options}{\subsection{Warehouse Options}}
|
|
|
|
\begin{itemize}
|
|
\item The number of goods to keep in your warehouse when exporting
|
|
goods automatically (which requires a \hyperlink{Custom House}
|
|
{custom house}), or by means of a \hyperlink{Trade Routes}{trade
|
|
route}.
|
|
\item 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.
|
|
\item 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.
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{keyboard accelerators}{\subsection{Keyboard
|
|
Accelerators}}
|
|
|
|
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.
|
|
|
|
\hypertarget{other options}{\subsection{Other Options}}
|
|
|
|
\begin{itemize}
|
|
\item Whether to load immigrants waiting in Europe onto your ships
|
|
automatically.
|
|
\item Whether to end the turn automatically after all your units have
|
|
been moved.
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{main screen}{\section{The main screen}}
|
|
|
|
The figure \ref{main_screen_fig} represents the main screen.
|
|
\begin{figure}[htb]
|
|
\begin{center}
|
|
\includegraphics[scale=0.35]{images/main_screen.png}
|
|
\caption{The main screen.\label{main_screen_fig}}
|
|
\end{center}
|
|
\end{figure}
|
|
|
|
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 \hyperlink{client options}{preferences menu} allows you to disable
|
|
some of these controls if you wish to do so.
|
|
|
|
\hypertarget{menubar}{\subsection{The Menubar}}
|
|
|
|
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.
|
|
|
|
The \hypertarget{game menu}{Game Menu} allows you to:
|
|
|
|
\begin{itemize}
|
|
\item start a new game
|
|
\item open a savegame
|
|
\item save the current game
|
|
\item change your preferences
|
|
\item reconnect to the server
|
|
\item chat with another player
|
|
\item declare independence
|
|
\item end your turn
|
|
\item return to the main menu
|
|
\item view high scores
|
|
\item retire from the game
|
|
\item quit the game entirely
|
|
\end{itemize}
|
|
|
|
The \hypertarget{view menu}{View Menu} allows you to:
|
|
|
|
\begin{itemize}
|
|
\item turn the map controls (minimap and info panel) on or off
|
|
\item turn the map grid on or off
|
|
\item turn borders on or off
|
|
\item switch between the unit view and the terrain view
|
|
\item switch between full-screen mode and windowed mode
|
|
\item display tile names, owners, regions or none of the above
|
|
\item change the zoom level of the main map
|
|
\item switch to the Europe panel
|
|
\item display trade routes
|
|
\item center the map on a known settlement
|
|
\end{itemize}
|
|
|
|
The \hypertarget{orders menu}{Orders Menu} enables you to give orders
|
|
to the currently selected unit:
|
|
|
|
\begin{itemize}
|
|
\item switch to sentry mode
|
|
\item fortify
|
|
\item go to a destination you select
|
|
\item go to a tile you select
|
|
\item execute goto orders
|
|
\item assign trade route
|
|
\item build or join a colony
|
|
\item plow the tile the unit is on (requires 20 tools)
|
|
\item build a road on the tile the unit is on (requires 20 tools)
|
|
\item load a carrier if possible
|
|
\item unload all goods and units on board if possible
|
|
\item wait until other units have moved
|
|
\item skip this turn
|
|
\item switch to a different unit on the same tile
|
|
\item clear current orders
|
|
\item change the unit's name
|
|
\item disband the unit
|
|
\end{itemize}
|
|
|
|
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\index{dump
|
|
cargo} in order to avoid the \hyperlink{Cargo Penalty}{cargo
|
|
penalty}.
|
|
|
|
The \hypertarget{reports menu}{Reports Menu} provides access to
|
|
various reports on the current state of your colonies. In these
|
|
reports, icons as well as blue text strings link to the places they
|
|
refer to. If you click on the name of a colony, for example, the
|
|
\hyperlink{colony panel}{Colony Panel} will be opened.
|
|
|
|
\begin{itemize}
|
|
\item The \Report{Religious Advisor} tells you how many crosses your
|
|
colonies produce, and how many crosses are required in order to
|
|
recruit the next emigrant in Europe.
|
|
\item The \Report{Labour Advisor} 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.
|
|
\item The \Report{Colony Advisor} 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.
|
|
\item The \Report{Foreign Affairs Advisor} 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 \hyperlink{Jan de
|
|
Witt}{Jan de Witt} has joined the \hyperlink{Continental
|
|
Congress}{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.
|
|
\item The \Report{Indian Advisor} tells you about your relations with
|
|
the various Indian nations, and the number of settlements they
|
|
possess.
|
|
\item The \Report{Continental Congress Advisor} tells you which
|
|
Founding Fathers are already present in the \hyperlink{Continental
|
|
Congress}{Continental Congress} and which Founding Father is currently
|
|
being elected.
|
|
\item The \Report{Military Advisor} informs you of the deployment of
|
|
your military units, as well as the strength of the \hyperlink{Royal
|
|
Expeditionary Force}{Royal Expeditionary Force}.
|
|
\item The \Report{Naval Advisor} informs you of the whereabouts of
|
|
your naval units, as well as the strength of the \hyperlink{Royal
|
|
Expeditionary Force}{Royal Expeditionary Force}.
|
|
\item The \Report{Trade Advisor} 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 \hyperlink{Custom House}{Custom House} are
|
|
highlighted, as are all goods that are currently being automatically
|
|
exported from these colonies.
|
|
\item The \Report{Turn Report} 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.
|
|
\item The \Report{Requirements Report} 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.
|
|
\item The \Report{Exploration Report} 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.
|
|
\item The \Report{History Report} 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.
|
|
\item The \Report{Production Report} provides you with an overview of
|
|
the production of up to four different kinds of goods in your
|
|
colonies, as well as the buildings that produce these goods.
|
|
\item The \Report{Education Report} shows you the schoolhouses,
|
|
colleges and universities in your colonies, as well as a list of
|
|
potential teachers and potential students.
|
|
\item The menu item ``Show Difficulty Level'' displays the
|
|
\hyperlink{difficulty level}{difficulty level} of the current game.
|
|
\item The menu item ``Show Game Options'' displays the \hyperlink{game
|
|
options}{Game Options} of the current game.
|
|
\item The menu item ``Show Map Generator Options'' displays the
|
|
\hyperlink{map generator options}{options} that produced the map
|
|
used by the current game.
|
|
|
|
\end{itemize}
|
|
|
|
The \hypertarget{colopedia menu}{Colopedia Menu} provides access to
|
|
the online game help, which is divided into eight sections:
|
|
|
|
\begin{itemize}
|
|
\item The terrain section contains information on all the different
|
|
types of terrain you may encounter in the New World.
|
|
\item The bonus resources section lists the special resources of the
|
|
New World. These resources greatly increase the production of
|
|
certain goods. In some cases, tiles can only produce particular
|
|
goods if a resource is present.
|
|
\item The goods section gives on overview of all the types of goods in
|
|
the game.
|
|
\item The unit section provides details on various types of units,
|
|
your own as well native units and units of the Royal Expeditionary
|
|
Force. Skilled units are not included.
|
|
\item The skills section lists the various expert units you may
|
|
recruit or train.
|
|
\item The buildings section provides information on the various
|
|
constructions you may build in your colonies.
|
|
\item The Founding Father section can be used to look up information
|
|
on the various Founding Fathers you may elect to the Continental
|
|
Congress.
|
|
\item 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.
|
|
\item The national advantages section tells you which national
|
|
advantages are available. Some advantages only apply to European
|
|
players, others only to native players.
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{info panel}{\subsection{The Info Panel}}
|
|
|
|
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.
|
|
|
|
If a unit is displayed, you can click on the info panel in order to
|
|
centre the map on this unit.
|
|
|
|
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
|
|
\verb$Shift-Ctrl-V$, or by using the view menu.
|
|
|
|
|
|
\hypertarget{minimap}{\subsection{The Minimap}}
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{unit buttons}{\subsection{The Unit Buttons}}
|
|
|
|
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:
|
|
|
|
\begin{itemize}
|
|
\item wait
|
|
\item skip turn
|
|
\item fortify
|
|
\item clear forest / plow tile (requires 20 tools)
|
|
\item build road (requires 20 tools)
|
|
\item build colony
|
|
\item disband unit
|
|
\end{itemize}
|
|
|
|
All these actions are also available from the \hyperlink{orders
|
|
menu}{Orders Menu} of the menu bar, and as \hyperlink{keyboard
|
|
shortcuts}{keyboard shortcuts}.
|
|
|
|
|
|
\hypertarget{compass rose}{\subsection{The Compass Rose}}
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{main map}{\subsection{The Main Map}}
|
|
|
|
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. Sometimes units will be all
|
|
grey---this shows the position of the unit when you could last see
|
|
that tile, but does not guarantee that the unit is still there. Left
|
|
click on a tile in order to center the main map, or on a unit in order
|
|
to select it (a \hyperlink{display options}{display option} allows you
|
|
to decide whether the map should always centre on the selected unit,
|
|
or not).
|
|
|
|
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):
|
|
|
|
\vskip5mm
|
|
|
|
\begin{tabular}{l r l}
|
|
Colour&Bonus/Penalty&Requirements\\
|
|
\hline
|
|
Red & -2 & more than eight tories\\
|
|
Orange & -1 & four to seven tories\\
|
|
White & 0 & less than four tories and less than 50\% SoL\\
|
|
Green & +1 & 50\% SoL or more\\
|
|
Blue & +2 & 100\% SoL\\
|
|
\end{tabular}
|
|
|
|
\vskip5mm
|
|
|
|
left-click on a colony in order to open the \hyperlink{colony
|
|
panel}{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.
|
|
|
|
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 \hyperlink{colony
|
|
panel}{colony panel}.
|
|
|
|
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.
|
|
|
|
If a unit is selected, further information about that unit is
|
|
displayed in the \hyperlink{info panel}{info panel}, and you can move
|
|
the unit\index{unit movement} using the numeric keypad or the
|
|
\hyperlink{compass rose}{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.
|
|
|
|
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 \hyperlink{main
|
|
screen}{main screen}.
|
|
|
|
|
|
\begin{center}
|
|
\includegraphics{images/path-foot.png}
|
|
\includegraphics{images/path-horse.png}
|
|
\includegraphics{images/path-wagon.png}
|
|
\includegraphics{images/path-naval.png}
|
|
\end{center}
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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:
|
|
|
|
\pagebreak[2]
|
|
\begin{itemize}
|
|
\item\verb$-$: the unit is active (no orders).
|
|
\item\verb$F$: the unit is or is becoming fortified.
|
|
\item\verb$G$: the unit is going somewhere.
|
|
\item\verb$P$: the unit is plowing a tile.
|
|
\item\verb$R$: the unit is building a road.
|
|
\item\verb$S$: the unit is waiting for transport (Col1 called this
|
|
``sentry'' mode)
|
|
\item\verb$T$: the unit is following a trade route.
|
|
\item\verb$X$: the unit has been skipped for this turn.
|
|
\item\verb$0$: the unit has no moves left.
|
|
\item\verb$#$: the unit's state is unknown (some enemy units).
|
|
\end{itemize}
|
|
|
|
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.
|
|
|
|
Indian Settlements display at least two shields: The colour of the
|
|
first shield indicates the nation this settlement belongs to. A $*$ on
|
|
this shield indicates that this settlement is the nation's capital, a
|
|
$-$ that it is not. The second shield, which bears an exclamation mark
|
|
($!$) if you have visited the settlement, and a question mark ($?$) 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.
|
|
|
|
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
|
|
\hyperlink{Jesuit Missionary}{Jesuit Missionary}, and grey otherwise.
|
|
|
|
The preferences menu allows you to select ``modern'' colony labels
|
|
instead of these ``classic'' labels. The modern labels display the
|
|
same information, but in a slightly different way.
|
|
|
|
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 \hyperlink{orders menu}{Orders Menu}, and you can
|
|
use the following \hypertarget{keyboard shortcuts}{keyboard shortcuts}:
|
|
|
|
\pagebreak[2]
|
|
\begin{itemize}
|
|
\item\verb$a$: assign a trade route.
|
|
\item\verb$b$: build a colony, or join an existing colony.
|
|
\item\verb$c$: clear forest (requires 20 tools)
|
|
\item\verb$d$: disband the active unit.
|
|
\item\verb$e$: show the Europe panel.
|
|
\item\verb$f$: fortify.
|
|
\item\verb$g$: go to some destination tile.
|
|
\item\verb$h$: go to a settlement (or Europe if a ship).
|
|
\item\verb$l$: load (fill up all holds already in use).
|
|
\item\verb$n$: rename the unit.
|
|
\item\verb$o$: execute goto orders immediately.
|
|
\item\verb$p$: plow the current tile (requires 20 tools).
|
|
\item\verb$r$: build a road on the current tile (requires 20 tools).
|
|
\item\verb$s$: be a sentry (wait for something to happen).
|
|
\item\verb$t$: show trade routes.
|
|
\item\verb$u$: unload or dump cargo.
|
|
\item\verb$w$: wait for another unit to move.
|
|
\item\verb$z$: clear orders.
|
|
\item\verb$tab$: switch to next unit on tile, or to colony screen.
|
|
\item\verb$space$: skip for this turn.
|
|
\item\verb$enter$: end the turn.
|
|
\item\verb$plus$ or \verb$equals$: zoom in.
|
|
\item\verb$minus$ or \verb$underscore$: zoom out.
|
|
\item\verb$ctrl-c$: center on the currently selected unit.
|
|
\item\verb$ctrl-d$: display tile names.
|
|
\item\verb$ctrl-f$: find a colony.
|
|
\item\verb$ctrl-g$: display grid.
|
|
\item\verb$ctrl-m$: show/hide the map controls.
|
|
\item\verb$ctrl-n$: new game.
|
|
\item\verb$ctrl-o$: open a game.
|
|
\item\verb$ctrl-q$: quit the game.
|
|
\item\verb$ctrl-r$: reconnect.
|
|
\item\verb$ctrl-s$: save a game.
|
|
\item\verb$ctrl-t$: show the chat panel.
|
|
\end{itemize}
|
|
|
|
You can customize these settings in the preferences dialog.
|
|
|
|
|
|
\hypertarget{europe panel}{\section{The Europe Panel}}
|
|
|
|
The figure \ref{europe_panel_fig} represents the Europe panel.
|
|
\begin{figure}[htb]
|
|
\begin{center}
|
|
\includegraphics[scale=0.35]{images/europe_panel.png}
|
|
\caption{The Europe Panel\label{europe_panel_fig}}
|
|
\end{center}
|
|
\end{figure}
|
|
|
|
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 visible in the Docks Area in the Europe
|
|
panel.
|
|
|
|
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).
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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. Blessing a missionary, however, is free.
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{colony panel}{\section{The Colony panel}}
|
|
|
|
The figure \ref{colony_panel_fig} represents the Colony panel.
|
|
\begin{figure}[htb]
|
|
\begin{center}
|
|
\includegraphics[scale=0.35]{images/colony_panel.png}
|
|
\caption{The Colony Panel\label{colony_panel_fig}}
|
|
\end{center}
|
|
\end{figure}
|
|
|
|
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.
|
|
|
|
The select box at the top left of the panel displaying the name of the
|
|
colony can be used to select a different colony. You can also use the
|
|
``left'' and ``right'' keys to ``scroll'' through your colonies. Next
|
|
to the colony's name, the production panel shows all the goods your
|
|
colony is producing.
|
|
|
|
Below colony name, 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. Buildings
|
|
only ever produce a single type of goods. 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
|
|
can not be used---it is either assigned to another colony or
|
|
settlement, or is occupied by a hostile unit, or is a water tile which
|
|
can not be used until you have built \hyperlink{Dock}{docks}. Note
|
|
that if you drag a unit onto a tile owned by the natives you may be
|
|
offered the chance to purchase the land.
|
|
|
|
Below the surrounding area, you can see the population panel, which
|
|
displays the size of your colony, the number and percentage of
|
|
colonists that support independence, the number and percentage of
|
|
colonists that support the crown, as well as the current production
|
|
bonus.
|
|
|
|
Below the status panel, the port panel shows you any ships or wagon
|
|
trains in the colony. If there is at least one unit present, the cargo
|
|
panel below the port panel shows you the cargo of the selected carrier
|
|
(if any).
|
|
|
|
On the right hand side of the panel, you can see the buildings panel,
|
|
which displays an image for every building in the colony, as well as
|
|
the building or unit currently being built. You can see the units
|
|
working in a building, as well as its production. If you let the mouse
|
|
hover over a building, you can see a slightly larger and more detailed
|
|
view. You can click on any building in order to open the build queue
|
|
dialog, which enables you to create a list of units and buildings to
|
|
build.
|
|
|
|
Below the buildings panel, the outside colony panel shows you which
|
|
colonists are present on the same tile, but are not working inside the
|
|
colony. Any units shown here are able to defend the colony against
|
|
attacks.
|
|
|
|
Near the bottom of the Colony panel, 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. Additionally you
|
|
may press the shift and alt keys together while dragging to move all the
|
|
available goods in the colony onto the selected carrier as long as there
|
|
are available holds. (This only works when moving goods in or out of a
|
|
colony, but not in Europe.)
|
|
|
|
The \hyperlink{Warehouse}{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
|
|
\hyperlink{Warehouse Expansion}{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.
|
|
|
|
If you have already built a \hyperlink{Custom House}{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.
|
|
|
|
At the bottom of the Colony Screen, you will see a row of buttons, not
|
|
all of which are always active. These buttons will allow you to
|
|
|
|
\begin{itemize}
|
|
\item Unload the active ship or wagon train
|
|
\item Fill up all partially filled holds of the active ship or
|
|
wagon train
|
|
\item Open the warehouse dialog in order to change the export and
|
|
warning levels for all types of goods (see \hyperlink{The Warehouse
|
|
Dialog}{below})
|
|
\item Select which buildings or units to build (see \hyperlink{The
|
|
Build Queue Panel}{below}).
|
|
\item Close the dialog
|
|
\end{itemize}
|
|
|
|
You can drag and drop colonists to and from buildings, tiles
|
|
surrounding the colony, ships and the area outside of the colony. You
|
|
can also use the right-click menu of any unit to assign it to a work
|
|
place, equip it, or place it outside of the colony (unless it already
|
|
is outside of the colony).
|
|
|
|
|
|
|
|
\hypertarget{The Warehouse Dialog}{\subsection{The Warehouse Dialog}}
|
|
|
|
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.
|
|
|
|
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 \hyperlink{Custom House}{Custom House}, or by a
|
|
carrier following a \hyperlink{Trade Routes}{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.
|
|
|
|
|
|
\hypertarget{The Build Queue Panel}{\subsection{The Build Queue Panel}}
|
|
|
|
Clicking on a building (not one of the units working in the building)
|
|
opens the build queue panel, which allows you to select which items
|
|
the colony should build. The panel consists of three sub-panels, the
|
|
unit panel on the left, the buildings panel on the right and the build
|
|
queue in the centre. You can drag and drop items from the unit panel
|
|
and the buildings panel to the build queue and back. You can also
|
|
double-click an item in the unit panel or the building panel to add it
|
|
to the build queue, and you can double-click an item in the build
|
|
queue to remove it. Right-click an item to see its entry in the
|
|
Colopedia.
|
|
|
|
The panel contains a checkbox that switches between the compact view,
|
|
which shows only the names of the buildable items, and the icon view,
|
|
which also shows the goods required to build each item. Another
|
|
checkbox allows you to see items that the colony can not build at this
|
|
time because it lacks the necessary population, or because some other
|
|
requirement has not yet been met. You can also add these items, which
|
|
are marked with a small lock icon, to the build queue, but not as the
|
|
head of the queue.
|
|
|
|
The ``buy building'' button allows you to buy the building at the top
|
|
of the build queue, provided that you have enough gold.
|
|
|
|
|
|
\hypertarget{customization}{\section{Customization}}
|
|
|
|
The FreeCol user interface can be customized to a certain degree. In
|
|
the directory where FreeCol is installed, you will find a
|
|
sub-directory called {\tt data}, which contains configuration files
|
|
and multimedia assets. These include the images used to represent
|
|
units, goods, buildings and various other objects that appear in the
|
|
game, sounds to play when certain events occur and so forth. You can
|
|
replace them if you wish.
|
|
|
|
The sub-directory {\tt data/base/} contains assets that are used for
|
|
the user interface in general, independent of the rules used for a
|
|
particular game. The sub-directory {\tt
|
|
data/\-base/\-resources/\-fonts} contains several fonts\index{fonts}
|
|
that are distributed with FreeCol, including the file {\tt
|
|
ShadowedBlack.ttf}, which contains the black letter font used to
|
|
display headlines and the titles of panels. The file {\tt
|
|
data/\-base/\-resources.properties} allows you to configure how the
|
|
assets are used.
|
|
|
|
The line
|
|
|
|
\begin{quote}
|
|
{\tt NormalFont=urn:font:Serif-PLAIN-13}
|
|
\end{quote}
|
|
|
|
for example, selects the font called ``Serif'' with font style
|
|
``plain'' and font size 13. Instead of ``Serif'', you could use any
|
|
other font that is known to the Java Virtual Machine of your
|
|
system. In general, this includes all fonts installed by the operating
|
|
system (rather than individual applications).
|
|
|
|
Please note that FreeCol uses a Uniform Resource Identifier (URI) to
|
|
identify the font. For this reason, you must obey the usual quoting
|
|
rules. In particular, you must use the string {\tt \%20} instead of a
|
|
space character in the font name.
|
|
|
|
Alternately you can also use fonts that are not known to the JVM. You
|
|
can copy it to the fonts directory mentioned above and add it to the
|
|
configuration file by adding a line like this:
|
|
|
|
\begin{quote}
|
|
{\tt MyFavouriteFont=resources/fonts/Chancery.ttf}
|
|
\end{quote}
|
|
|
|
Then you could say:
|
|
|
|
\begin{quote}
|
|
{\tt NormalFont=urn:font:Black\%20Chancery-PLAIN-13}
|
|
\end{quote}
|
|
|
|
Instead of {\tt MyFavouriteFont}, you can any key you like, as long as
|
|
it is not being used for anything else. This line will add your font
|
|
to the list of fonts known to the JVM, and you can then use its name,
|
|
which is, however, likely to differ from the file name. The file {\tt
|
|
Chancery.ttf}, for example, contains a font called ``Black
|
|
Chancery''.
|
|
|
|
|
|
\hypertarget{The New World}{\chapter{The New World}}
|
|
|
|
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.
|
|
|
|
\hypertarget{Terrain Types}{\section{Terrain Types}}
|
|
|
|
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 \Terrain{High Seas} 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 \Terrain{Ocean} tiles, which produce
|
|
\hyperlink{Fish}{Fish}.
|
|
|
|
In the New World, you will also discover \Terrain{Plains}, which
|
|
produce a great deal of Grain, a lesser amount of Cotton, and some
|
|
Ore; \Terrain{Grassland}, on which Grain and Tobacco can be
|
|
cultivated; \Terrain{Prairie}, which are suitable for growing Grain
|
|
and Cotton; \Terrain{Savannah}, which produces Grain and Sugar;
|
|
\Terrain{Marsh}, where Grain can be cultivated and some Ore can be
|
|
mined; \Terrain{Swamp}, which yields some Grain, and small amounts of
|
|
Sugar, Tobacco and Ore; \Terrain{Desert}, which produce some Food,
|
|
Cotton and Ore; as well as \Terrain{Tundra}, where Grain can be grown,
|
|
and some Ore can be mined.
|
|
|
|
Large parts of the New World are covered in forests, all of which
|
|
yield varying amounts of Grain, Lumber and Furs. The \Terrain{Boreal
|
|
Forest} also produces Ore, the \Terrain{Mixed Forest} Cotton, the
|
|
\Terrain{Conifer Forest} Tobacco, the \Terrain{Tropical Forest} Sugar,
|
|
the \Terrain{Rain Forest} produces small amounts of Ore, Sugar and
|
|
Tobacco, the \Terrain{Wetland Forest} and the \Terrain{Scrub Forest}
|
|
yield some Ore, and the \Terrain{Broadleaf Forest} Cotton.
|
|
|
|
The \Terrain{Hills} produce a small amount of Grain, and can be mined
|
|
for Ore and a lesser amount of Silver. The \Terrain{Mountains} are
|
|
unsuitable for agriculture, but yield some Ore and Silver.
|
|
\Terrain{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.
|
|
|
|
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.
|
|
|
|
\hypertarget{Goods}{\section{Goods}}
|
|
|
|
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
|
|
\hyperlink{Home Port}{Home Port}. As soon as the ship arrives in
|
|
Europe, you can sell the goods, and buy others, in the
|
|
\hyperlink{europe panel}{Europe Panel}. Later in the game, after you
|
|
have built \hyperlink{Custom House}{Custom Houses}, goods can be
|
|
exported automatically. Until then, you can partially automate this
|
|
process by establishing \hyperlink{Trade Routes}{Trade Routes}.
|
|
|
|
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 \textbf{Sugar} and
|
|
\textbf{Tobacco}, but as prices drop, you should concentrate on luxury
|
|
products, such as \textbf{Rum} and \textbf{Cigars}, which command
|
|
higher prices.
|
|
|
|
\Goods{Food} 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 \hyperlink{Free Colonist}{Free Colonist}. Unfortunately, buying
|
|
food in Europe is always expensive, and colonial foodstuffs fetch only
|
|
poor prices.
|
|
|
|
Food is produced from two basic food stuffs, \Goods{Grain}, which can
|
|
be cultivated on nearly all land tiles, and \Goods{Fish}, which is
|
|
produced by \hyperlink{Ocean}{ocean} and lake tiles. To harvest the
|
|
bounty of the sea, you will need a \hyperlink{Dock}{Dock}, however.
|
|
|
|
\Goods{Horses} are special in several ways. Horses will survive by
|
|
grazing in your colonies' \hyperlink{Pasture}{Pastures}, but in order
|
|
to reproduce they require grain, and there have to be at least two of
|
|
them. Horses live in herds, and each herd produces no more than two
|
|
new horses per turn. In the Pasture, a herd consists of fifty horses,
|
|
but in the \hyperlink{Stables}{Stables}, a herd consists of only
|
|
twenty-five horses, effectively doubling the number of horses you can
|
|
breed per turn (provided you have enough food).
|
|
|
|
The number of horses you can breed is further limited by the fact that
|
|
horses feed only on grain and not on fish. And Pastures and Stables
|
|
consume no more than half the food surplus available. In other words,
|
|
you can not breed more horses by filling your colonies' warehouses
|
|
with grain.
|
|
|
|
Four raw materials are typical for the New World. They will initially
|
|
generate a good income, but prices will inevitably drop. These goods
|
|
are \Goods{Sugar}, which is best cultivated on
|
|
\hyperlink{Savannah}{Savannah} tiles, \Goods{Tobacco}, best cultivated
|
|
on \hyperlink{Grassland}{Grassland}, \Goods{Cotton}, which is most
|
|
abundant on \hyperlink{Prairie}{Prairie} tiles, and \Goods{Furs},
|
|
which are available on all forested tiles, but most abundantly on
|
|
\hyperlink{Boreal Forest}{Boreal Forest} and \hyperlink{Mixed
|
|
Forest}{Mixed Forest} tiles.
|
|
|
|
These four materials can be used to produce corresponding luxury
|
|
goods, which will fetch much higher prices in Europe. In a
|
|
\hyperlink{Distiller's House}{distillery}, \Goods{Rum} is produced
|
|
from Sugar. Tobacco is used to make \Goods{Cigars} in the
|
|
\hyperlink{Tobacconist's House}{Tobacconist's House}. The Weaver
|
|
weaves \Goods{Cloth} from Cotton in his \hyperlink{Weaver's
|
|
House}{house}, and the Fur Trader turns Furs into \Goods{Coats} in his
|
|
\hyperlink{Fur Trader's House}{house}.
|
|
|
|
Initially, the resource which fetches the highest prices in Europe is
|
|
\Goods{Silver}, which can be mined in the
|
|
\hyperlink{Mountains}{Mountains}. Small amounts of silver can also be
|
|
produced on \hyperlink{Swamp}{Swamp} and \hyperlink{Marsh}{Marsh}
|
|
tiles with a minerals resource.
|
|
|
|
As prices drop, Silver will become less and less useful, however. On
|
|
the other hand, Hills and Mountains also produce \Goods{Ore}, which is
|
|
not in great demand in Europe, but which can be refined to produce
|
|
\Goods{Tools} in the \hyperlink{Blacksmith's House}{Blacksmith's
|
|
House}. Tools are required for clearing forests and plowing fields,
|
|
as well as for constructing advanced buildings and units. Furthermore,
|
|
\Goods{Muskets} can be produced from Tools in the
|
|
\hyperlink{Armory}{Armory}.
|
|
|
|
\Goods{Lumber} also fetches poor prices in Europe, but can be used to
|
|
produce \Goods{Hammers} in the \hyperlink{Carpenter's
|
|
House}{Carpenter's House}. Hammers are required for constructing all
|
|
buildings, as well as \hyperlink{Naval Units}{naval units} and
|
|
\hyperlink{Wagon Train}{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.
|
|
|
|
The two other ``abstract'' goods are \Goods{Liberty Bells}, which are
|
|
produced in the \hyperlink{Town Hall}{Town Hall}, and \Goods{Crosses},
|
|
which are generated by the \hyperlink{Church}{Church}. They represent
|
|
the concepts of liberty and of religious freedom. Liberty Bells
|
|
produce \hyperlink{Liberty}{liberty points}, which are needed to
|
|
convince your colonists of your policies, and to elect
|
|
\hyperlink{Founding Fathers}{Founding Fathers} to the
|
|
\hyperlink{Continental Congress}{Continental Congress}. Crosses
|
|
generate \hyperlink{Immigration}{immigration points}, which are needed
|
|
to attract further immigrants in Europe.
|
|
|
|
\Goods{Trade Goods}, 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.
|
|
|
|
|
|
\hypertarget{Trade Routes}{\subsection{Trade Routes}}
|
|
|
|
The \hyperlink{orders menu}{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.
|
|
|
|
A trade route consists of two or more stops, which may either be the
|
|
\hyperlink{Home Port}{Home Port}, or one of your colonies. Select a
|
|
destination from the select box and press the \texttt{add new stop}
|
|
button. If you select the special destination \texttt{all colonies},
|
|
then your Home Port and all your colonies will be added to the list of
|
|
stops.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
As soon as a ship or wagon train reaches the last destination of the
|
|
trade route, it will continue at the first destination.
|
|
|
|
The behaviour of trade routes can sometimes be confusing. To see
|
|
exactly what each unit with a trade route is doing, enable the
|
|
\texttt{Goods Movement} message type, but beware that there can be
|
|
many messages of this type.
|
|
|
|
There is also an `Enhanced Trade Routes' game option, which if enabled
|
|
attempts to maximimze the amount of goods being transported, taking
|
|
account of the consumption at the destination and expected time to
|
|
arrive there (although this is imperfect as it can be defeated by
|
|
unplanned interuptions to the path of the transporting unit).
|
|
Furthermore, this option enables an additional `Import Level' setting
|
|
on the warehouse dialog, that allows you to specify the maximum amount
|
|
of goods that will be imported to the colony. This feature is new,
|
|
and should be considered experimental.
|
|
|
|
\hypertarget{Resources}{\section{Special Resources}}
|
|
|
|
Some types of terrain can also have special resources, which increase
|
|
the production of a particular type of goods. Most of these resources
|
|
look just like the goods they will produce. These tiles are
|
|
particularly valuable.
|
|
|
|
|
|
\hypertarget{Native Settlements}{\section{Native Settlements}}
|
|
|
|
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 wage war. Beware that
|
|
their culture is unlike that of Europe, and whenever your peoples come
|
|
into contact there is a tendency for misunderstandings and offence,
|
|
which manifests in increasing tension and eventual violence. Native
|
|
chiefs are often well-intentioned, but do not completely control their
|
|
hot headed warriors, so be alert for raids from even nominally
|
|
peaceful settlements.
|
|
|
|
The native culture is strongly conservationist, which means that
|
|
building colonies and improving the surrounding lands will inevitably
|
|
cause some degree of alarm. The further your colonies are from native
|
|
settlements, the less alarm they cause, and doubly so for the native
|
|
capital. Similarly, the larger your colonies get, the greater the
|
|
alarm caused.
|
|
|
|
The \hyperlink{France}{French} player has the advantage of generating only
|
|
half the alarm among the natives. The \hyperlink{Spain}{Spanish}
|
|
player has the advantage of greater military efficiency against the
|
|
natives. Your choice of \hyperlink{Home Country}{Home Country} may
|
|
influence your strategy--- or vice versa.
|
|
|
|
Small Native Settlements use the tile they are built on and all the
|
|
adjacent tiles, just like your \hyperlink{Colonies}{Colonies} do, and
|
|
possibly more nearby tiles. Large Native Settlements also use tiles
|
|
that are two moves away, and possibly more. If the settlement is a
|
|
nation's capital its radius is also increased. Every native settlement
|
|
is marked with a small rectangle containing either a `-' for a normal
|
|
settlement or a `*' for a capital, on a background of the native
|
|
nation colour.
|
|
|
|
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 \hyperlink{Peter Minuit}{Peter Minuit} joins the
|
|
\hyperlink{Continental Congress}{Continental Congress}, however, the
|
|
natives neither demand payment for their land nor become immediately
|
|
displeased if it is taken. Note though that every tile you own makes
|
|
your colony look more threatening.
|
|
|
|
A special case exists for the center tile of the colonies you found.
|
|
In the ``classic'' ruleset and/or by default in when playing under the
|
|
``Very Easy'' difficulty level the center tile does not have to be
|
|
paid for. ``Easy'' difficulty restricts this to only apply to a
|
|
single colony, ``Normal'' to a single colony and requires the tribe
|
|
you are stealing land to have not been contacted, and other levels
|
|
require payment as usual.
|
|
|
|
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.
|
|
|
|
Some types of units may enter Native Settlements. Units that carry
|
|
goods, such as \hyperlink{Wagon Train}{Wagon Trains} and
|
|
\hyperlink{Naval Units}{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.
|
|
|
|
\hyperlink{Scout}{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
|
|
\hyperlink{Seasoned Scout}{Seasoned Scout} already, he may become so.
|
|
Scouts are always welcome to revisit friendly settlements which will
|
|
update the skill and goods information, but the special benefits are
|
|
only available to the first scout (of any nation) that visits (or any
|
|
unit, if the ``Chief contact'' option is set). Settlements which are
|
|
unscouted to the best of your knowledge are decorated with a dollar
|
|
sign on the settlement tile popup and Indian Advisor.
|
|
|
|
\hyperlink{Free Colonist}{Free Colonists} and \hyperlink{Indentured
|
|
Servant}{Indentured Servants} may enter a settlement in order to learn
|
|
the skills of the natives.
|
|
|
|
\hyperlink{Missionary}{Missionaries}, which may be either
|
|
\hyperlink{Jesuit Missionary}{Jesuit Missionaries} or ordinary
|
|
colonists blessed as missionaries in the \hyperlink{Home Port}{Home
|
|
Port} or any colony with a \hyperlink{Church}{Church}, are able to
|
|
establish a \Concept{Mission} 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.
|
|
|
|
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 \hyperlink{Indian Convert}{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.
|
|
|
|
Note that the missionary will always remain in the settlement. He is
|
|
effectively lost to you. The presence of a mission is shown by a
|
|
second small rectangle with a cross on it. A black cross denotes an expert
|
|
missionary, and the background colour of the rectangle is that of the
|
|
nation that created the mission.
|
|
|
|
There is also a third rectangle shown on native settlements that you
|
|
have contacted. This will contain an exclamation mark if your scouts
|
|
have visited it and spoken to the chief, or a question mark if it has
|
|
been contacted in some other way. The background colour will be that
|
|
of the nation that is causing that settlement the most alarm. If your
|
|
nation is the most alarming, the rectangle may be partially filled,
|
|
giving a rough measure of the amount of alarm you have generated.
|
|
|
|
Good native relations are most helpful at the start of the game when
|
|
you have relatively few military units. As the game progresses the
|
|
natives pose less of a threat, due to your colonies becoming more
|
|
heavily fortified and defended by artillery (artillery is particularly
|
|
effective against native raiders). It usually takes many years before
|
|
all out war breaks out with your neighbouring tribes, but it is
|
|
very difficult to completely avoid.
|
|
|
|
|
|
\hypertarget{Lost City Rumours}{\section{Lost City Rumours}}
|
|
|
|
In the New World, there are also rumours about \Concept{Lost Cities},
|
|
such as El Dorado, or C{\'\i}bola. The natives do not explore these
|
|
sites, but your colonists can and, in fact, must do so if they enter a
|
|
tile with a Lost City Rumour. It is not possible to farm a tile with a
|
|
Lost City Rumour on it.
|
|
|
|
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 \hyperlink{Seasoned
|
|
Scout}{Seasoned Scout} if he has no other skill, you might discover
|
|
the sole survivor of a lost colony, or even one of the Seven Cities of
|
|
Gold, and a \hyperlink{Treasure Train}{Treasure Train}.
|
|
|
|
Possibly the best outcome is the discovery of the \Concept{Fountain of
|
|
Youth}, which will cause numerous colonists to appear on the docks in
|
|
your \hyperlink{Home Port}{Home Port}.
|
|
|
|
As soon as \hyperlink{Hernando de Soto}{Hernando de Soto} has joined
|
|
the \hyperlink{Continental Congress}{Continental Congress}, Lost City
|
|
Rumours never yield wholly negative results, although combinations of
|
|
positive and negative are possible.
|
|
|
|
|
|
\hypertarget{Exploration}{\section{Exploration}}
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{Colonies}{\chapter{Colonies}}
|
|
|
|
\hypertarget{Picking a suitable site}{\section{Picking a suitable site}}
|
|
|
|
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:
|
|
|
|
\hypertarget{The colony tile}{\subsection{The colony tile}}
|
|
|
|
The tile your colony is built on is special in several ways. It is the
|
|
only tile that produces more than one type of goods at the same time
|
|
and neither requires nor allows the presence of a colonist to do
|
|
so. On the other hand, you can not choose which types of goods to
|
|
produce. The colony tile will always produce some kind of food as its
|
|
primary product, and some raw material other than lumber or silver as
|
|
its secondary product. The production of food can be increased by
|
|
plowing the colony tile, but the secondary production will not benefit
|
|
from artificial tile improvements such as fields and roads. It will,
|
|
however, benefit from natural tile improvements such as rivers and
|
|
resources.
|
|
|
|
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 \hyperlink{Pioneer}{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.
|
|
|
|
The \hyperlink{Hills}{Hills} produce a small amount of Grain, and can
|
|
be mined for Ore and a lesser amount of Silver. The
|
|
\hyperlink{Mountains}{Mountains} are unsuitable for agriculture, but
|
|
yield some Ore and Silver. \hyperlink{Arctic}{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.
|
|
|
|
The New World is also irrigated by minor and major rivers. The
|
|
production of most types of \hyperlink{Goods}{Goods} is increased by
|
|
the presence of rivers as well as roads, which your
|
|
\hyperlink{Pioneer}{Pioneers} can build. All terrain types which
|
|
produce Grain (except the Hills) can also be plowed by your Pioneers
|
|
in order increase grain production. If the tile is forested, you must
|
|
first clear the forest and transform the tile into open land:
|
|
|
|
\vskip5mm
|
|
\begin{tabular}{l @{\hskip5mm$\rightarrow$\hskip5mm} l}
|
|
Forested&Cleared\\
|
|
\hline
|
|
Boreal Forest & Tundra\\
|
|
Mixed Forest & Plains\\
|
|
Conifer Forest & Grassland\\
|
|
Tropical Forest & Savannah\\
|
|
Wetland Forest & Marsh\\
|
|
Rain Forest & Swamp\\
|
|
Scrub Forest & Desert\\
|
|
Broadleaf Forest & Prairie\\
|
|
\end{tabular}
|
|
\vskip5mm
|
|
|
|
|
|
\hypertarget{The adjacent tiles}{\subsection{The adjacent tiles}}
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
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.
|
|
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.
|
|
|
|
|
|
\hypertarget{Reforestation}{\subsection{Reforestation}}
|
|
|
|
You can order your pioneers to cut down forests near to your colonies.
|
|
This will increase the food produced on these tiles, and cause a
|
|
large, one-off amount of lumber to be delivered to your nearest colony.
|
|
Under the usual rules, a tile will never produce lumber again once
|
|
cleared. However, the ``Plant forest'' mod, distributed with FreeCol,
|
|
allows reforestation by your pioneers.
|
|
|
|
|
|
\hypertarget{Government Efficiency}{\subsection{Government Efficiency}}
|
|
|
|
The efficiency of the local governments of your colonies depends on
|
|
the colonists' support for the \hyperlink{Sons of Liberty}{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. Colonies which have room for more colonists without
|
|
reducing the production bonus are distinguished on the map by the
|
|
colony size appearing in italic font.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
|
|
\hypertarget{Colony Buildings}{\section{Colony Buildings}}
|
|
|
|
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
|
|
\hyperlink{Founding Fathers}{Founding Fathers} have joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}.
|
|
|
|
The craftsmen's houses can be upgraded to workshops, which produce
|
|
twice as many manufactured goods. After \hyperlink{Adam Smith}{Adam
|
|
Smith} has joined the \hyperlink{Continental Congress}{Continental
|
|
Congress}, workshops can be upgraded to factories, which are more
|
|
efficient and generally 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 \hyperlink{Liberty Bells}{Liberty
|
|
Bells} can be boosted by constructing a printing press and then a
|
|
newspaper.
|
|
|
|
The following buildings are all present in every newly established
|
|
colony:
|
|
|
|
\begin{itemize}
|
|
\item The \Building{Town Hall}, which can not be upgraded, provides
|
|
workplaces for up to three colonists producing \textbf{Liberty
|
|
Bells}. Its effect can be increased by building a
|
|
\hyperlink{Printing Press}{Printing Press} and a
|
|
\hyperlink{Newspaper}{Newspaper}.
|
|
|
|
\item The \Building{Carpenter's House}, which can be upgraded to a
|
|
\textbf{Lumber Mill} once the colony's population reaches 3, is used
|
|
to convert \hyperlink{Lumber}{Lumber} to
|
|
\hyperlink{Hammers}{Hammers}. Hammers are required to construct or
|
|
upgrade all kinds of buildings.
|
|
|
|
\item The \Building{Blacksmith's House}, which can be upgraded to a
|
|
\Building{Blacksmith's Workshop}, is used to convert
|
|
\hyperlink{Ore}{Ore} to \hyperlink{Tools}{Tools}. Tools are required
|
|
to construct certain kinds of buildings and to upgrade all kinds of
|
|
buildings. Tools are also used by \hyperlink{Pioneer}{Pioneers} and
|
|
to produce \hyperlink{Muskets}{Muskets}. Once the population of the
|
|
colony has reached 8, the Blacksmith's Workshop can be replaced by
|
|
\Building{Iron Works}, provided that \hyperlink{Adam Smith}{Adam
|
|
Smith} has joined the \hyperlink{Continental Congress}{Continental
|
|
Congress}.
|
|
|
|
\item The \Building{Tobacconist's House}, which can be upgraded to a
|
|
\Building{Tobacconist's Shop}, is used to produce
|
|
\hyperlink{Cigars}{Cigars} from \hyperlink{Tobacco}{Tobacco}. Once
|
|
the colony's population has reached 8, it can be further upgraded to
|
|
a \Building{Cigar Factory}, provided that \hyperlink{Adam
|
|
Smith}{Adam Smith} has joined the \hyperlink{Continental
|
|
Congress}{Continental Congress}.
|
|
|
|
\item The \Building{Weaver's House}, which can be upgraded to a
|
|
\Building{Weaver's Shop}, is used to turn \hyperlink{Cotton}{Cotton}
|
|
into \hyperlink{Cloth}{Cloth}. It can be upgraded to a
|
|
\Building{Textile Mill} as soon as the population of the colony is
|
|
at least 8 and \hyperlink{Adam Smith}{Adam Smith} has joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}.
|
|
|
|
\item The \Building{Distiller's House}, which can be upgraded to a
|
|
\Building{Rum Distillery}, is used to produce \hyperlink{Rum}{Rum}
|
|
from \hyperlink{Sugar}{Sugar}. Once \hyperlink{Adam Smith}{Adam
|
|
Smith} has joined the \hyperlink{Continental Congress}{Continental
|
|
Congress} and the colony's population is at least 8, the rum
|
|
distillery can be replaced by a \Building{Rum Factory}.
|
|
|
|
\item The \Building{Fur Trader's House}, which can be upgraded to a
|
|
\Building{Fur Trader's Post}, is used to produce
|
|
\hyperlink{Coats}{Coats} from \hyperlink{Furs}{Furs}. Once the
|
|
colony's population has reached 6, it can be further upgraded to a
|
|
\Building{Fur Factory}, provided that \hyperlink{Adam Smith}{Adam
|
|
Smith} has joined the \hyperlink{Continental Congress}{Continental
|
|
Congress}.
|
|
|
|
\item The \Building{Depot} stores all kinds of goods. Its initial
|
|
capacity is 100 units of each kind of goods, but it can be upgraded
|
|
to a \Building{Warehouse} with a capacity of 200 units and to a
|
|
\Building{Warehouse Expansion}, which holds 300 units. No colonists
|
|
work in the warehouse buildings.
|
|
|
|
\item The \Building{Chapel} is a small religious building which
|
|
produces only a single \hyperlink{Crosses}{Cross} and does not
|
|
require a preacher. It can be upgraded to a \Building{Church} as
|
|
soon as the population has reached 3 and to a \Building{Cathedral}
|
|
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 \hyperlink{Crosses}{Crosses}) causes
|
|
increased emigration from Europe.
|
|
|
|
\item The \Building{Pasture} surrounding your colony is used to
|
|
support and breed \hyperlink{Horses}{Horses}. It can be upgraded to
|
|
\Building{Stables}, which reduces the size of a horse herd from
|
|
fifty to twenty-five. Since every herd produces no more than two new
|
|
horses per turn, the stables double the production of horses,
|
|
provided you have enough grain to feed them. Neither the Pasture nor
|
|
the Stables need colonists to operate.
|
|
|
|
\end{itemize}
|
|
|
|
The following eight buildings are not part of your basic colony and
|
|
have to be constructed later:
|
|
|
|
\begin{itemize}
|
|
\item A colony with a population of at least 4 may build a
|
|
\Building{Schoolhouse}, 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 \Building{College}, in which additional
|
|
trades can be taught by two colonists. Once the population reaches
|
|
10, the college can be replaced by a \Building{University}, at which
|
|
all trades can be taught by three colonists. See \hyperlink{Skills
|
|
and Education}{Skills and Education} for details.
|
|
|
|
\item The \Building{Armory} is used to produce
|
|
\hyperlink{Muskets}{Muskets} from \hyperlink{Tools}{Tools}. As soon
|
|
as the population reaches 8, the armory can be upgraded to a
|
|
\Building{Magazine} and then to an \Building{Arsenal}, provided that
|
|
\hyperlink{Adam Smith}{Adam Smith} has joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}.
|
|
|
|
\item The \Building{Stockade}, which can be constructed as soon as the
|
|
colony's population reaches 3, protects the colonists from
|
|
attacks. In the original game and the `classic' ruleset of FreeCol,
|
|
a colony with a stockade could not be abandoned, it can only be
|
|
burned to the ground by natives. This rule is considered a
|
|
misfeature by many players and is not part of FreeCol's default rule
|
|
set. The stockade can be upgraded to a \Building{Fort}, which
|
|
provides better protection and bombards
|
|
\hyperlink{Privateer}{Privateers} and enemy naval units on adjacent
|
|
ocean tiles. The fort can be replaced by a \Building{Fortress} as
|
|
soon as the population reaches 8.
|
|
|
|
\item The \Building{Dock} allow colonists to produce
|
|
\hyperlink{Fish}{Fish} on ocean tiles adjacent to the colony. As
|
|
soon as the population is at least 4, it can be upgraded to a
|
|
\Building{Drydock}, which allows the colony to repair damaged
|
|
ships. When the colony's population reaches 8, it can be further
|
|
upgraded to a \Building{Shipyard}, which enables the colony to build
|
|
new ships.
|
|
|
|
\item The \Building{Printing Press}, which can be upgraded to a
|
|
\Building{Newspaper} as soon as the population reaches 4, increases
|
|
the colony's production of \hyperlink{Liberty Bells}{Liberty Bells}.
|
|
|
|
\item The \Building{Custom House}, which can be built as soon as
|
|
\hyperlink{Peter Stuyvesant}{Peter Stuyvesant} has joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}, allows the
|
|
colony to export goods to Europe directly without the help of
|
|
ships. According to our default rules (but not the classic rules),
|
|
the Custom House can even export boycotted goods provided that
|
|
\hyperlink{Jan de Witt}{Jan de Witt} has joined the Continental
|
|
Congress and that you are at peace with at least one other European
|
|
nation. Furthermore, there is a game option that allows custom
|
|
houses to ignore \hyperlink{Boycotts}{Boycotts} in general (see
|
|
\hyperlink{ignore boycotts}{ignoring boycotts}).
|
|
|
|
\end{itemize}
|
|
|
|
|
|
\hypertarget{Using Buildings}{\section{Using Buildings}}
|
|
|
|
Some buildings have an immediate effect. The
|
|
\hyperlink{Stockade}{Stockade}, for example, provides protection for
|
|
your colony, and the \hyperlink{Dock}{Docks} enable your colonists to
|
|
go fishing. The effects of these buildings can not be increased by
|
|
workers.
|
|
|
|
Most buildings do nothing if they are unoccupied, but provide workers
|
|
with a place to produce manufactured goods. The
|
|
\hyperlink{Tobacconist's House}{Tobacconist's House}, for example,
|
|
allows colonists to make \hyperlink{Cigars}{Cigars} from
|
|
\hyperlink{Tobacco}{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 \hyperlink{Free
|
|
Colonist}{Free Colonists}. Other units may work less effectively.
|
|
|
|
|
|
\hypertarget{Building Units and Buildings}{\section{Building Units
|
|
and Buildings}}
|
|
|
|
In order to upgrade buildings, and to construct new buildings and
|
|
certain kinds of units, such as \hyperlink{Artillery}{Artillery} and
|
|
ships, you will need to produce \hyperlink{Hammers}{Hammers}, which
|
|
represent work being done. Hammers are made from
|
|
\hyperlink{Lumber}{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
|
|
\hyperlink{Carpenter's House}{Carpenter's House} in order to convert
|
|
the lumber to Hammers.
|
|
|
|
Units and advanced buildings also require \hyperlink{Tools}{Tools},
|
|
which are made from \hyperlink{Ore}{Ore}. So you need to place an ore
|
|
miner on a tile that produces ore (\hyperlink{Hills}{Hills}, for
|
|
example) and another in the \hyperlink{Blacksmith's
|
|
House}{Blacksmith's House}, in order to convert the ore into tools.
|
|
|
|
|
|
|
|
\hypertarget{Home Country}{\chapter{Your Home Country}}
|
|
|
|
Your \textbf{Home Country} is a European monarchy and colonial
|
|
power. The original game featured four playable nations, namely
|
|
\Concept{Spain}, \Concept{France}, \Concept{England} and the
|
|
\Concept{Netherlands}\index{Dutch}. FreeCol optionally adds
|
|
\Concept{Portugal}, \Concept{Denmark}, \Concept{Sweden} and
|
|
\Concept{Russia}.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
At the moment, FreeCol defines the following eight advantages, and also
|
|
allows you to select no advantage at all:
|
|
|
|
\begin{itemize}
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item The conquest advantage: You have a 50\% advantage when attacking
|
|
natives and capture twice as many ``converts'' when destroying
|
|
native settlements. You start with a Free Colonist, a Veteran
|
|
Soldier and a Caravel.
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item The agriculture advantage: Your farmers produce two units of
|
|
food more than those of other European nations. You start with an
|
|
Expert Farmer, a Free Colonist and a Caravel.
|
|
|
|
\item The fur trapping advantage: Your fur trappers produce two units
|
|
of fur and your fur traders produce two coats more than those of
|
|
other European nations. You start with an Expert Fur Trapper, a
|
|
Master Fur Trader and a Caravel.
|
|
|
|
\end{itemize}
|
|
|
|
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 agriculture
|
|
advantage and the Russians have the fur trapping advantage. This is
|
|
likely to change in the future, however.
|
|
|
|
|
|
\hypertarget{Home Port}{\section{Your Home Port}}
|
|
|
|
The \textbf{Home Port} is a port city in your home country, where you
|
|
can trade \hyperlink{Goods}{Goods}, and train, recruit and buy
|
|
\hyperlink{Units}{Units}. If you have not built a
|
|
\hyperlink{Drydock}{Drydock} in any of your colonies, your damaged
|
|
ships will also return to the Home Port for repairs.
|
|
|
|
As you generate \hyperlink{Crosses}{Crosses} in your colonies,
|
|
colonists will appear at the docks of the Home Port. Unless
|
|
\hyperlink{William Brewster}{William Brewster} has joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}, many of these
|
|
colonists will be \hyperlink{Indentured Servant}{Indentured Servants}
|
|
and \hyperlink{Petty Criminal}{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.
|
|
|
|
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.
|
|
|
|
If you have enough gold, you can also train colonists at the
|
|
\hypertarget{Royal Academy}{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.
|
|
|
|
\hyperlink{Naval Units}{Ships} and \hyperlink{Artillery}{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
|
|
\hyperlink{Shipyard}{Shipyard} and an \hyperlink{Armory}{Armory},
|
|
respectively.
|
|
|
|
For further information about the actions available in your Home Port,
|
|
please refer to the section on the \hyperlink{europe panel}{europe panel}.
|
|
|
|
|
|
\hypertarget{Monarch}{\section{Your Monarch}}
|
|
|
|
Your Home Country is ruled by a \textbf{Monarch} whose actions can
|
|
have a profound influence on your colonies and your relations to other
|
|
nations present in the New World.
|
|
|
|
From time to time, the Monarch may decide to raise the
|
|
\Concept{Taxes} 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 \Concept{Boston Tea
|
|
Party} and throw some goods into the harbour. The Monarch will not be
|
|
amused and will \index{Boycotts} \hypertarget{Boycotts}{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.
|
|
|
|
You can end a Boycott by paying the outstanding tax arrears. As soon
|
|
as \hyperlink{Jacob Fugger II}{Jacob Fugger II} joins the
|
|
\hyperlink{Continental Congress}{Continental Congress}, all Boycotts
|
|
will be lifted, but the Monarch may declare further Boycotts later
|
|
on. As soon as \hyperlink{Peter Stuyvesant}{Peter Stuyvesant} joins
|
|
the \hyperlink{Continental Congress}{Continental Congress}, you will
|
|
be able to build \hyperlink{Custom House}{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 (see \hyperlink{ignore boycotts}{ignoring boycotts}).
|
|
|
|
Naturally, the Monarch does not trust your colonists, some of which
|
|
are nothing but \hyperlink{Petty Criminal}{Petty Criminals}, and some
|
|
of which even support the infamous \hyperlink{Sons of Liberty}{Sons of
|
|
Liberty}. For this reason, the crown maintains the
|
|
\Concept{Royal Expeditionary Force}, 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.
|
|
|
|
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 \hyperlink{Benjamin Franklin}{Benjamin
|
|
Franklin} has already been elected to the \hyperlink{Continental
|
|
Congress}{Continental Congress}. In this case, the Monarch's wars do
|
|
not affect you anymore, except that the Monarch may still use the war
|
|
as an excuse to raise your taxes.
|
|
|
|
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
|
|
\Concept{Mercenaries}. 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.
|
|
|
|
|
|
|
|
\hypertarget{Units}{\chapter{Units}}
|
|
|
|
Several dozen different units are available in FreeCol, but not all
|
|
units are available to all players. Some units are available only to
|
|
\textbf{Indian Players}, some units are only available to
|
|
\textbf{European Players}, and other units are available only to the
|
|
\textbf{Royal Expeditionary Force}.
|
|
|
|
The most basic unit of the European Players (including you) is the
|
|
\Unit{Free Colonist}. 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 \Unit{Indentured Servant}, or
|
|
\Unit{Petty Criminal}, 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 \hyperlink{Skills and Education}{Education}.
|
|
|
|
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 \Unit{Expert
|
|
Farmer} and the \Unit{Expert Fisherman} will greatly increase your
|
|
food production. But note that the Expert Fisherman requires a
|
|
\hyperlink{Dock}{Dock} to moor his boat to, and that this requires at
|
|
least one ocean tile adjacent to your colony.
|
|
|
|
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 \Unit{Master Sugar Planter}, the \Unit{Master Cotton Planter}, the
|
|
\Unit{Master Tobacco Planter}, and the \Unit{Expert Fur
|
|
Trapper}. These units are able to greatly increase your production of
|
|
\hyperlink{Sugar}{Sugar}, \hyperlink{Cotton}{Cotton},
|
|
\hyperlink{Tobacco}{Tobacco}, and \hyperlink{Furs}{Furs},
|
|
respectively.
|
|
|
|
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. \hyperlink{Sugar}{Sugar}
|
|
can be used to distill \hyperlink{Rum}{Rum},
|
|
\hyperlink{Cotton}{Cotton} can be used to produce
|
|
\hyperlink{Cloth}{Cloth}, \hyperlink{Cigars}{Cigars} are made from
|
|
\hyperlink{Tobacco}{Tobacco}, and \hyperlink{Coats}{Coats} are made
|
|
from \hyperlink{Furs}{Furs}. All your colonists can do this, but the
|
|
\Unit{Master Distiller}, the \Unit{Master Weaver}, the \Unit{Master
|
|
Tobacconist}, and the \Unit{Master Fur Trader} are the experts who
|
|
will really rev up your production.
|
|
|
|
The New World also has two mineral resources, \hyperlink{Ore}{Ore} and
|
|
\hyperlink{Silver}{Silver}, to offer. Again, all your colonists are
|
|
able to mine these resources to a certain extent, but you will need
|
|
the \Unit{Expert Ore Miner} and the \Unit{Expert SilverMiner} to make
|
|
the most of them.
|
|
|
|
\hyperlink{Lumber}{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
|
|
\Unit{Expert LumberJack}. Nor is any colonist more skilled at turning
|
|
the lumber into buildings than the \Unit{Master Carpenter}.
|
|
|
|
The more advanced buildings you can construct in the your colonies
|
|
require not only lumber but also \hyperlink{Tools}{Tools}, which are
|
|
produced from \hyperlink{Ore}{Ore}. This is the job the \Unit{Master
|
|
Blacksmith} excels in. Tools are also used by your \Unit{Pioneer} to
|
|
clear forests, to plow fields and to build roads, but none of your
|
|
other colonists can match the outdoors skills of your
|
|
\Unit{Hardy Pioneer}. And finally, Tools are required for the
|
|
production of \hyperlink{Muskets}{Muskets}, a demanding task best
|
|
left to the \Unit{Master Gunsmith}.
|
|
|
|
All your units are able to explore the New World, but the colonist
|
|
most suited to this dangerous endeavour is the \Unit{Scout}, a mounted
|
|
colonist. A Scout may become a \Unit{Seasoned Scout} through
|
|
\hyperlink{Skills and Education}{experience}, either by visiting
|
|
native settlements, or by investigating \hyperlink{Lost City
|
|
Rumours}{Lost City Rumours}. The Seasoned Scout is much more skillful
|
|
at these jobs, but beware, they are dangerous!
|
|
|
|
Another colonist able to visit native settlements is the
|
|
\Unit{Missionary}. Any colonist can be converted to a Missionary by
|
|
blessing him in a colony with a \hyperlink{Church}{Church}, or in the
|
|
\hyperlink{Home Port}{Home Port}, which is sure to have several
|
|
churches and maybe even a
|
|
\hyperlink{Cathedral}{Cathedral}. Missionaries are able to establish a
|
|
\hyperlink{Mission}{Mission} in the native settlement, and to convert
|
|
the natives. The \Unit{Jesuit Missionary}, however, is much more
|
|
accomplished at the job.
|
|
|
|
The converted natives may join your colonies as \Unit{Indian
|
|
Convert}s. They are unskilled at all jobs within the colony, but
|
|
more skilled than your Free Colonists at producing food and New World
|
|
Goods such as sugar, tobacco, cotton and furs. Indian Converts can not
|
|
be upgraded through \hyperlink{Skills and Education}{Education}, but
|
|
they become Free Colonists as soon as \hyperlink{Bartolome de las
|
|
Casas}{Bartolom{\'e} de las Casas} joins the \hyperlink{Continental
|
|
Congress}{Continental Congress}.
|
|
|
|
Many colonists come to the New World in search of religious
|
|
freedom. Thus, they desire a \hyperlink{Church}{Church} in which to
|
|
preach and pray. This religious freedom, which attracts more European
|
|
colonists, is represented by \hyperlink{Crosses}{Crosses}. Naturally,
|
|
some colonists are more eloquent and inspired than others, and the
|
|
most famous of these are known as \Unit{Firebrand Preacher}.
|
|
|
|
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 \hyperlink{Town Hall}{Town Hall}, which
|
|
generates \hyperlink{Liberty Bells}{Liberty Bells}. The most dignified
|
|
and influential of these citizens are considered \Unit{Elder
|
|
Statesman}.
|
|
|
|
Any colonist can be equipped with \hyperlink{Muskets}{Muskets}, which
|
|
makes him a \Unit{Soldier}, or a \Unit{Dragoon} if he is
|
|
mounted. However, combat-hardened \Unit{Veteran Soldier} and
|
|
\Unit{Veteran Dragoon} are much more effective. A dragoon that is
|
|
beaten in battle is downgraded to a soldier. A beaten soldier becomes
|
|
an unarmed colonist.
|
|
|
|
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
|
|
\Unit{Colonial Regular} or \Unit{Colonial Cavalry}, but only after the
|
|
\hyperlink{Declaration of Independence}{Declaration of Independence}.
|
|
|
|
\Unit{Artillery} 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. \Unit{Damaged Artillery} is still quite powerful, but it
|
|
can not be repaired, and further damage will destroy it.
|
|
|
|
The \Unit{Wagon Train}, 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 \hyperlink{Jan
|
|
de Witt}{Jan de Witt} has joined the \hyperlink{Continental
|
|
Congress}{Continental Congress}. There is a limit on the number of
|
|
wagon trains you can build--- it may not exceed the number of colonies
|
|
you have (plus the ``Settlement limit modifier'' game option which
|
|
defaults to zero).
|
|
|
|
The \Unit{Treasure Train} is similar to the Wagon Train, but is used
|
|
only to transport treasures. You can find these treasures in
|
|
\hyperlink{Lost City Rumours}{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 \hyperlink{Monarch}{Monarch}
|
|
will offer to ship it to Europe for a ``reasonable fee'', unless
|
|
\hyperlink{Hernan Cortes}{Hern\'an Cort\'es} has joined the
|
|
\hyperlink{Continental Congress}{Continental Congress}, in which case
|
|
it will be shipped free of charge. However if you have a
|
|
\hyperlink{Galleon}{Galleon}, you are expected to use it to take the
|
|
Treasure Train to Europe yourself.
|
|
|
|
The \Unit{Caravel}, the \Unit{Merchantman} and the \Unit{Galleon} are
|
|
unarmed \hypertarget{Naval Units}{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.
|
|
|
|
The \Unit{Privateer} and the \Unit{Frigate} 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 \hyperlink{Francis Drake}{Francis Drake} joins the
|
|
\hyperlink{Continental Congress}{Continental Congress}.
|
|
|
|
The \Unit{Man of War} is the most powerful naval vessel, and has six
|
|
cargo holds. At the beginning of the game, only the
|
|
\hyperlink{Monarch}{Monarch} has these powerful ships, but when you gain
|
|
independence you can also construct them in your colonies.
|
|
|
|
The Monarch has two types of units that you can never command,
|
|
however. These are the \Unit{King's Regular} and \Unit{King's
|
|
Cavalry}, which are roughly as powerful as your \hyperlink{Colonial
|
|
Regular}{Colonial Regulars} and \hyperlink{Colonial Cavalry}{Colonial
|
|
Cavalry}.
|
|
|
|
The natives also have two types of units that you can not recruit,
|
|
namely the \Unit{Indian Brave} and the \Unit{Indian Dragoon}. These are
|
|
strong fighting units that can also carry up to 100 units of goods
|
|
each.
|
|
|
|
%% \pagebreak
|
|
%% \newcommand{\unitPic}[1]{%\raisebox{-5mm}
|
|
%% {\includegraphics[scale=0.5]{../data/freecol/resources/images/units/#1.png}}}
|
|
%% \begin{longtable}[htb]{llllll}
|
|
%% %% Icon & Name & Skill & Movement & Offence & Defence\\
|
|
%% %% \unitPic{freeColonist} & Free Colonist & 0 & 3 & 0 & 1\\
|
|
%% %% \unitPic{indenturedServant} & Indentured Servant & -1 & 3 & 0 & 1\\
|
|
%% %% \unitPic{pettyCriminal} & Petty Criminal & -2 & 3 & 0 & 1\\
|
|
%% Icon & Name & Produces & Where & School & Native\\
|
|
%% \unitPic{expertFarmer} & Expert Farmer & Food & all land tiles & School & yes\\
|
|
%% \unitPic{expertFisherman} & Expert Fisherman & Food & all water tiles & School & yes\\
|
|
%% \unitPic{expertFurTrapper} & Expert Fur Trapper & Furs & Mixed Forest (6) & School & yes\\
|
|
%% &&&Conifer Forest (4)\\
|
|
%% &&&Broadleaf Forest (4)\\
|
|
%% \end{longtable}
|
|
|
|
\hypertarget{Equipment}{\section{Equipment}}
|
|
|
|
Most units can be equipped with tools, horses, muskets, or a bible.
|
|
Most types of equipment are not compatible with each other,
|
|
however. If you equip a unit with tools, for example, then that unit
|
|
will drop any other equipment it is currently using. Equipment grants
|
|
a unit certain abilities, which it does not possess otherwise. Certain
|
|
units are particularly skilled with a certain type of equipment, but
|
|
without it they have no special abilities:
|
|
|
|
\begin{itemize}
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
|
|
\item 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.
|
|
\end{itemize}
|
|
|
|
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.
|
|
|
|
You can equip a unit by selecting the appropriate menu item from the
|
|
context menu. If the equipment is produced from a single type of goods
|
|
you can also equip a unit by dragging a sufficient amount of goods
|
|
from a warehouse, the European market, a ship or wagon train and
|
|
dropping it onto the unit while holding down the alt key.
|
|
|
|
|
|
\hypertarget{Skills and Education}{\section{Skills and Education}}
|
|
|
|
In FreeCol, your colonists come from all walks of life. Some are
|
|
unskilled \hyperlink{Petty Criminal}{Petty Criminals}, who are
|
|
deported to the colonies. Others are \hyperlink{Indentured
|
|
Servant}{Indentured Servants}, or \hyperlink{Free Colonist}{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.
|
|
|
|
Not all skills, however, can be learned in Europe.
|
|
\hyperlink{Sugar}{Sugar}, \hyperlink{Cotton}{Cotton} and
|
|
\hyperlink{Tobacco}{Tobacco}, as well as \hyperlink{Furs}{Furs} are
|
|
apparently unknown in Europe. Thus, \hyperlink{Master Sugar
|
|
Planter}{Master Sugar Planters}, \hyperlink{Master Cotton
|
|
Planter}{Master Cotton Planters}, \hyperlink{Master Tobacco
|
|
Planter}{Master Tobacco Planters}, as well as the \hyperlink{Expert
|
|
Fur Trapper}{Expert Fur Trappers}, can not be recruited in Europe.
|
|
|
|
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.
|
|
|
|
The \hyperlink{Schoolhouse}{Schoolhouse} and its upgrades, the
|
|
\hyperlink{College}{College} and the
|
|
\hyperlink{University}{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
|
|
next to 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 Master Fur Trader,
|
|
the Master Distiller, the Master Weaver, the Master Tobacconist, the
|
|
Master Blacksmith and the Master Gunsmith all require at least a
|
|
\hyperlink{College}{College}, while the Elder Statesman, the Firebrand
|
|
Preacher and the Jesuit Missionary even require a
|
|
\hyperlink{University}{University} to teach their profession.
|
|
|
|
Usually, units need four turns to learn a profession taught in
|
|
schoolhouse, six turns to learn a profession taught in college, and
|
|
eight turns to learn a profession taught at university. However, the
|
|
colony's production bonus or penalty is subtracted from this value, so
|
|
that units in colonies with a production bonus learn faster, and units
|
|
in colonies with a production penalty require more time to learn.
|
|
|
|
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.
|
|
|
|
Petty Criminals may also become Indentured Servants, and Indentured
|
|
Servants may also become Free Colonists by winning a battle and being
|
|
\hyperlink{promotion}{promoted}. Free Colonists can be promoted to
|
|
Veteran Soldiers, and after the Declaration of Independence, these may
|
|
be promoted to Colonial Regulars.
|
|
|
|
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
|
|
\hyperlink{Bartolome de las Casas}{Bartolom\'e de las Casas} joins
|
|
the \hyperlink{Continental Congress}{Continental Congress}.
|
|
|
|
However, Indian Converts that join your colonies {\em after}
|
|
Bartolom\'e de las Casas has been elected to the Continental Congress
|
|
will always remain converts and can not be upgraded.
|
|
|
|
\hyperlink{Scout}{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 \hyperlink{Seasoned Scout}{Seasoned
|
|
Scout} through experience. A colonist investigating a \hyperlink{Lost
|
|
City Rumours}{Lost City Rumours} may also be upgraded to a Seasoned
|
|
Scout, unless that unit already has another skill.
|
|
|
|
|
|
\hypertarget{Combat}{\section{Combat}}
|
|
|
|
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 \hyperlink{Founding Fathers}{Founding
|
|
Fathers} are added to the base values of the units. A random element
|
|
is then added to the calculations in order to determine the winner of
|
|
the battle. If a tile is occupied by more than one unit, the attacker
|
|
will fight against the defender with the strongest defence.
|
|
|
|
Most units that win a battle may be \hypertarget{promotion}{promoted},
|
|
and all units that lose a battle will always be captured, demoted,
|
|
damaged or destroyed. A \hyperlink{Petty Criminal}{Petty Criminal} may
|
|
be promoted to an \hyperlink{Indentured Servant}{Indentured Servant},
|
|
and an Indentured Servant may be promoted to a \hyperlink{Free
|
|
Colonist}{Free Colonist}. A Free Colonist may be promoted to a
|
|
\hyperlink{Veteran Soldier}{Veteran Soldier}, which in turn may be
|
|
promoted to a \hyperlink{Colonial Regular}{Colonial Regular}, but only
|
|
after the \hyperlink{Declaration of Independence}{Declaration of
|
|
Independence}.
|
|
|
|
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. If an unarmed unit is defending a colony, the colony
|
|
is captured if the unit loses a battle. \hyperlink{Wagon Train}{Wagon
|
|
Trains} and \hyperlink{Treasure Train}{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.
|
|
|
|
\hyperlink{Naval Units}{Naval units} and
|
|
\hyperlink{Artillery}{Artillery} can not be promoted. A beaten
|
|
artillery unit becomes a \hyperlink{Damaged Artillery}{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
|
|
\hyperlink{Drydock}{Drydock} or the \hyperlink{Home Port}{Home Port}.
|
|
|
|
The \hyperlink{Frigate}{Frigate}, the \hyperlink{Man of War}{Man of
|
|
War} and the \hyperlink{Privateer}{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.
|
|
|
|
Naval units can also attack colonies on coastal tiles, although their
|
|
chance of success is not very high. And colonies with a
|
|
\hyperlink{Fort}{Fort} or \hyperlink{Fortress}{Fortress} will
|
|
automatically fire at enemy ships on adjacent ocean tiles.
|
|
|
|
|
|
\hypertarget{combat bonuses}{\subsection{Combat Bonuses and Penalties}}
|
|
|
|
Bonuses and penalties for naval units:
|
|
|
|
\begin{itemize}
|
|
\item \hypertarget{Cargo Penalty}{Cargo Penalty}: for each unit of
|
|
cargo, both the offensive and the defensive power of the unit are
|
|
reduced by 12.5\%.
|
|
\item \hypertarget{Piracy Bonus}{Piracy Bonus}: after
|
|
\hyperlink{Francis Drake}{Francis Drake} has joined the Continental
|
|
Congress (see below), both the offensive and the defensive power of
|
|
all your \hyperlink{Privateer}{Privateers} is increased by 50\%.
|
|
\end{itemize}
|
|
|
|
Bonuses and penalties for land units:
|
|
|
|
\begin{itemize}
|
|
\item \hypertarget{Armed Bonus}{Armed Bonus}: the offensive and
|
|
defensive power of your units increases by two if they are
|
|
armed. Native units and the units of the \hyperlink{Royal
|
|
Expeditionary Force}{Royal Expeditionary Force} are only granted
|
|
half this bonus.
|
|
\item \hypertarget{Mounted Bonus}{Mounted Bonus}: the offensive and
|
|
defensive power of your units increases by one if they are mounted.
|
|
\item \hypertarget{Veteran Bonus}{Veteran Bonus}: the offensive and
|
|
defensive power of veteran units is increased by 50\%.
|
|
\item \hypertarget{Attack Bonus}{Attack Bonus}: the offensive power of
|
|
attacking units is increased by 50\%.
|
|
\item \hypertarget{Movement Penalty}{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\%.
|
|
\item \hypertarget{Ambush Bonus}{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.
|
|
\item \hypertarget{Artillery Penalty}{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\%.
|
|
\item \hypertarget{Bombard Bonus}{Bombard Bonus}: the offensive power
|
|
of the units of the Royal Expeditionary Force is increased by 50\%
|
|
when attacking a colony.
|
|
\item \hypertarget{Fortified Bonus}{Fortified Bonus}: the defensive
|
|
power of fortified units is increased by 50\%.
|
|
\item \hypertarget{Stockade Bonus}{Stockade Bonus}: the defensive
|
|
power of units in a colony with a \hyperlink{Stockade}{Stockade},
|
|
Fort or Fortress is increased by 100\%, 150\% and 200\%,
|
|
respectively.
|
|
\item \hypertarget{Artillery Bonus}{Artillery Bonus}: the defensive
|
|
power of artillery in a colony defending against an Indian raid is
|
|
increased by 50\%.
|
|
\item \hypertarget{Ambush Penalty}{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.
|
|
\end{itemize}
|
|
|
|
|
|
|
|
\hypertarget{Continental Congress}{\chapter{The Continental Congress}}
|
|
|
|
As the player generates \hyperlink{Liberty Bells}{Liberty Bells},
|
|
\hypertarget{Founding Fathers}{\textbf{Founding Fathers}} are elected
|
|
to the {\textbf{Continental Congress}}. 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.
|
|
|
|
\Father{Adam Smith} (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. \Wikipedia{Adam_Smith}
|
|
|
|
\Father{Jacob Fugger II} (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 \hyperlink{Boycotts}{Boycotts} currently
|
|
in effect are dropped. \Wikipedia{Jacob_Fugger}
|
|
|
|
\Father{Peter Minuit} (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. \Wikipedia{Peter_Minuit}
|
|
|
|
\Father{Peter Stuyvesant} (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 \hyperlink{Custom House}{custom houses} becomes
|
|
possible. \Wikipedia{Peter_Stuyvesant}
|
|
|
|
\Father{Jan de Witt} (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. According to
|
|
our default rules (but not the classic rules), de Witt also enables
|
|
\hyperlink{Custom House}{custom houses} to export boycotted good,
|
|
provided that you are at peace with at least one other European
|
|
nation.
|
|
\Wikipedia{Jan_de_Witt}
|
|
|
|
\Father{Ferdinand Magellan} (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. \Wikipedia{Ferdinand_Magellan}
|
|
|
|
\FFather{Francisco de Coronado}{Francisco V\'azquez de Coronado}
|
|
(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. \Wikipedia{Francisco_Vazquez_de_Coronado}
|
|
|
|
\Father{Hernando de Soto} (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 \hyperlink{Lost City
|
|
Rumours}{Lost City Rumours} never yields a wholly negative result, and all land
|
|
units have an extended sight radius. \Wikipedia{Hernando_de_Soto_(explorer)}
|
|
|
|
\Father{Henry Hudson} (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
|
|
\hyperlink{Expert Fur Trapper}{Fur Trappers}. \Wikipedia{Henry_Hudson}
|
|
|
|
\Father{Robert La Salle} (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. \Wikipedia{Robert_La_Salle}
|
|
|
|
\FFather{Hernan Cortes}{Hern\'an Cort\'es} (1485--1547) was a famed Spanish
|
|
conquistador who overthrew the Aztec Empire and claimed Mexico for
|
|
Spain. As soon as Hern\'an Cort\'es joins the Continental Congress,
|
|
conquered native settlements always yield treasure (and in greater
|
|
abundance) and the King's \hyperlink{Galleon}{galleons} transport it
|
|
free of charge. \Wikipedia{Hernan_Cortes}
|
|
|
|
\Father{George Washington} (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. \Wikipedia{George_Washington}
|
|
|
|
\Father{Paul Revere} (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. \Wikipedia{Paul_Revere}
|
|
|
|
\Father{Francis Drake} (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\%. \Wikipedia{Francis_Drake}
|
|
|
|
\Father{John Paul Jones} (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 \hyperlink{Frigate}{Frigate} is added to your colonial
|
|
navy for free. \Wikipedia{John_Paul_Jones}
|
|
|
|
\Father{Thomas Jefferson} (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\%. \Wikipedia{Thomas_Jefferson}
|
|
|
|
\Father{Pocahontas} (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. \Wikipedia{Pocahontas}
|
|
|
|
\Father{Thomas Paine} (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
|
|
\hyperlink{Taxes}{tax rate}. \Wikipedia{Thomas_Paine}
|
|
|
|
\FFather{Simon Bolivar}{Sim\'on Bol\'{\i}var} (1783--1830) is
|
|
remembered as a great leader in the struggle for South American
|
|
independence from Spain. Bol\'{\i}var freed what is now Venezuela and
|
|
later became its first President. When Sim\'on Bol\'{\i}var joins the
|
|
Continental Congress, the Sons of Liberty membership in all existing
|
|
colonies is increased by 20\%. \Wikipedia{Simon_Bolivar}
|
|
|
|
\Father{Benjamin Franklin} (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. \Wikipedia{Benjamin_Franklin}
|
|
|
|
\Father{William Brewster} (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. \Wikipedia{William_Brewster_(Pilgrim)}
|
|
|
|
\Father{William Penn} (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\%. \Wikipedia{William_Penn}
|
|
|
|
\FFather{Father Jean de Brebeuf}{Father Jean de Br\'ebeuf} (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. \Wikipedia{Jean_de_Brebeuf}
|
|
|
|
\FFather{Juan de Sepulveda}{Juan Gin\'es de Sep\'ulveda} (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. \Wikipedia{Juan_Gines_de_Sepulveda}
|
|
|
|
\FFather{Bartolome de las Casas}{Bartolom\'e de las Casas}
|
|
(1474--1566) was a Catholic Priest who traveled the Indies converting
|
|
Indians and chastising Spain for their treatment of the Natives. When
|
|
Bartolom\'e de las Casas joins the Continental Congress, all existing
|
|
Indian converts become free
|
|
colonists. \Wikipedia{Bartolome_de_las_Casas}
|
|
|
|
|
|
|
|
\hypertarget{The Birth of a Nation}{\chapter{The Birth of a Nation}}
|
|
|
|
\hypertarget{Sons of Liberty}{\section{Sons of Liberty}}
|
|
|
|
At the beginning of the game, all your colonists will be
|
|
\hypertarget{Tories}{\textbf{Tory Loyalists}}, who support your
|
|
\hyperlink{Monarch}{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.
|
|
|
|
\hyperlink{Liberty Bells}{Liberty Bells}, however, will turn these
|
|
Tories into \textbf{Sons of Liberty}, 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.
|
|
|
|
|
|
\hypertarget{The Treaty of Utrecht}{\section{The Treaty of Utrecht}}
|
|
|
|
The colonies of European powers often changed hands as spoils of
|
|
war. In the Treaty of Utrecht \Wikipedia{Treaty of Utrecht}, which
|
|
concluded \Concept{The War of Spanish Succession} \Wikipedia{The War
|
|
of Spanish Succession}, for example, the French ceded most of their
|
|
North American possessions to the English.
|
|
|
|
In the game, your Monarch may declare war on a foreign power, and if
|
|
\hyperlink{Benjamin Franklin}{Benjamin Franklin} has not yet joined
|
|
the Continental Congress, that war will also spread to the New
|
|
World. Furthermore, if the Treaty of Utrecht occurs in the game, the
|
|
weakest computer player will cede all its colonies and units to the
|
|
strongest computer player and withdraw from the New World.
|
|
|
|
In the game, the War of Spanish Succession is triggered as soon as
|
|
50\% of a player's population support the declaration of independence.
|
|
If there are less than two computer players still active in the New
|
|
World at this time, then the Treaty of Utrecht event can not occur.
|
|
|
|
|
|
\hypertarget{Declaration of Independence}{\section{The Declaration
|
|
of Independence}}
|
|
|
|
As soon as 50\% of your entire population support the Sons of Liberty,
|
|
you can declare the independence of your colonies. Your
|
|
\hyperlink{Monarch}{Monarch} will not be amused and will send the
|
|
\hyperlink{Royal Expeditionary Force}{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. However, you do need
|
|
to maintain at least one independent colony that is on the coast and
|
|
accessible from Europe---if the Royal Expeditionary Force captures
|
|
all your coastal colonies you have lost.
|
|
|
|
At the declaration, colonies with strong support for the Sons of
|
|
Liberty sometimes promote veteran soldiers at work there to
|
|
\hyperlink{Colonial Regular}{Colonial Regular} in preparation for the
|
|
coming war. The European enemies of your Monarch may support your
|
|
effort by dispatching an \Concept{Intervention Force}, provided that
|
|
you generate a sufficient number of Liberty Bells after the War of
|
|
Independence has begun.
|
|
|
|
If you continue to play after successfully defeating the
|
|
\hyperlink{Royal Expeditionary Force}{Royal Expeditionary Force}, your
|
|
new free nation will no longer be subject to the whims of a monarch.
|
|
Your \hyperlink{Custom House}{Custom House} will continue to operate,
|
|
trading now with all comers instead of just your former nation, and
|
|
therefore the external tax rate will be fixed at zero, with no threat of
|
|
boycotts. However, you will no longer be able to sail to your former
|
|
home port. Future versions may implement sailing to all European ports.
|
|
|
|
|
|
|
|
\hypertarget{Known bugs}{\chapter{Known bugs}}
|
|
|
|
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
|
|
\href{http://sourceforge.net/tracker/?group_id=43225&atid=435578}{SourceForge
|
|
bug tracker}.
|
|
|
|
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
|
|
\hyperlink{game menu}{game menu} or by pressing \verb$ctrl-r$.
|
|
|
|
A reconnect is often an indication of a bug. If you report a
|
|
reconnect problem, more detail is available in the java log file
|
|
(usually called \texttt{FreeCol.log}) which is very helpful to the
|
|
developers if attached to the bug report. The log file can sometimes
|
|
be large enough to exceed the attachment limit at SourceForge, in
|
|
which case feel free to omit the bulk of the file---the critical
|
|
information is likely to be near the end (in the form of a
|
|
java exception message), but you should always retain the first few
|
|
lines which contain the FreeCol version and system information.
|
|
|
|
Possibly the most frequently reported type of bug amounts to ``A
|
|
computer player did something stupid''. This is only too well
|
|
understood. The FreeCol AI players are weak, and blatantly cheat to
|
|
compensate (which can be partly controlled by the `AI-Cheating'
|
|
difficulty options). We hope one day that the FreeCol AI players will
|
|
be interesting and challenging opponents without having to cheat,
|
|
but much work needs to be done to get there.
|
|
|
|
\hypertarget{Copyright Notice}{\chapter{Copyright Notice}}
|
|
|
|
Copyright \copyright 2002--2021
|
|
\href{http://freecol.sourceforge.net/index.php?section=8}{The FreeCol
|
|
Team}.
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
A copy of the GNU General Public License is available on the World
|
|
Wide Web at \href{http://www.gnu.org/copyleft/gpl.html}{the GNU
|
|
General Public Licence}. You can also obtain it by writing to the Free
|
|
Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
|
|
02111--1307, USA.
|
|
|
|
|
|
Furthermore, permission is granted to copy, distribute and/or modify
|
|
this file under the terms of the GNU Free Documentation License,
|
|
Version 1.2 or any later version published by the Free Software
|
|
Foundation; with no Invariant Sections, no Front-Cover Texts, and no
|
|
Back-Cover Texts.
|
|
|
|
Furthermore, permission is granted to copy, distribute and/or modify
|
|
this file under the terms of the Creative Commons Attributive
|
|
Share-Alike license (CC-BY-SA).
|
|
|
|
|
|
\printindex
|
|
|
|
\end{document}
|