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User Guide for Version v0.11.6</title>
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<h2 class="titleHead">FreeCol Documentation<br />
User Guide for Version v0.11.6</h2>
<div class="author" ><a href="http://freecol.sourceforge.net/index.php?section=8" >
<span class="ecrm-1440">The FreeCol Team</span></a></div><br />
<div class="date" ><span class="ecrm-1440">December 30, 2019</span></div>
</div>
<h2 class="likechapterHead"><a
id="x1-1000"></a>Contents</h2>
<div class="tableofcontents">
<span class="chapterToc" >1 <a
href="#x1-20001" id="QQ2-1-2">Introduction</a></span>
<br /> &#x00A0;<span class="sectionToc" >1.1 <a
href="#x1-30001.1" id="QQ2-1-3">About FreeCol</a></span>
<br /> &#x00A0;<span class="sectionToc" >1.2 <a
href="#x1-40001.2" id="QQ2-1-4">The Original Colonization</a></span>
<br /> &#x00A0;<span class="sectionToc" >1.3 <a
href="#x1-50001.3" id="QQ2-1-5">About this manual</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >1.3.1 <a
href="#x1-60001.3.1" id="QQ2-1-6">Differences between the rule sets</a></span>
<br /> &#x00A0;<span class="sectionToc" >1.4 <a
href="#x1-70001.4" id="QQ2-1-7">Liberty and Immigration</a></span>
<br /> <span class="chapterToc" >2 <a
href="#x1-80002" id="QQ2-1-8">Installation</a></span>
<br /> &#x00A0;<span class="sectionToc" >2.1 <a
href="#x1-90002.1" id="QQ2-1-9">System Requirements</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >2.1.1 <a
href="#x1-100002.1.1" id="QQ2-1-10">FreeCol on Windows</a></span>
<br /> &#x00A0;<span class="sectionToc" >2.2 <a
href="#x1-110002.2" id="QQ2-1-11">Compiling FreeCol</a></span>
<br /> <span class="chapterToc" >3 <a
href="#x1-120003" id="QQ2-1-12">Interface</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.1 <a
href="#x1-130003.1" id="QQ2-1-13">Starting the game</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.1.1 <a
href="#x1-140003.1.1" id="QQ2-1-14">Command line options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.1.2 <a
href="#x1-150003.1.2" id="QQ2-1-15">Game setup</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.1.3 <a
href="#x1-220003.1.3" id="QQ2-1-22">Map Generator Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.1.4 <a
href="#x1-230003.1.4" id="QQ2-1-23">Game Options</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.2 <a
href="#x1-290003.2" id="QQ2-1-29">Client Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.1 <a
href="#x1-300003.2.1" id="QQ2-1-30">Display Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.2 <a
href="#x1-310003.2.2" id="QQ2-1-31">Translations</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.3 <a
href="#x1-320003.2.3" id="QQ2-1-32">Message Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.4 <a
href="#x1-330003.2.4" id="QQ2-1-33">Audio Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.5 <a
href="#x1-340003.2.5" id="QQ2-1-34">Savegame Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.6 <a
href="#x1-350003.2.6" id="QQ2-1-35">Warehouse Options</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.7 <a
href="#x1-360003.2.7" id="QQ2-1-36">Keyboard Accelerators</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.2.8 <a
href="#x1-370003.2.8" id="QQ2-1-37">Other Options</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.3 <a
href="#x1-380003.3" id="QQ2-1-38">The main screen</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.1 <a
href="#x1-390003.3.1" id="QQ2-1-40">The Menubar</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.2 <a
href="#x1-400003.3.2" id="QQ2-1-41">The Info Panel</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.3 <a
href="#x1-410003.3.3" id="QQ2-1-42">The Minimap</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.4 <a
href="#x1-420003.3.4" id="QQ2-1-43">The Unit Buttons</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.5 <a
href="#x1-430003.3.5" id="QQ2-1-44">The Compass Rose</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.3.6 <a
href="#x1-440003.3.6" id="QQ2-1-45">The Main Map</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.4 <a
href="#x1-450003.4" id="QQ2-1-46">The Europe Panel</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.5 <a
href="#x1-460003.5" id="QQ2-1-48">The Colony panel</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.5.1 <a
href="#x1-470003.5.1" id="QQ2-1-50">The Warehouse Dialog</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >3.5.2 <a
href="#x1-480003.5.2" id="QQ2-1-51">The Build Queue Panel</a></span>
<br /> &#x00A0;<span class="sectionToc" >3.6 <a
href="#x1-490003.6" id="QQ2-1-52">Customization</a></span>
<br /> <span class="chapterToc" >4 <a
href="#x1-500004" id="QQ2-1-53">The New World</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.1 <a
href="#x1-510004.1" id="QQ2-1-54">Terrain Types</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.2 <a
href="#x1-520004.2" id="QQ2-1-55">Goods</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >4.2.1 <a
href="#x1-530004.2.1" id="QQ2-1-56">Trade Routes</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.3 <a
href="#x1-540004.3" id="QQ2-1-57">Special Resources</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.4 <a
href="#x1-550004.4" id="QQ2-1-58">Native Settlements</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.5 <a
href="#x1-560004.5" id="QQ2-1-59">Lost City Rumours</a></span>
<br /> &#x00A0;<span class="sectionToc" >4.6 <a
href="#x1-570004.6" id="QQ2-1-60">Exploration</a></span>
<br /> <span class="chapterToc" >5 <a
href="#x1-580005" id="QQ2-1-61">Colonies</a></span>
<br /> &#x00A0;<span class="sectionToc" >5.1 <a
href="#x1-590005.1" id="QQ2-1-62">Picking a suitable site</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >5.1.1 <a
href="#x1-600005.1.1" id="QQ2-1-63">The colony tile</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >5.1.2 <a
href="#x1-610005.1.2" id="QQ2-1-64">The adjacent tiles</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >5.1.3 <a
href="#x1-620005.1.3" id="QQ2-1-65">Reforestation</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >5.1.4 <a
href="#x1-630005.1.4" id="QQ2-1-66">Government Efficiency</a></span>
<br /> &#x00A0;<span class="sectionToc" >5.2 <a
href="#x1-640005.2" id="QQ2-1-67">Colony Buildings</a></span>
<br /> &#x00A0;<span class="sectionToc" >5.3 <a
href="#x1-650005.3" id="QQ2-1-68">Using Buildings</a></span>
<br /> &#x00A0;<span class="sectionToc" >5.4 <a
href="#x1-660005.4" id="QQ2-1-69">Building Units and Buildings</a></span>
<br /> <span class="chapterToc" >6 <a
href="#x1-670006" id="QQ2-1-70">Your Home Country</a></span>
<br /> &#x00A0;<span class="sectionToc" >6.1 <a
href="#x1-680006.1" id="QQ2-1-71">Your Home Port</a></span>
<br /> &#x00A0;<span class="sectionToc" >6.2 <a
href="#x1-690006.2" id="QQ2-1-72">Your Monarch</a></span>
<br /> <span class="chapterToc" >7 <a
href="#x1-700007" id="QQ2-1-73">Units</a></span>
<br /> &#x00A0;<span class="sectionToc" >7.1 <a
href="#x1-710007.1" id="QQ2-1-74">Equipment</a></span>
<br /> &#x00A0;<span class="sectionToc" >7.2 <a
href="#x1-720007.2" id="QQ2-1-75">Skills and Education</a></span>
<br /> &#x00A0;<span class="sectionToc" >7.3 <a
href="#x1-730007.3" id="QQ2-1-76">Combat</a></span>
<br /> &#x00A0;&#x00A0;<span class="subsectionToc" >7.3.1 <a
href="#x1-740007.3.1" id="QQ2-1-77">Combat Bonuses and Penalties</a></span>
<br /> <span class="chapterToc" >8 <a
href="#x1-750008" id="QQ2-1-78">The Continental Congress</a></span>
<br /> <span class="chapterToc" >9 <a
href="#x1-760009" id="QQ2-1-79">The Birth of a Nation</a></span>
<br /> &#x00A0;<span class="sectionToc" >9.1 <a
href="#x1-770009.1" id="QQ2-1-80">Sons of Liberty</a></span>
<br /> &#x00A0;<span class="sectionToc" >9.2 <a
href="#x1-780009.2" id="QQ2-1-81">The Treaty of Utrecht</a></span>
<br /> &#x00A0;<span class="sectionToc" >9.3 <a
href="#x1-790009.3" id="QQ2-1-82">The Declaration of Independence</a></span>
<br /> <span class="chapterToc" >10 <a
href="#x1-8000010" id="QQ2-1-83">Known bugs</a></span>
<br /> <span class="chapterToc" >11 <a
href="#x1-8100011" id="QQ2-1-84">Copyright Notice</a></span>
</div>
<!--l. 36--><p class="indent" > <a
id="Introduction">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;1</span><br /><a
id="x1-20001"></a>Introduction</h2>
<!--l. 36--><p class="noindent" ></a>
<!--l. 38--><p class="indent" > Welcome to FreeCol! If you&#8217;re interested in development of this program,
please see the <a
href="http://freecol.sourceforge.net" >FreeCol web site</a>. This is a draft version of the user&#8217;s guide. You can
find the latest version at the <a
href="http://freecol.sourceforge.net" >FreeCol homepage</a>.
<!--l. 44--><p class="indent" > <a
id="About FreeCol">
<h3 class="sectionHead"><span class="titlemark">1.1 </span> <a
id="x1-30001.1"></a>About FreeCol</h3>
<!--l. 44--><p class="noindent" ></a>
<!--l. 46--><p class="indent" > The FreeCol team aims to create an Open Source version of Colonization
(released under the <a
href="http://www.gnu.org/licenses/gpl.html" >GPL</a>). However, FreeCol differs from the original game in two
regards: it supports multiplayer games and uses an isometric map. At some point
in the future, we might also add support for rectangular tiles similar to those used
in the original game.
<!--l. 53--><p class="indent" > FreeCol 1.0 will implement all features and rules of the original game that we
are aware of. Although we have not reached that goal yet, the game has been
playable for several years now.
<!--l. 57--><p class="indent" > At the same time, we are adding features and optional rules not found in
the original game. In particular, units, buildings, terrain types, goods
and other game objects are far more configurable than they were in the
original game. In fact, the game already includes two slightly different <a
href="#About this manual">rule
sets</a>.
<!--l. 64--><p class="indent" > <a
id="The Original Colonization">
<h3 class="sectionHead"><span class="titlemark">1.2 </span> <a
id="x1-40001.2"></a>The Original Colonization</h3>
<!--l. 64--><p class="noindent" ></a>
<!--l. 66--><p class="indent" > The original Colonization<a
href="http://en.wikipedia.org/wiki/Colonization" (computer game) ><img
src="images/wikipedia.png" alt="PIC"
></a> was released in 1994 by Microprose.
<span
class="ecbx-1200">Colonization is heavily based on Civilization </span>which some consider
to be the best turn-based strategy game for the PC in the history of
mankind.
<!--l. 71--><p class="indent" > In Civilization the object of the game was to build a nation that could stand
the test of time and that could also do one of the following: conquer the
world or be the first to launch a spaceship. In Colonization things are bit
different...
<!--l. 76--><p class="indent" > A Colonization game starts in 1492 and <span
class="ecbx-1200">the object of the game is</span>
<span
class="ecbx-1200">to colonize America</span>. You begin the game with one vessel and two
colonists.
<!--l. 80--><p class="indent" > As in Civilization you need to build a powerful nation, but fortunately in the
early part of the game <span
class="ecbx-1200">you&#8217;ll be able to send ships back to Europe </span>in order
to sell the goods you&#8217;ve produced or to bring back some colonists. <span
class="ecbx-1200">Getting</span>
<span
class="ecbx-1200">colonists into the new world is a very important aspect of the game </span>as
one game turn takes one year and later on even one season and as a result colonies
don&#8217;t grow as rapidly as they do in Civilization. You can pay colonists to
come to the new world or you can show off with the religious freedom of
your people in which case they will hop on your vessels for no money at
all.
<!--l. 91--><p class="indent" > Another important aspect is <span
class="ecbx-1200">trade: the source of all income </span>(apart from
Inca and Aztec gold). In a land filled with precious resources it is important to
<span
class="ecbx-1200">build your colonies at the right location </span>and to place craftsmen
where they belong. This is not only to have an income but also to be able
to <span
class="ecbx-1200">live off the land </span>when you can no longer count on the support of
Europe.
<!--l. 98--><p class="indent" > Through all this you&#8217;ll have to decide whether or not you want to <span
class="ecbx-1200">live next</span>
<span
class="ecbx-1200">to the native americans </span>peacefully. They can teach your colonists new skills
that cannot be tought anywhere else and they will offer you goods in case you
choose to treat them as your friends. On the other hand, their villages can be
attacked and their valuable goods can be taken from them and sold in
Europe.
<!--l. 106--><p class="indent" > <span
class="ecbx-1200">Other European forces are also busy occupying their piece of the</span>
<span
class="ecbx-1200">new world</span>. Should their borders go too far then take over some of their
colonies by force because they wouldn&#8217;t hesitate to do the same thing to
you.
<!--l. 110--><p class="indent" > The object of Colonization is to <span
class="ecbx-1200">declare your independence and survive</span>
<span
class="ecbx-1200">an attack of the King&#8217;s forces</span>. Before declaring your independence <span
class="ecbx-1200">you need</span>
<span
class="ecbx-1200">to have the majority of the people behind you</span>. This can be done
by <span
class="ecbx-1200">promoting free speech </span>and by providing a strong governmental
system.
<!--l. 117--><p class="indent" > <a
id="About this manual">
<h3 class="sectionHead"><span class="titlemark">1.3 </span> <a
id="x1-50001.3"></a>About this manual</h3>
<!--l. 117--><p class="noindent" ></a>
<!--l. 119--><p class="indent" > FreeCol is slowly turning into a game engine that allows the implementation of
many different games based on similar concepts. It is already possible
to define different rule sets and to select one of them when starting a
new game. At the moment, FreeCol ships with two rule sets accessible to
the user: &#8220;Classic&#8221;, which attempts to emulate the rules of the original
game as far as possible, and &#8220;FreeCol&#8221;, which mainly conforms to the rules
of the original game, but differs in a few points. The &#8220;FreeCol&#8221; rule set
introduces four additional European powers with new national advantages, for
example.
<!--l. 129--><p class="indent" > In this manual, we always talk about the &#8220;Classic&#8221; rule set unless we explicitly
mention another rule set. Please note that most of the features of terrain types,
unit types, building types, founding fathers and so on could be changed by
another rule set. If the manual states that a Lumberjack has a movement
allowance of three, or that the Prairie produces three units of Cotton, then this
applies to the &#8220;Classic&#8221; rule set and the &#8220;FreeCol&#8221; rule set. Another rule set might
change these values, or might not even include a Lumberjack, the Prairie terrain,
or Cotton.
<!--l. 139--><p class="indent" > <a
id="Differences between the rule sets">
<h4 class="subsectionHead"><span class="titlemark">1.3.1 </span> <a
id="x1-60001.3.1"></a>Differences between the rule sets</h4>
<!--l. 139--><p class="noindent" ></a>
<!--l. 141--><p class="indent" > The following differences between the &#8220;Classic&#8221; rule set and the &#8220;FreeCol&#8221; rule
set exist:
<ul class="itemize1">
<li class="itemize">The FreeCol rules introduce four additional nations and four additional
national advantages. These additions correct the omission of the
Portuguese from the original game, and make multi-player games with
up to eight players possible.
</li>
<li class="itemize">Under the Classic rules, the population of a colony with a <a
href="#Stockade">stockade</a> or
more advanced fortification can not be reduced below three. Therefore,
it is usually impossible to abandon a fortified colony. The FreeCol rule
set deliberately ignores this rule of the original game.
</li>
<li class="itemize">While the original game awards <a
href="#Exploration">exploration points</a> only for the
discovery of the Pacific Ocean, FreeCol optionally awards exploration
points for the discovery of various map regions. The FreeCol rule set
enables exploration points by default, whereas the Classic rule set
disables them by default.
</li>
<li class="itemize">In the original game, it is impossible to attack units on land with
ships or units aboard ships. This makes it possible to create invincible
colonies by completely fortifying small islands. FreeCol optionally
allows amphibious assaults. The option is on by default in the FreeCol
rule set, and off by default in the Classic rule set.
</li>
<li class="itemize">FreeCol optionally makes <a
href="#Missionary">missionaries</a> more useful. Settlements with
a mission grant the owner of the mission better prices when trading,
visibility of the tiles surrounding the settlement, and are willing to train
more than one of his units. This feature is turned off by default in the
Classic rule set and turned on by default in the FreeCol rule set.
</li>
<li class="itemize">In the original game, the <a
href="#Royal Expeditionary Force">Royal Expeditionary Force</a> simply appears
out of the blue, and can not be defeated at sea before unloading most of
its troops. In FreeCol, you can decide whether the REF must obey the
usual sailing rules. By default, the Classic rules emulate the original
game, while the FreeCol rules allow a naval defeat of the REF.
</li>
<li class="itemize">In the original game, the <a
href="#Custom House">Custom House</a> ignores all boycotts. This is
generally considered a bug rather than a feature. Under the FreeCol
rules, custom houses must obey boycotts by default, whereas they
ignore boycotts by default under the Classic rules.
</li>
<li class="itemize">It has been claimed that experts can produce a certain amount of goods
even if not enough raw materials are available in the original game.
Although it is unclear whether this is generally true and is a feature
rather than a bug of the original game, the Classic rule set emulates
this quirk by default. The FreeCol rule set does not.
</li>
<li class="itemize">In the original game, the least skilled unit is always educated first.
FreeCol optionally allows you to select the unit to be trained yourself.
This feature is off by default in the Classic rule set and on by default
in the FreeCol rule set.
</li>
<li class="itemize">In the FreeCol ruleset, Francisco de Coronado grants full ongoing
visibility of foreign colonies and their surroundings. Classic rules do not
grant ongoing or surroundings visibility, and show revealed colonies as
having size of one.</li></ul>
<!--l. 199--><p class="indent" > <a
id="Liberty and Immigration">
<h3 class="sectionHead"><span class="titlemark">1.4 </span> <a
id="x1-70001.4"></a>Liberty and Immigration</h3>
<!--l. 199--><p class="noindent" ></a>
<a
id="x1-7001"></a>
<!--l. 201--><p class="indent" > <a
id="Liberty"><span
class="ecbx-1200">Liberty</span></a> and Immigration are two very important aspects of the game. The
more liberty you &#8220;accumulate&#8221;, the more your colonists will support your policies.
In time, they will work harder, thus gaining a production bonus, and will support
independence from the home country. Since you can not secede from your home
country before at least half of the population supports independence, and since
popular support has a large influence on your final score, the accumulation of
liberty must clearly be a priority.
<!--l. 210--><p class="indent" > Liberty points are also required to elect new members to the <a
href="#Continental Congress">Continental
Congress</a>. Each of these &#8220;founding fathers&#8221; can increase your abilities in a different
way.
<!--l. 214--><p class="indent" > Nor should you neglect <a
id="x1-7002"></a><a
id="Immigration"><span
class="ecbx-1200">Immigration</span></a>, since immigrants from Europe are
likely to be your main source of skilled and unskilled labour early in the game. As
your colonies become more and more self-sufficient and you build great
universities to teach even the most demanding professions, immigrants
from Europe become less important. But since the number of colonists is
one of the most important factors contributing to your final score, you
might wish to attract further immigrants even in the late stages of the
game.
<!--l. 223--><p class="indent" > In the original game, liberty points were virtually identical to <a
href="#Liberty Bells">Liberty
Bells</a>, and immigration points were indistinguishable from <a
href="#Crosses">Crosses</a>. In
the classic rule set and the default rule set, one Liberty Bell produces
exactly one liberty point, and one Cross produces exactly one immigration
point.
<!--l. 230--><p class="indent" > However, new rule sets can change this ratio, or even introduce new types of
goods that also produce liberty or immigration points. For example, you could
introduce gold as a new type of goods that produces a large number of
immigration points (say five immigration points per unit of gold) in order to
simulate gold rushes.
<!--l. 238--><p class="indent" > <a
id="Installation">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;2</span><br /><a
id="x1-80002"></a>Installation</h2>
<!--l. 238--><p class="noindent" ></a>
<!--l. 240--><p class="indent" > You can download a system independent installer, which should install
FreeCol and set up the required shortcuts on your desktop. If everything
works as planned, you will only need to double click the icon in order
to start the game. If this is not the case, then please read the following
paragraphs.
<!--l. 246--><p class="indent" > FreeCol comes with a multi-lingual desktop entry file for Linux, which is not
installed by default, however. In order to install it, you need to copy the file
&#8220;freecol.desktop&#8221; from the base install directory to the appropriate folder (e.g.
&#8220;/usr/share/applications&#8221; or &#8220;&#x00A0;/.local/share/applications/&#8221;). You also need to
edit the icon path defined in the file to match the location of the freecol
icon.
<!--l. 254--><p class="indent" > <a
id="System Requirements">
<h3 class="sectionHead"><span class="titlemark">2.1 </span> <a
id="x1-90002.1"></a>System Requirements</h3>
<!--l. 254--><p class="noindent" ></a>
<!--l. 256--><p class="indent" > FreeCol is written in Java. In order to run, it requires a Java Virtual Machine.
FreeCol should run on any platform on which a Java Virtual Machine compatible
with Sun Java 8 or higher is available.
<!--l. 260--><p class="indent" > FreeCol is known to work with <a
href="http://java.sun.com/" >Oracle Java</a> and <a
href="http://openjdk.java.net" >OpenJDK</a>. FreeCol is
known to run on recent versions of Windows, Linux, and Mac OS X. If you
are using FreeCol on a different platform, we would like to hear about
it.
<!--l. 265--><p class="indent" > FreeCol requires at least 256 MB memory, although some systems slow down
badly and require 512MB. FreeCol works best with a screen resolution of at least
1024x768 pixels. It should also be possible to play the game with a screen
resolution of 1024x600 pixels, although some panels will look a bit cramped. You
can play the game with an even smaller screen, but we do not support that, and
some things might not work.
<!--l. 273--><p class="indent" > <a
id="FreeCol on Windows">
<h4 class="subsectionHead"><span class="titlemark">2.1.1 </span> <a
id="x1-100002.1.1"></a>FreeCol on Windows</h4>
<!--l. 273--><p class="noindent" ></a>
<!--l. 275--><p class="indent" > FreeCol uses context menus in several places. On most platforms, context
menus are opened with a click of the right mouse button. If you have only one
mouse button, holding down the <span
class="ectt-1200">control </span>key while clicking the mouse button
should also work. Some versions of Java on Windows are unable to display context
menus that extend beyond the game window correctly. As we are unable to fix
that, we display the context menu in the top left corner of the game window in
these cases.
<!--l. 285--><p class="indent" > <a
id="Compiling FreeCol">
<h3 class="sectionHead"><span class="titlemark">2.2 </span> <a
id="x1-110002.2"></a>Compiling FreeCol</h3>
<!--l. 285--><p class="noindent" ></a>
<!--l. 287--><p class="indent" > In order to compile FreeCol you will need Java and <a
href="http://ant.apache.org/" >the Ant build system</a>.
When these are installed, go to the root directory of FreeCol and type <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ant</span></span></span> to
build a JAR file containing the game. The game is started using the command
<span class="obeylines-h"><span class="verb"><span
class="ectt-1200">java</span><span
class="ectt-1200">&#x00A0;-Xmx512M</span><span
class="ectt-1200">&#x00A0;-jar</span><span
class="ectt-1200">&#x00A0;FreeCol.jar</span></span></span>.
<!--l. 293--><p class="indent" > If something goes wrong, please open a bug report at the <a
href="http://sourceforge.net/projects/freecol" >SourceForge page of
FreeCol</a>. Use the command <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ant</span><span
class="ectt-1200">&#x00A0;-projecthelp</span></span></span> to find out about other kinds of
things you can build (this manual, for example). Note that you will require
additional software to build the manual, however.
<!--l. 301--><p class="indent" > <a
id="Interface">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;3</span><br /><a
id="x1-120003"></a>Interface</h2>
<!--l. 301--><p class="noindent" ></a>
<!--l. 303--><p class="indent" > This section will provide information about various interface elements, as well
as the keyboard shortcuts and the different actions that can be used in the
game.
<!--l. 307--><p class="indent" > <a
id="Starting the game">
<h3 class="sectionHead"><span class="titlemark">3.1 </span> <a
id="x1-130003.1"></a>Starting the game</h3>
<!--l. 307--><p class="noindent" ></a>
<!--l. 309--><p class="indent" > If you installed FreeCol with the system independent installer, or the Windows
installer, there should be a shortcut on your desktop. Double click the icon in
order to start the game. If that does not work, or if you prefer using the command
line, then please read the following paragraphs.
<!--l. 316--><p class="indent" > <a
id="Command line options">
<h4 class="subsectionHead"><span class="titlemark">3.1.1 </span> <a
id="x1-140003.1.1"></a>Command line options</h4>
<!--l. 316--><p class="noindent" ></a>
<!--l. 318--><p class="indent" > If you are in the directory in which FreeCol is installed, you can start the game
with the command <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">java</span><span
class="ectt-1200">&#x00A0;-Xmx512M</span><span
class="ectt-1200">&#x00A0;-jar</span><span
class="ectt-1200">&#x00A0;FreeCol.jar</span></span></span>. This will tell
the Virtual Machine to load the game and to set the maximum heap
size to 512 MB. Refer to the manual of your Java Virtual Machine for
details.
<!--l. 324--><p class="indent" > There are many other Java options, but you probably won&#8217;t need to change
the default settings. FreeCol is developed in English, but it includes translations
into many other languages, some of which are not very complete, however. Java
will automatically select the translation for your locale, if available, and English
otherwise. If you should wish to select a different language, or if language
selection fails, you can choose a different language from the <a
href="#client options">preferences
menu</a>.
<!--l. 333--><p class="indent" > FreeCol also provides several application-specific command line options:
<ul class="itemize1">
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--usage</span></span></span> Display the help screen.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--version</span></span></span> Display the version number.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--default-locale</span><span
class="ectt-1200">&#x00A0;LOCALE</span></span></span> Specify a locale.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--freecol-data</span><span
class="ectt-1200">&#x00A0;DIR</span></span></span> Specify the directory that contains FreeCol&#8217;s
data files. In general, you will only need to use this if you have installed
a modified copy of FreeCol&#8217;s data files.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--advantages</span><span
class="ectt-1200">&#x00A0;ADVANTAGES</span></span></span> Set the European nation advantages type,
which must be one of <span
class="ectt-1200">Selected </span>(each nation may choose an advantage),
<span
class="ectt-1200">Fixed </span>(the standard advantage types are fixed) or <span
class="ectt-1200">None </span>(Europeans
do not have national advantages). The names of the advantage types
will be translated to the specified locale, but if you specify the
ADVANTAGES wrongly an error message is printed which lists the
available choices.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--clientOptions</span><span
class="ectt-1200">&#x00A0;FILE</span></span></span> Override the client options file (normally
<span
class="ectt-1200">options.xml </span>in the freecol directory).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--difficulty</span><span
class="ectt-1200">&#x00A0;DIFFICULTY</span></span></span> Set the default difficulty level.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--europeans</span><span
class="ectt-1200">&#x00A0;EUROPEANS</span></span></span> Set the default number of enabled European
colonial nations (normally the classic four: Dutch, English, French,
Spanish).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--font</span><span
class="ectt-1200">&#x00A0;FONTSPEC</span></span></span> Override the default font with a Java font specifier
(e.g. Arial-BOLD-12).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--full-screen</span></span></span> Run FreeCol in full screen mode.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--load-savegame</span><span
class="ectt-1200">&#x00A0;SAVEGAME_FILE</span></span></span> Load the given savegame. This is
particularly useful in combination with the client option <a
href="#show savegame settings">show savegame
settings</a>.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--log-file</span><span
class="ectt-1200">&#x00A0;FILE</span></span></span> Override the location of the log file.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--name</span><span
class="ectt-1200">&#x00A0;NAME</span></span></span> Specify a player name.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--no-intro</span></span></span> Skip the introductory video.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--no-sound</span></span></span> Run FreeCol without sound. Note that the game does not
yet contain background music, so the only sounds you will hear will be
special effects.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--no-splash</span></span></span> Skip the splash screen.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--server</span></span></span> Start a stand-alone server.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--server-name</span><span
class="ectt-1200">&#x00A0;NAME</span></span></span> Specify the server name.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--server-port</span><span
class="ectt-1200">&#x00A0;PORT</span></span></span> Specify the server port.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--server-help</span></span></span> Display a help screen for the more advanced server
options.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--splash</span><span
class="ectt-1200">&#x00A0;FILE</span></span></span> Specify the location of the splash screen file.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--timeout</span><span
class="ectt-1200">&#x00A0;TIMEOUT</span></span></span> Specifies the number of seconds the server should
wait for a player to answer a question (e.g. demands from natives).
This is &#8216;infinite&#8217; by default in single player mode, and 60 seconds in
multiplayer.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--user-cache-directory</span><span
class="ectt-1200">&#x00A0;DIRECTORY</span></span></span> Use the given directory instead
of your default FreeCol user cache directory to save temporary files
such as the log file. If the specified directory does not exist this option
will be ignored.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--user-config-directory</span><span
class="ectt-1200">&#x00A0;DIRECTORY</span></span></span> Use the given directory
instead of your default FreeCol user configuration directory to load
client and custom options. You can use this in order to run the game
from a USB stick<a
id="x1-14001"></a>, for example. Please note that specifying a client
options file on the command line will override the options directory. If
the specified directory does not exist this option will be ignored.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--user-data-directory</span><span
class="ectt-1200">&#x00A0;DIRECTORY</span></span></span> Use the given directory instead
of your default FreeCol user data directory to load and save games,
and user mods. You can use this in order to run the game from a USB
stick<a
id="x1-14002"></a>, for example. Please note that specifying a save game file on the
command line will override the save game directory. If the specified
directory does not exist FreeCol will exit.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--windowed[[=]WIDTHxHEIGHT]</span></span></span> Run FreeCol in windowed mode, and
optionally explicitly set the window width and height. If the size is not
specified FreeCol will attempt to use as much space as possible without
overlapping menu bars et al. Window size determination is not always
correct for all combinations of operating systems and window systems,
hence the ability to explicitly set the size.</li></ul>
<!--l. 406--><p class="indent" > There are several other options that you will probably only be interested in if
you are a developer or need detailed debugging information:
<ul class="itemize1">
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--check-savegame</span><span
class="ectt-1200">&#x00A0;SAVEGAME_FILE</span></span></span> Check the integrity of a saved
game, exit with status equal to the result of the check.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--debug[[=]MODES]</span></span></span> Start the game in (non-scoring) debugging mode.
The optional argument is a comma separated list of the debug
modes: &#8216;menus&#8217; (enables the debug menu and extra entries in popups
and panels), &#8216;init&#8217; (generates a starting colony), &#8216;comms&#8217; (massive
client-server communications tracing), &#8216;desync&#8217; (check for client-server
desynchronization at start and end of the player&#8217;s turn) and &#8216;paths&#8217;
(more infomation is displayed on goto paths). It defaults to &#8216;menus&#8217; if
null.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--debug-run[=]TURNS[,SAVENAME]</span></span></span> Run in debug &#8216;menus&#8217; mode for
the specified number of turns, then optionally save the game to the
specified save name and quit.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--headless</span></span></span> Force headless mode.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--log-console</span></span></span> Log all java messages to the system console as well as
the log file.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--log-level</span><span
class="ectt-1200">&#x00A0;LOGLEVEL</span></span></span> Set the Java log level.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--no-java-check</span></span></span> Skip the java version check.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--no-memory-check</span></span></span> Skip the memory check.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">--seed</span><span
class="ectt-1200">&#x00A0;SEED</span></span></span> Seed the random number generator.</li></ul>
<!--l. 434--><p class="indent" > <a
id="Game setup">
<h4 class="subsectionHead"><span class="titlemark">3.1.2 </span> <a
id="x1-150003.1.2"></a>Game setup</h4>
<!--l. 434--><p class="noindent" ></a>
<!--l. 437--><p class="indent" > <a
id="Main panel">
<h5 class="subsubsectionHead"><a
id="x1-160003.1.2"></a>Main panel</h5>
<!--l. 437--><p class="noindent" ></a>
<!--l. 439--><p class="indent" > 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 <a
href="#client options">options</a>, and to
quit.
<!--l. 444--><p class="indent" > 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
<span class="obeylines-h"><span class="verb"><span
class="ectt-1200">meta.freecol.org</span></span></span><a
id="x1-16001"></a>, to join a <a
id="x1-16002"></a><a
id="multi-player game"><span
class="ecbx-1200">multi-player game</span></a>, or to start a new multi-player
game.
<!--l. 451--><p class="indent" > <a
id="New game">
<h5 class="subsubsectionHead"><a
id="x1-170003.1.2"></a>New game</h5>
<!--l. 451--><p class="noindent" ></a>
<!--l. 453--><p class="indent" > 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 &#8220;FreeCol&#8221; (the default) and &#8220;Classic&#8221;. 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&#8217;s owner
selected.
<!--l. 464--><p class="indent" > <a
id="difficulty level">
<h5 class="subsubsectionHead"><a
id="x1-180003.1.2"></a>Difficulty level</h5>
<!--l. 464--><p class="noindent" ></a>
<!--l. 466--><p class="indent" > The next screen allows you to select an appropriate difficulty level. The game
comes with five pre-defined difficulty levels: &#8220;Very Easy&#8221;, &#8220;Easy&#8221;, &#8220;Normal&#8221; (the
default), &#8220;Hard&#8221; and &#8220;Very Hard&#8221;. The level is defined by about two dozen
different settings, such as the amount of gold you start the game with. If you
select &#8220;Very Easy&#8221;, for example, you will start with 1000 gold, if you select &#8220;Easy&#8221;,
you will start with only 300 gold, and in higher levels you will start entirely
penniless.
<!--l. 475--><p class="indent" > You can also create your own custom difficulty level. Just select the
difficulty level that is closest to what you want (i.e. select &#8220;Very Hard&#8221;
if you want a difficulty level that is even harder) and press the &#8220;edit&#8221;
button to change the settings. Please note that the range of all settings is
limited.
<!--l. 482--><p class="indent" > <a
id="select nations">
<h5 class="subsubsectionHead"><a
id="x1-190003.1.2"></a>Select nations</h5>
<!--l. 482--><p class="noindent" ></a>
<!--l. 484--><p class="indent" > 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.
<!--l. 492--><p class="indent" > 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.
<!--l. 499--><p class="indent" > The table headers for the <span
class="ecbx-1200">Nation </span>and <span
class="ecbx-1200">Advantage </span>columns are buttons that
will take you to the relevant sections of the Colopedia. Also see the chapter on
<a
href="#Home Country">your Home Country</a> for further information on the national advantages of various
European nations.
<!--l. 505--><p class="indent" > This screen also allows you to change various <a
href="#game options">game options</a>.
<!--l. 509--><p class="indent" > <a
id="Joining a game">
<h5 class="subsubsectionHead"><a
id="x1-200003.1.2"></a>Joining a game</h5>
<!--l. 509--><p class="noindent" ></a>
<!--l. 511--><p class="indent" > If you choose to retrieve a list of running games from the metaserver, your
computer will attempt to establish a connection to <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">meta.freecol.org</span></span></span>, port <span
class="cmr-12">3540</span><a
id="x1-20001"></a>.
You will be presented with a list of games, from which you can select one to
connect to. Please note that the list will frequently be empty, since not that many
public multi-player games are being run.
<!--l. 518--><p class="indent" > If you wish to join a multi-player game, you must enter the <a
id="x1-20002"></a><a
id="IP address"><span
class="ecbx-1200">IP address</span></a> of a
server that is running a FreeCol game as well as the port it is running on. The
default port is <span
class="cmr-12">3541</span><a
id="x1-20003"></a>. 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.
<!--l. 527--><p class="indent" > <a
id="Setting up a multi-player game">
<h5 class="subsubsectionHead"><a
id="x1-210003.1.2"></a>Setting up a multi-player game</h5>
<!--l. 527--><p class="noindent" ></a>
<!--l. 529--><p class="indent" > If you wish to start a multi-player game, then the IP address of the server will
be that of your computer, but you must still select a port to run the server on.
Again, the default port is <span
class="cmr-12">3541</span>. You must also decide whether you want to run a
public server or a private server. By default, you start a private game, which
means that the game will not be available on the metaserver. Furthermore, you
must decide on the number of European players (see above), and whether to
use national advantages. A multi-player game may be more balanced if
you do not use them, so that all players start with the same units and
abilities.
<!--l. 539--><p class="indent" > 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.
<!--l. 546--><p class="indent" > This means that you can only run FreeCol if you have the necessary privileges
to bind an unprivileged port. If you use a <a
id="x1-21001"></a><a
id="personal firewall"><span
class="ecbx-1200">personal firewall</span></a> that blocks the port
you wish to use, you will need to configure your firewall accordingly. If you wish to
retrieve a list of games from the metaserver, you also need to configure your
firewall to permit connections to that server, port <span
class="cmr-12">3540</span>. In order to connect to a
server, your client also needs to bind a port. Which port depends on the operating
system you use.
<!--l. 555--><p class="indent" > 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.
<!--l. 559--><p class="indent" > <a
id="map generator options">
<h4 class="subsectionHead"><span class="titlemark">3.1.3 </span> <a
id="x1-220003.1.3"></a>Map Generator Options</h4>
<!--l. 559--><p class="noindent" ></a>
<!--l. 561--><p class="indent" > 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.
<!--l. 566--><p class="indent" > 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.
<!--l. 572--><p class="indent" > 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.
<!--l. 580--><p class="indent" > <a
id="game options">
<h4 class="subsectionHead"><span class="titlemark">3.1.4 </span> <a
id="x1-230003.1.4"></a>Game Options</h4>
<!--l. 580--><p class="noindent" ></a>
<!--l. 582--><p class="indent" > The game options allow you to select several parameters that influence game
play, such as non-standard rules and victory conditions.
<!--l. 586--><p class="indent" > <a
id="map options">
<h5 class="subsubsectionHead"><a
id="x1-240003.1.4"></a>Map Options</h5>
<!--l. 586--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">The option <a
id="x1-24001"></a><a
id="x1-24002"></a><a
id="Turns to Sail"><span
class="ecbx-1200">Turns to Sail</span></a> allows you to change the number of turns
required to sail between Europe and the New World. By default, the
journey takes three turns.
</li>
<li class="itemize">The <a
id="x1-24003"></a><a
id="x1-24004"></a><a
id="Settlement Limit Modifier"><span
class="ecbx-1200">Settlement Limit Modifier</span></a> allows you to relax the settlement
limit, which currently applies only to the number of <a
href="#Wagon Train">Wagon Trains</a> that
your colonies can support.
</li>
<li class="itemize">The checkbox <a
id="x1-24005"></a><a
id="x1-24006"></a><a
id="Fog of War"><span
class="ecbx-1200">Fog of War</span></a> allows you to toggle whether the areas of
the map your units can not currently see are marked.
</li>
<li class="itemize">The checkbox <a
id="x1-24007"></a><a
id="x1-24008"></a><a
id="Exploration Points"><span
class="ecbx-1200">Exploration Points</span></a> 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.
</li>
<li class="itemize">The checkbox <a
id="x1-24009"></a><a
id="x1-24010"></a><a
id="Amphibious Moves"><span
class="ecbx-1200">Amphibious Moves</span></a> enables offensive units to attack
colonies from a ship. This is necessary in order to prevent the
construction of unassaillable strongholds on small islands.
</li>
<li class="itemize">The checkbox <a
id="x1-24011"></a><a
id="x1-24012"></a><a
id="Empty Trade Units"><span
class="ecbx-1200">Empty Trade Units</span></a> enables empty carriers to trade
with foreign settlements, in other words to buy foreign goods without
selling goods first.
</li>
<li class="itemize">The checkbox <a
id="x1-24013"></a><a
id="x1-24014"></a><a
id="Chief Contact"><span
class="ecbx-1200">Chief Contact</span></a> toggles whether all interactions with a
settlement, such as sending a unit to learn a skill, automatically contact
its chief.
</li>
<li class="itemize">The checkbox <a
id="x1-24015"></a><a
id="x1-24016"></a><a
id="Enhanced Missionaries"><span
class="ecbx-1200">Enhanced Missionaries</span></a> grants missionaries various
abilities, making them more valuable than in the original game.
</li>
<li class="itemize">The option <a
id="x1-24017"></a><a
id="x1-24018"></a><a
id="Mission Influence"><span
class="ecbx-1200">Mission Influence</span></a> allows you to change the strength of the
influence of a Mission to the alarm level of the natives in a settlement.
</li>
<li class="itemize">The <a
id="x1-24019"></a><a
id="x1-24020"></a><a
id="Gift Probability"><span
class="ecbx-1200">Gift Probability</span></a> influences the amount of gifts your colonies will
receive from the natives.
</li>
<li class="itemize">The <a
id="x1-24021"></a><a
id="x1-24022"></a><a
id="Demand Probability"><span
class="ecbx-1200">Demand Probability</span></a> influences the number of demands your
colonies will receive from the natives.
</li>
<li class="itemize">The checkbox <a
id="x1-24023"></a><a
id="x1-24024"></a><a
id="Continue Recruiting Founding Fathers"><span
class="ecbx-1200">Continue Recruiting Founding Fathers</span></a> allows you
to elect <a
href="#Founding Fathers">Founding Fathers</a> after independence has been granted.
</li>
<li class="itemize">The checkbox <a
id="x1-24025"></a><a
id="x1-24026"></a><a
id="Teleport REF"><span
class="ecbx-1200">Teleport REF</span></a> enables the <a
href="#Royal Expeditionary Force">Royal Expeditionary Force</a>
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 <span
class="ecti-1200">en route</span>.
</li>
<li class="itemize">The option <a
id="x1-24027"></a><a
id="x1-24028"></a><a
id="Starting Positions"><span
class="ecbx-1200">Starting Positions</span></a> 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.
</li></ul>
<!--l. 651--><p class="indent" > <a
id="colony options">
<h5 class="subsubsectionHead"><a
id="x1-250003.1.4"></a>Colony Options</h5>
<!--l. 651--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">The checkbox <a
id="x1-25001"></a><a
id="x1-25002"></a><a
id="Custom House Ignores Boycott"><span
class="ecbx-1200">Custom House Ignores Boycott</span></a> enables <a
href="#Custom House">Custom
Houses</a> to <a
id="ignore boycotts">ignore boycotts</a><a
id="x1-25003"></a> 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.
</li>
<li class="itemize">The checkbox <a
id="x1-25004"></a><a
id="x1-25005"></a><a
id="Experts Have Connections"><span
class="ecbx-1200">Experts Have Connections</span></a> 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.
</li>
<li class="itemize">The checkbox <a
id="x1-25006"></a><a
id="x1-25007"></a><a
id="Save Production Overflow"><span
class="ecbx-1200">Save Production Overflow</span></a>, 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.
</li>
<li class="itemize">The checkbox <a
id="x1-25008"></a><a
id="x1-25009"></a><a
id="Allow Student Selection"><span
class="ecbx-1200">Allow Student Selection</span></a> enables (and obliges) you to
explicitly assign students to teachers. The original game always selects
a random student from those available.
</li>
<li class="itemize">The checkbox <a
id="x1-25010"></a><a
id="x1-25011"></a><a
id="Buildings Require Upkeep"><span
class="ecbx-1200">Buildings Require Upkeep</span></a> 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.
</li>
<li class="itemize">The option <a
id="x1-25012"></a><a
id="x1-25013"></a><a
id="Natural Disasters"><span
class="ecbx-1200">Natural Disasters</span></a> influences the probability of natural
disasters devastating your colonies. If this option is set to zero, no
natural disasters will occur.
</li></ul>
<!--l. 692--><p class="indent" > <a
id="victory conditions">
<h5 class="subsubsectionHead"><a
id="x1-260003.1.4"></a>Victory Conditions</h5>
<!--l. 692--><p class="noindent" ></a>
<!--l. 694--><p class="indent" > Victory conditions allow you to choose how a European player may win the
game:
<ul class="itemize1">
<li class="itemize"><a
id="x1-26001"></a><a
id="x1-26002"></a><a
id="First Player to Gain Independence"><span
class="ecbx-1200">First Player to Gain Independence</span></a>
</li>
<li class="itemize"><a
id="x1-26003"></a><a
id="x1-26004"></a><a
id="All Other European Players Defeated"><span
class="ecbx-1200">All Other European Players Defeated</span></a>
</li>
<li class="itemize"><a
id="x1-26005"></a><a
id="x1-26006"></a><a
id="All Other Human Players Defeated"><span
class="ecbx-1200">All Other Human Players Defeated</span></a>
</li></ul>
<!--l. 707--><p class="indent" > 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.
<!--l. 712--><p class="indent" > <a
id="year options">
<h5 class="subsubsectionHead"><a
id="x1-270003.1.4"></a>Year Options</h5>
<!--l. 712--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">The <a
id="x1-27001"></a><a
id="x1-27002"></a><a
id="Starting Year"><span
class="ecbx-1200">Starting Year</span></a> determines the year in which the game starts
(defaults to 1492).
</li>
<li class="itemize">The <a
id="x1-27003"></a><a
id="x1-27004"></a><a
id="Season Year"><span
class="ecbx-1200">Season Year</span></a> determines the first year with two turns or seasons
per year (defaults to 1600).
</li>
<li class="itemize">The <a
id="x1-27005"></a><a
id="x1-27006"></a><a
id="Mandatory Colony Year"><span
class="ecbx-1200">Mandatory Colony Year</span></a> 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).
</li>
<li class="itemize">The <a
id="x1-27007"></a><a
id="x1-27008"></a><a
id="Last Game Year"><span
class="ecbx-1200">Last Game Year</span></a> determines the year in which the game ends
(defaults to 1850).
</li>
<li class="itemize">The <a
id="x1-27009"></a><a
id="x1-27010"></a><a
id="Last Colonial Game Year"><span
class="ecbx-1200">Last Colonial Game Year</span></a> determines the year by which
European players must have declared independence in order to avoid
defeat (defaults to 1800).
</li></ul>
<!--l. 736--><p class="indent" > <a
id="initial prices">
<h5 class="subsubsectionHead"><a
id="x1-280003.1.4"></a>Initial Prices</h5>
<!--l. 736--><p class="noindent" ></a>
<!--l. 738--><p class="indent" > 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.
<!--l. 745--><p class="indent" > You can also set the price of hammers when paying for the completion of
buildings and buildable units.
<!--l. 749--><p class="indent" > <a
id="client options">
<h3 class="sectionHead"><span class="titlemark">3.2 </span> <a
id="x1-290003.2"></a>Client Options</h3>
<!--l. 749--><p class="noindent" ></a>
<!--l. 751--><p class="indent" > 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.
<!--l. 755--><p class="indent" > <a
id="display options">
<h4 class="subsectionHead"><span class="titlemark">3.2.1 </span> <a
id="x1-300003.2.1"></a>Display Options</h4>
<!--l. 755--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">The language<a
id="x1-30001"></a> to use. Some languages are spoken in more than one
country. In this case, you might also be able to select a specific country.
See <a
href="#translations">Translations</a> for further details.
</li>
<li class="itemize">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 <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">7</span></span></span> on top. Note that some panels only show a single item with
a number next to it or below it anyway.
</li>
<li class="itemize">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.
</li>
<li class="itemize">Whether to center on the selected tile automatically.
</li>
<li class="itemize">Whether to center on the active unit always.
</li>
<li class="itemize">Whether to display the <span
class="ecti-1200">Fog of War</span>, which enables you to see which
tiles are currently visible to your units..
</li>
<li class="itemize">Whether to scroll the map when dragging with the mouse.
</li>
<li class="itemize">Whether to display the <a
href="#compass rose">compass rose</a> 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.
</li>
<li class="itemize">Whether to display the map controls, which include the <a
href="#minimap">minimap</a>, the
<a
href="#info panel">info panel</a> and the <a
href="#unit buttons">unit buttons</a>.
</li>
<li class="itemize">Whether to display the map grid.
</li>
<li class="itemize">Whether to display tile names, owners, regions or none of the above.
</li>
<li class="itemize">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.
</li>
<li class="itemize">How to animate the movements of your own units.
</li>
<li class="itemize">How to animate the movements of enemy units.
</li>
<li class="itemize">How to display the minimap:
<ul class="itemize2">
<li class="itemize">Whether to attempt smooth rendering.
</li>
<li class="itemize">Which background color to use.
</li>
<li class="itemize">Which zoom level to use as default.</li></ul>
</li></ul>
<!--l. 821--><p class="indent" > Beware that some Java implementations have bugs that cause high CPU load
and very slow performance if animation is enabled. If this happens, either disable
animation or experiment with the <span
class="ectt-1200">-Dsun.java2d.pmoffscreen=false </span>Java
command line option.
<!--l. 827--><p class="indent" > <a
id="translations">
<h4 class="subsectionHead"><span class="titlemark">3.2.2 </span> <a
id="x1-310003.2.2"></a>Translations</h4>
<!--l. 827--><p class="noindent" ></a>
<!--l. 829--><p class="indent" > 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.
<!--l. 838--><p class="indent" > Translations for the FreeCol user interface are kindly provided by
<a
href="http://translatewiki.net" ><span
class="ectt-1200">translatewiki.net</span></a>. 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.
<!--l. 845--><p class="indent" > If you want to install the latest translation available, go to <span
class="ectt-1200">translatewiki.net</span>
and follow the link <span
class="ectt-1200">Special pages </span>from the navigation bar on the left.
Scroll down to the section <span
class="ectt-1200">Wiki data and tools </span>and follow the link
<span
class="ectt-1200">Translate</span>, which takes you to a list of the projects for which the wiki provides
translations. Choose <span
class="ectt-1200">FreeCol </span>to view a form. Select <span
class="ectt-1200">Export translations to</span>
<span
class="ectt-1200">file </span>from the dropdown box labelled <span
class="ectt-1200">I want to</span>. Select the language you
are interested in and press the <span
class="ectt-1200">Fetch </span>button. Please take note of the
abbreviation used for the language, which you will need during the next
step.
<!--l. 856--><p class="indent" > Now, save the result as a file. Find the directory where FreeCol is installed and
open the sub-directory <span
class="ectt-1200">data</span>, then the sub-directory <span
class="ectt-1200">strings</span>, where you will find
a large number of files called
<!--l. 861--><p class="indent" >
<div class="quotation">
<!--l. 862--><p class="indent" > <span
class="ectt-1200">FreeColMessages_</span><span
class="ecti-1200">abbreviation</span><span
class="ectt-1200">.properties</span>.</div>
<!--l. 866--><p class="indent" > Overwrite the file with the correct abbreviation and you are done. The next
time you start FreeCol, it will use the updated translation.
<!--l. 873--><p class="indent" > <a
id="message options">
<h4 class="subsectionHead"><span class="titlemark">3.2.3 </span> <a
id="x1-320003.2.3"></a>Message Options</h4>
<!--l. 873--><p class="noindent" ></a>
<!--l. 875--><p class="indent" > 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:
<ul class="itemize1">
<li class="itemize">Warning messages. These are important and should generally not be
turned off.
</li>
<li class="itemize">Messages about the Sons of Liberty membership in your colonies.
</li>
<li class="itemize">Messages about the efficiency of the government in your colonies. The
efficiency of the government influences the production of all types of
goods.
</li>
<li class="itemize">Messages about the number of goods in your colonies&#8217; warehouses.
</li>
<li class="itemize">Messages about units improving through experience, education or
promotion after a battle won.
</li>
<li class="itemize">Messages about units being demoted after a battle lost.
</li>
<li class="itemize">Messages about new units, such as colonists born in your colonies.
</li>
<li class="itemize">Messages about units lost in battle, missing in action or dead of
starvation.
</li>
<li class="itemize">Messages about the completion of buildings in your colonies.
</li>
<li class="itemize">Foreign diplomatic messages about the declaration of wars and signing
of peace treaties.
</li>
<li class="itemize">Messages about the prices of goods in Europe changing.
</li>
<li class="itemize">Messages about reduced production due to missing goods.
</li>
<li class="itemize">Warnings about the suitability of colony sites. These messages are
particularly useful for new players. Turn them on if you are unsure
where to establish your colonies.
</li>
<li class="itemize">Messages about the factors that influence combat. Turn them on to
learn more about things like the terrain bonus, the ambush bonus, or
the &#8220;artillery in the open&#8221; penalty.
</li>
<li class="itemize">Tutorial messages. These are still a work in progress and thus rather
limited.</li></ul>
<!--l. 912--><p class="indent" > <a
id="audio options">
<h4 class="subsectionHead"><span class="titlemark">3.2.4 </span> <a
id="x1-330003.2.4"></a>Audio Options</h4>
<!--l. 912--><p class="noindent" ></a>
<!--l. 914--><p class="indent" > 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.
<!--l. 919--><p class="indent" > <a
id="savegame options">
<h4 class="subsectionHead"><span class="titlemark">3.2.5 </span> <a
id="x1-340003.2.5"></a>Savegame Options</h4>
<!--l. 919--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">Whether to <a
id="show savegame settings">show savegame settings</a> 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 &#8220;never&#8221;.
</li>
<li class="itemize">After how many turns you want the client to create an auto-save file.
If you select <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">0</span></span></span>, the client will never create auto-save files. If you select
<span class="obeylines-h"><span class="verb"><span
class="ectt-1200">1</span></span></span>, the client will create an auto-save file every turn.
</li>
<li class="itemize">How many generations of auto-save files you wish to retain.</li></ul>
<!--l. 934--><p class="indent" > <a
id="warehouse options">
<h4 class="subsectionHead"><span class="titlemark">3.2.6 </span> <a
id="x1-350003.2.6"></a>Warehouse Options</h4>
<!--l. 934--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">The number of goods to keep in your warehouse when exporting goods
automatically (which requires a <a
href="#Custom House">custom house</a>), or by means of a <a
href="#Trade Routes">trade
route</a>.
</li>
<li class="itemize">The minimum number of goods in your warehouse. If you store goods of
a certain type in your warehouse and the level drops below this number,
you will be warned.
</li>
<li class="itemize">The maximum number of goods in your warehouse. If you store goods of
a certain type in your warehouse and the level rises above this number,
you will be warned.</li></ul>
<!--l. 951--><p class="indent" > <a
id="keyboard accelerators">
<h4 class="subsectionHead"><span class="titlemark">3.2.7 </span> <a
id="x1-360003.2.7"></a>Keyboard Accelerators</h4>
<!--l. 951--><p class="noindent" ></a>
<!--l. 953--><p class="indent" > 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.
<!--l. 957--><p class="indent" > <a
id="other options">
<h4 class="subsectionHead"><span class="titlemark">3.2.8 </span> <a
id="x1-370003.2.8"></a>Other Options</h4>
<!--l. 957--><p class="noindent" ></a>
<ul class="itemize1">
<li class="itemize">Whether to load immigrants waiting in Europe onto your ships
automatically.
</li>
<li class="itemize">Whether to end the turn automatically after all your units have been
moved.</li></ul>
<!--l. 967--><p class="indent" > <a
id="main screen">
<h3 class="sectionHead"><span class="titlemark">3.3 </span> <a
id="x1-380003.3"></a>The main screen</h3>
<!--l. 967--><p class="noindent" ></a>
<!--l. 969--><p class="indent" > The figure <a
href="#x1-380011">3.1<!--tex4ht:ref: main_screen_fig --></a> represents the main screen. <hr class="figure"><div class="figure"
>
<a
id="x1-380011"></a>
<div class="center"
>
<!--l. 971--><p class="noindent" >
<!--l. 972--><p class="noindent" ><img
src="images/main_screen.png" alt="PIC"
>
<br /> <div class="caption"
><span class="id">Figure&#x00A0;3.1: </span><span
class="content">The main screen.</span></div><!--tex4ht:label?: x1-380011 -->
</div>
<!--l. 975--><p class="indent" > </div><hr class="endfigure">
<!--l. 977--><p class="indent" > 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
<a
href="#client options">preferences menu</a> allows you to disable some of these controls if you wish to do
so.
<!--l. 986--><p class="indent" > <a
id="menubar">
<h4 class="subsectionHead"><span class="titlemark">3.3.1 </span> <a
id="x1-390003.3.1"></a>The Menubar</h4>
<!--l. 986--><p class="noindent" ></a>
<!--l. 988--><p class="indent" > 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.
<!--l. 994--><p class="indent" > The <a
id="game menu">Game Menu</a> allows you to:
<ul class="itemize1">
<li class="itemize">start a new game
</li>
<li class="itemize">open a savegame
</li>
<li class="itemize">save the current game
</li>
<li class="itemize">change your preferences
</li>
<li class="itemize">reconnect to the server
</li>
<li class="itemize">chat with another player
</li>
<li class="itemize">declare independence
</li>
<li class="itemize">end your turn
</li>
<li class="itemize">return to the main menu
</li>
<li class="itemize">view high scores
</li>
<li class="itemize">retire from the game
</li>
<li class="itemize">quit the game entirely</li></ul>
<!--l. 1011--><p class="indent" > The <a
id="view menu">View Menu</a> allows you to:
<ul class="itemize1">
<li class="itemize">turn the map controls (minimap and info panel) on or off
</li>
<li class="itemize">turn the map grid on or off
</li>
<li class="itemize">turn borders on or off
</li>
<li class="itemize">switch between the unit view and the terrain view
</li>
<li class="itemize">switch between full-screen mode and windowed mode
</li>
<li class="itemize">display tile names, owners, regions or none of the above
</li>
<li class="itemize">change the zoom level of the main map
</li>
<li class="itemize">switch to the Europe panel
</li>
<li class="itemize">display trade routes
</li>
<li class="itemize">center the map on a known settlement</li></ul>
<!--l. 1026--><p class="indent" > The <a
id="orders menu">Orders Menu</a> enables you to give orders to the currently selected
unit:
<ul class="itemize1">
<li class="itemize">switch to sentry mode
</li>
<li class="itemize">fortify
</li>
<li class="itemize">go to a destination you select
</li>
<li class="itemize">go to a tile you select
</li>
<li class="itemize">execute goto orders
</li>
<li class="itemize">assign trade route
</li>
<li class="itemize">build or join a colony
</li>
<li class="itemize">plow the tile the unit is on (requires 20 tools)
</li>
<li class="itemize">build a road on the tile the unit is on (requires 20 tools)
</li>
<li class="itemize">load a carrier if possible
</li>
<li class="itemize">unload all goods and units on board if possible
</li>
<li class="itemize">wait until other units have moved
</li>
<li class="itemize">skip this turn
</li>
<li class="itemize">switch to a different unit on the same tile
</li>
<li class="itemize">clear current orders
</li>
<li class="itemize">change the unit&#8217;s name
</li>
<li class="itemize">disband the unit</li></ul>
<!--l. 1049--><p class="indent" > Note that not all orders are available at all times. The build colony order is
only available if the unit is able to build colonies and the tile it is on will support
a colony, for example. The unload order is only available if the unit is carrying
goods. You can unload the goods anywhere, but if you are not in Europe or in a
colony, the goods will be lost. You can use this feature to dump unwanted cargo<a
id="x1-39001"></a> in
order to avoid the <a
href="#Cargo Penalty">cargo penalty</a>.
<!--l. 1058--><p class="indent" > The <a
id="reports menu">Reports Menu</a> 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 <a
href="#colony panel">Colony Panel</a>
will be opened.
<ul class="itemize1">
<li class="itemize">The <a
id="x1-39002"></a><a
id="x1-39003"></a><a
id="Religious Advisor"><span
class="ecbx-1200">Religious Advisor</span></a> tells you how many crosses your colonies
produce, and how many crosses are required in order to recruit the next
emigrant in Europe.
</li>
<li class="itemize">The <a
id="x1-39004"></a><a
id="x1-39005"></a><a
id="Labour Advisor"><span
class="ecbx-1200">Labour Advisor</span></a> tells you which types of colonists have emigrated
to the New World or are waiting in Europe. If you can not remember
where you sent your only Expert Ore Miner, for example, you can use
this report to locate him.
</li>
<li class="itemize">The <a
id="x1-39006"></a><a
id="x1-39007"></a><a
id="Colony Advisor"><span
class="ecbx-1200">Colony Advisor</span></a> tells you which units are present in each of your
colonies, what each colony is producing, which buildings have already
been built, and which building is currently being built.
</li>
<li class="itemize">The <a
id="x1-39008"></a><a
id="x1-39009"></a><a
id="Foreign Affairs Advisor"><span
class="ecbx-1200">Foreign Affairs Advisor</span></a> 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 <a
href="#Jan de Witt">Jan de Witt</a> has joined the <a
href="#Continental Congress">Continental
Congress</a>, you are also informed about the number of Founding Fathers,
the current tax and the current Sons of Liberty membership of your
opponents.
</li>
<li class="itemize">The <a
id="x1-39010"></a><a
id="x1-39011"></a><a
id="Indian Advisor"><span
class="ecbx-1200">Indian Advisor</span></a> tells you about your relations with the various
Indian nations, and the number of settlements they possess.
</li>
<li class="itemize">The <a
id="x1-39012"></a><a
id="x1-39013"></a><a
id="Continental Congress Advisor"><span
class="ecbx-1200">Continental Congress Advisor</span></a> tells you which Founding
Fathers are already present in the <a
href="#Continental Congress">Continental Congress</a> and which
Founding Father is currently being elected.
</li>
<li class="itemize">The <a
id="x1-39014"></a><a
id="x1-39015"></a><a
id="Military Advisor"><span
class="ecbx-1200">Military Advisor</span></a> informs you of the deployment of your military
units, as well as the strength of the <a
href="#Royal Expeditionary Force">Royal Expeditionary Force</a>.
</li>
<li class="itemize">The <a
id="x1-39016"></a><a
id="x1-39017"></a><a
id="Naval Advisor"><span
class="ecbx-1200">Naval Advisor</span></a> informs you of the whereabouts of your naval
units, as well as the strength of the <a
href="#Royal Expeditionary Force">Royal Expeditionary Force</a>.
</li>
<li class="itemize">The <a
id="x1-39018"></a><a
id="x1-39019"></a><a
id="Trade Advisor"><span
class="ecbx-1200">Trade Advisor</span></a> 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 <a
href="#Custom House">Custom House</a> are highlighted, as are all goods that are currently
being automatically exported from these colonies.
</li>
<li class="itemize">The <a
id="x1-39020"></a><a
id="x1-39021"></a><a
id="Turn Report"><span
class="ecbx-1200">Turn Report</span></a> presents a summary of various events that have
occurred during the current turn. If no such events have occurred, the
Turn Report will not open.
</li>
<li class="itemize">The <a
id="x1-39022"></a><a
id="x1-39023"></a><a
id="Requirements Report"><span
class="ecbx-1200">Requirements Report</span></a> gives an account of how well certain
requirements of your colonies are met. It tells you which colonies require
expert units and where these units can be obtained or trained, for
example. It also tells you which colonies require raw materials in order
to increase their production of manufactured goods, and which colonies
produce a surplus of these materials.
</li>
<li class="itemize">The <a
id="x1-39024"></a><a
id="x1-39025"></a><a
id="Exploration Report"><span
class="ecbx-1200">Exploration Report</span></a> provides some information about the
regions you have discovered and named. If you did not select the
exploration option, then the report will only show you when you
discovered the Pacific Ocean, provided you did discover it.
</li>
<li class="itemize">The <a
id="x1-39026"></a><a
id="x1-39027"></a><a
id="History Report"><span
class="ecbx-1200">History Report</span></a> 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.
</li>
<li class="itemize">The <a
id="x1-39028"></a><a
id="x1-39029"></a><a
id="Production Report"><span
class="ecbx-1200">Production Report</span></a> 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.
</li>
<li class="itemize">The <a
id="x1-39030"></a><a
id="x1-39031"></a><a
id="Education Report"><span
class="ecbx-1200">Education Report</span></a> shows you the schoolhouses, colleges and
universities in your colonies, as well as a list of potential teachers and
potential students.
</li>
<li class="itemize">The menu item &#8220;Show Difficulty Level&#8221; displays the <a
href="#difficulty level">difficulty level</a> of
the current game.
</li>
<li class="itemize">The menu item &#8220;Show Game Options&#8221; displays the <a
href="#game options">Game Options</a> of
the current game.
</li>
<li class="itemize">The menu item &#8220;Show Map Generator Options&#8221; displays the <a
href="#map generator options">options</a>
that produced the map used by the current game.
</li></ul>
<!--l. 1135--><p class="indent" > The <a
id="colopedia menu">Colopedia Menu</a> provides access to the online game help, which is divided
into eight sections:
<ul class="itemize1">
<li class="itemize">The terrain section contains information on all the different types of
terrain you may encounter in the New World.
</li>
<li class="itemize">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.
</li>
<li class="itemize">The goods section gives on overview of all the types of goods in the
game.
</li>
<li class="itemize">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.
</li>
<li class="itemize">The skills section lists the various expert units you may recruit or train.
</li>
<li class="itemize">The buildings section provides information on the various constructions
you may build in your colonies.
</li>
<li class="itemize">The Founding Father section can be used to look up information on the
various Founding Fathers you may elect to the Continental Congress.
</li>
<li class="itemize">The nations section tells you which nations are available in the game,
which national advantage they currently have, and which one they have
by default.
</li>
<li class="itemize">The national advantages section tells you which national advantages
are available. Some advantages only apply to European players, others
only to native players.</li></ul>
<!--l. 1166--><p class="indent" > <a
id="info panel">
<h4 class="subsectionHead"><span class="titlemark">3.3.2 </span> <a
id="x1-400003.3.2"></a>The Info Panel</h4>
<!--l. 1166--><p class="noindent" ></a>
<!--l. 1168--><p class="indent" > 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.
<!--l. 1178--><p class="indent" > If a unit is displayed, you can click on the info panel in order to centre the
map on this unit.
<!--l. 1181--><p class="indent" > 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 <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">Shift-Ctrl-V</span></span></span>, or by using the view
menu.
<!--l. 1187--><p class="indent" > <a
id="minimap">
<h4 class="subsectionHead"><span class="titlemark">3.3.3 </span> <a
id="x1-410003.3.3"></a>The Minimap</h4>
<!--l. 1187--><p class="noindent" ></a>
<!--l. 1189--><p class="indent" > 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.
<!--l. 1199--><p class="indent" > <a
id="unit buttons">
<h4 class="subsectionHead"><span class="titlemark">3.3.4 </span> <a
id="x1-420003.3.4"></a>The Unit Buttons</h4>
<!--l. 1199--><p class="noindent" ></a>
<!--l. 1201--><p class="indent" > 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:
<ul class="itemize1">
<li class="itemize">wait
</li>
<li class="itemize">skip turn
</li>
<li class="itemize">fortify
</li>
<li class="itemize">clear forest / plow tile (requires 20 tools)
</li>
<li class="itemize">build road (requires 20 tools)
</li>
<li class="itemize">build colony
</li>
<li class="itemize">disband unit</li></ul>
<!--l. 1217--><p class="indent" > All these actions are also available from the <a
href="#orders menu">Orders Menu</a> of the menu bar, and
as <a
href="#keyboard shortcuts">keyboard shortcuts</a>.
<!--l. 1222--><p class="indent" > <a
id="compass rose">
<h4 class="subsectionHead"><span class="titlemark">3.3.5 </span> <a
id="x1-430003.3.5"></a>The Compass Rose</h4>
<!--l. 1222--><p class="noindent" ></a>
<!--l. 1224--><p class="indent" > 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.
<!--l. 1230--><p class="indent" > <a
id="main map">
<h4 class="subsectionHead"><span class="titlemark">3.3.6 </span> <a
id="x1-440003.3.6"></a>The Main Map</h4>
<!--l. 1230--><p class="noindent" ></a>
<!--l. 1232--><p class="indent" > 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&#8212;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 <a
href="#display options">display option</a> allows you to
decide whether the map should always centre on the selected unit, or
not).
<!--l. 1243--><p class="indent" > 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&#8217;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):
<div class="tabular"> <table id="TBL-2" class="tabular"
cellspacing="0" cellpadding="0"
><colgroup id="TBL-2-1g"><col
id="TBL-2-1"><col
id="TBL-2-2"><col
id="TBL-2-3"></colgroup><tr
style="vertical-align:baseline;" id="TBL-2-1-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-1-1"
class="td11">Colour</td><td style="white-space:nowrap; text-align:right;" id="TBL-2-1-2"
class="td11">Bonus/Penalty</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-1-3"
class="td11">Requirements </td>
</tr><tr
class="hline"><td><hr></td><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-2-2-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-2-1"
class="td11">Red </td><td style="white-space:nowrap; text-align:right;" id="TBL-2-2-2"
class="td11"> -2</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-2-3"
class="td11">more than eight tories </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-3-1"
class="td11">Orange</td><td style="white-space:nowrap; text-align:right;" id="TBL-2-3-2"
class="td11"> -1</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-3-3"
class="td11">four to seven tories </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-4-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-4-1"
class="td11">White </td><td style="white-space:nowrap; text-align:right;" id="TBL-2-4-2"
class="td11"> 0</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-4-3"
class="td11">less than four tories and less than 50% SoL</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-5-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-5-1"
class="td11">Green </td><td style="white-space:nowrap; text-align:right;" id="TBL-2-5-2"
class="td11"> +1</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-5-3"
class="td11">50% SoL or more </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-2-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-6-1"
class="td11">Blue </td><td style="white-space:nowrap; text-align:right;" id="TBL-2-6-2"
class="td11"> +2</td><td style="white-space:nowrap; text-align:left;" id="TBL-2-6-3"
class="td11">100% SoL </td></tr><tr
style="vertical-align:baseline;" id="TBL-2-7-"><td style="white-space:nowrap; text-align:left;" id="TBL-2-7-1"
class="td11"> </td> </tr></table>
</div>
<!--l. 1264--><p class="indent" > Left click on a colony in order to open the <a
href="#colony panel">colony panel</a>. 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.
<!--l. 1270--><p class="indent" > 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 <a
href="#colony panel">colony
panel</a>.
<!--l. 1280--><p class="indent" > 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.
<!--l. 1283--><p class="indent" > If a unit is selected, further information about that unit is displayed in the <a
href="#info panel">info
panel</a>, and you can move the unit<a
id="x1-44001"></a> using the numeric keypad or the <a
href="#compass rose">compass rose</a>.
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&#8217;s current position to the tile the mouse is
hovering over.
<!--l. 1291--><p class="indent" > 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 <a
href="#main screen">main
screen</a>.
<div class="center"
>
<!--l. 1301--><p class="noindent" >
<!--l. 1302--><p class="noindent" ><img
src="images/path-foot.png" alt="PIC"
> <img
src="images/path-horse.png" alt="PIC"
> <img
src="images/path-wagon.png" alt="PIC"
> <img
src="images/path-naval.png" alt="PIC"
></div>
<!--l. 1309--><p class="indent" > 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.
<!--l. 1316--><p class="indent" > In the original Colonization game, a unit always used up all movement points
when entering a colony. In FreeCol, this is not the case&#8212;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.
<!--l. 1322--><p class="indent" > 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:
<ul class="itemize1">
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">-</span></span></span>: the unit is active (no orders).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">F</span></span></span>: the unit is fortified.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">G</span></span></span>: the unit is going somewhere.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">P</span></span></span>: the unit is plowing a tile.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">R</span></span></span>: the unit is building a road.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">S</span></span></span>: the unit is a sentry (waiting for transport).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">T</span></span></span>: the unit is following a trade route.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">W</span></span></span>: the unit is waiting for orders (skipped).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">0</span></span></span>: the unit has no moves left.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">#</span></span></span>: the unit&#8217;s state is unknown (some enemy units).</li></ul>
<!--l. 1341--><p class="indent" > 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.
<!--l. 1344--><p class="indent" > Indian Settlements display at least two shields: The colour of the first shield
indicates the nation this settlement belongs to. A <span
class="cmsy-10x-x-120">* </span>on this shield indicates that
this settlement is the nation&#8217;s capital, a <span
class="cmsy-10x-x-120">- </span>that it is not. The second shield, which
bears an exclamation mark (<span
class="cmr-12">!</span>) if you have visited the settlement, and a
question mark (<span
class="cmr-12">?</span>) if you have not, indicates the current relations between the
nation and your colonists. Its background may be green, blue, yellow,
orange or red, depending on whether your relations are good, mediocre or
bad.
<!--l. 1353--><p class="indent" > 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 <a
href="#Jesuit Missionary">Jesuit Missionary</a>, and grey
otherwise.
<!--l. 1359--><p class="indent" > The preferences menu allows you to select &#8220;modern&#8221; colony labels instead of
these &#8220;classic&#8221; labels. The modern labels display the same information, but in a
slightly different way.
<!--l. 1363--><p class="indent" > 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 <a
href="#orders menu">Orders Menu</a>, and you can use the
following <a
id="keyboard shortcuts">keyboard shortcuts</a>:
<ul class="itemize1">
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">a</span></span></span>: assign a trade route.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">b</span></span></span>: build a colony, or join an existing colony.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">c</span></span></span>: clear forest (requires 20 tools)
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">d</span></span></span>: disband the active unit.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">e</span></span></span>: show the Europe panel.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">f</span></span></span>: fortify.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">g</span></span></span>: go to some destination tile.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">h</span></span></span>: go to a settlement (or Europe if a ship).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">l</span></span></span>: load (fill up all holds already in use).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">n</span></span></span>: rename the unit.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">o</span></span></span>: execute goto orders immediately.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">p</span></span></span>: plow the current tile (requires 20 tools).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">r</span></span></span>: build a road on the current tile (requires 20 tools).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">s</span></span></span>: be a sentry (wait for something to happen).
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">t</span></span></span>: show trade routes.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">u</span></span></span>: unload or dump cargo.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">w</span></span></span>: wait for another unit to move.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">z</span></span></span>: clear orders.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">tab</span></span></span>: switch to next unit on tile, or to colony screen.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">space</span></span></span>: skip for this turn.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">enter</span></span></span>: end the turn.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">plus</span></span></span> or <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">equals</span></span></span>: zoom in.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">minus</span></span></span> or <span class="obeylines-h"><span class="verb"><span
class="ectt-1200">underscore</span></span></span>: zoom out.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-c</span></span></span>: center on the currently selected unit.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-d</span></span></span>: display tile names.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-f</span></span></span>: find a colony.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-g</span></span></span>: display grid.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-m</span></span></span>: show/hide the map controls.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-n</span></span></span>: new game.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-o</span></span></span>: open a game.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-q</span></span></span>: quit the game.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-r</span></span></span>: reconnect.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-s</span></span></span>: save a game.
</li>
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-t</span></span></span>: show the chat panel.</li></ul>
<!--l. 1408--><p class="indent" > You can customize these settings in the preferences dialog.
<!--l. 1411--><p class="indent" > <a
id="europe panel">
<h3 class="sectionHead"><span class="titlemark">3.4 </span> <a
id="x1-450003.4"></a>The Europe Panel</h3>
<!--l. 1411--><p class="noindent" ></a>
<!--l. 1413--><p class="indent" > The figure <a
href="#x1-450012">3.2<!--tex4ht:ref: europe_panel_fig --></a> represents the Europe panel. <hr class="figure"><div class="figure"
>
<a
id="x1-450012"></a>
<div class="center"
>
<!--l. 1415--><p class="noindent" >
<!--l. 1416--><p class="noindent" ><img
src="images/europe_panel.png" alt="PIC"
>
<br /> <div class="caption"
><span class="id">Figure&#x00A0;3.2: </span><span
class="content">The Europe Panel</span></div><!--tex4ht:label?: x1-450012 -->
</div>
<!--l. 1419--><p class="indent" > </div><hr class="endfigure">
<!--l. 1421--><p class="indent" > 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.
<!--l. 1427--><p class="indent" > 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).
<!--l. 1431--><p class="indent" > 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 &#8220;Unload&#8221; button, all goods will be
unloaded.
<!--l. 1438--><p class="indent" > 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.
<!--l. 1446--><p class="indent" > 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.
<!--l. 1453--><p class="indent" > 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.
<!--l. 1459--><p class="indent" > 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 &#8220;Set sail&#8221;
button.
<!--l. 1464--><p class="indent" > <a
id="colony panel">
<h3 class="sectionHead"><span class="titlemark">3.5 </span> <a
id="x1-460003.5"></a>The Colony panel</h3>
<!--l. 1464--><p class="noindent" ></a>
<!--l. 1466--><p class="indent" > The figure <a
href="#x1-460013">3.3<!--tex4ht:ref: colony_panel_fig --></a> represents the Colony panel. <hr class="figure"><div class="figure"
>
<a
id="x1-460013"></a>
<div class="center"
>
<!--l. 1468--><p class="noindent" >
<!--l. 1469--><p class="noindent" ><img
src="images/colony_panel.png" alt="PIC"
>
<br /> <div class="caption"
><span class="id">Figure&#x00A0;3.3: </span><span
class="content">The Colony Panel</span></div><!--tex4ht:label?: x1-460013 -->
</div>
<!--l. 1472--><p class="indent" > </div><hr class="endfigure">
<!--l. 1474--><p class="indent" > To view a colony&#8217;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.
<!--l. 1479--><p class="indent" > 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 &#8220;left&#8221; and &#8220;right&#8221; keys
to &#8220;scroll&#8221; through your colonies. Next to the colony&#8217;s name, the production panel
shows all the goods your colony is producing.
<!--l. 1485--><p class="indent" > 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&#8212;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 <a
href="#Dock">docks</a>. Note that if you drag a unit onto a
tile owned by the natives you may be offered the chance to purchase the
land.
<!--l. 1498--><p class="indent" > 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.
<!--l. 1504--><p class="indent" > 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).
<!--l. 1509--><p class="indent" > 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.
<!--l. 1518--><p class="indent" > 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.
<!--l. 1523--><p class="indent" > Below this panels, you can see the colony&#8217;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.
<!--l. 1529--><p class="indent" > The <a
href="#Warehouse">Warehouse</a> 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 <a
href="#Warehouse Expansion">Warehouse Expansions</a>. 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.
<!--l. 1537--><p class="indent" > If you have already built a <a
href="#Custom House">Custom House</a> 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.
<!--l. 1542--><p class="indent" > 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
<ul class="itemize1">
<li class="itemize">Unload the active ship or wagon train
</li>
<li class="itemize">Fill up all partially filled holds of the active ship or wagon train
</li>
<li class="itemize">Open the warehouse dialog in order to change the export and warning
levels for all types of goods (see <a
href="#The Warehouse Dialog">below</a>)
</li>
<li class="itemize">Select which buildings or units to build (see <a
href="#The Build Queue Panel">below</a>).
</li>
<li class="itemize">Close the dialog</li></ul>
<!--l. 1557--><p class="indent" > 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).
<!--l. 1565--><p class="indent" > <a
id="The Warehouse Dialog">
<h4 class="subsectionHead"><span class="titlemark">3.5.1 </span> <a
id="x1-470003.5.1"></a>The Warehouse Dialog</h4>
<!--l. 1565--><p class="noindent" ></a>
<!--l. 1567--><p class="indent" > 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.
<!--l. 1574--><p class="indent" > 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
<a
href="#Custom House">Custom House</a>, or by a carrier following a <a
href="#Trade Routes">Trade Route</a>. 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.
<!--l. 1583--><p class="indent" > <a
id="The Build Queue Panel">
<h4 class="subsectionHead"><span class="titlemark">3.5.2 </span> <a
id="x1-480003.5.2"></a>The Build Queue Panel</h4>
<!--l. 1583--><p class="noindent" ></a>
<!--l. 1585--><p class="indent" > 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.
<!--l. 1596--><p class="indent" > 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.
<!--l. 1605--><p class="indent" > The &#8220;buy building&#8221; button allows you to buy the building at the top of the
build queue, provided that you have enough gold.
<!--l. 1609--><p class="indent" > <a
id="customization">
<h3 class="sectionHead"><span class="titlemark">3.6 </span> <a
id="x1-490003.6"></a>Customization</h3>
<!--l. 1609--><p class="noindent" ></a>
<!--l. 1611--><p class="indent" > 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 <span
class="ectt-1200">data</span>,
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.
<!--l. 1619--><p class="indent" > The sub-directory <span
class="ectt-1200">data/base/ </span>contains assets that are used for the user
interface in general, independent of the rules used for a particular game. The
sub-directory <span
class="ectt-1200">data/base/resources/fonts </span>contains several fonts<a
id="x1-49001"></a> that are
distributed with FreeCol, including the file <span
class="ectt-1200">ShadowedBlack.ttf</span>, which contains
the black letter font used to display headlines and the titles of panels. The file
<span
class="ectt-1200">data/base/resources.properties </span>allows you to configure how the assets are
used.
<!--l. 1629--><p class="indent" > The line
<!--l. 1631--><p class="indent" >
<div class="quote">
<!--l. 1632--><p class="noindent" ><span
class="ectt-1200">NormalFont=urn:font:Serif-PLAIN-13</span></div>
<!--l. 1635--><p class="indent" > for example, selects the font called &#8220;Serif&#8221; with font style &#8220;plain&#8221; and font size
13. Instead of &#8220;Serif&#8221;, 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).
<!--l. 1641--><p class="indent" > 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 <span
class="ectt-1200">%20 </span>instead of a space character in the font
name.
<!--l. 1646--><p class="indent" > 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:
<!--l. 1650--><p class="indent" >
<div class="quote">
<!--l. 1651--><p class="noindent" ><span
class="ectt-1200">MyFavouriteFont=resources/fonts/Chancery.ttf</span></div>
<!--l. 1654--><p class="indent" > Then you could say:
<!--l. 1656--><p class="indent" >
<div class="quote">
<!--l. 1657--><p class="noindent" ><span
class="ectt-1200">NormalFont=urn:font:Black%20Chancery-PLAIN-13</span></div>
<!--l. 1660--><p class="indent" > Instead of <span
class="ectt-1200">MyFavouriteFont</span>, 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 <span
class="ectt-1200">Chancery.ttf</span>, for example, contains a font called
&#8220;Black Chancery&#8221;.
<!--l. 1668--><p class="indent" > <a
id="The New World">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;4</span><br /><a
id="x1-500004"></a>The New World</h2>
<!--l. 1668--><p class="noindent" ></a>
<!--l. 1670--><p class="indent" > 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.
<!--l. 1676--><p class="indent" > <a
id="Terrain Types">
<h3 class="sectionHead"><span class="titlemark">4.1 </span> <a
id="x1-510004.1"></a>Terrain Types</h3>
<!--l. 1676--><p class="noindent" ></a>
<!--l. 1678--><p class="indent" > There are many different types of terrain in the New World, each with its own
peculiar advantages. At the beginning of the game you will probably arrive at a
<a
id="x1-51001"></a><a
id="x1-51002"></a><a
id="High Seas"><span
class="ecbx-1200">High Seas</span></a> tile (or at the edge of the map). High Seas tiles (and the
map edge) allow you to sail between Europe and the New World. As you
approach land, the High Seas will be replaced by <a
id="x1-51003"></a><a
id="x1-51004"></a><a
id="Ocean"><span
class="ecbx-1200">Ocean</span></a> tiles, which produce
<a
href="#Fish">Fish</a>.
<!--l. 1686--><p class="indent" > In the New World, you will also discover <a
id="x1-51005"></a><a
id="x1-51006"></a><a
id="Plains"><span
class="ecbx-1200">Plains</span></a>, which produce a great deal of
Grain, a lesser amount of Cotton, and some Ore; <a
id="x1-51007"></a><a
id="x1-51008"></a><a
id="Grassland"><span
class="ecbx-1200">Grassland</span></a>, on which Grain and
Tobacco can be cultivated; <a
id="x1-51009"></a><a
id="x1-51010"></a><a
id="Prairie"><span
class="ecbx-1200">Prairie</span></a>, which are suitable for growing Grain and
Cotton; <a
id="x1-51011"></a><a
id="x1-51012"></a><a
id="Savannah"><span
class="ecbx-1200">Savannah</span></a>, which produces Grain and Sugar; <a
id="x1-51013"></a><a
id="x1-51014"></a><a
id="Marsh"><span
class="ecbx-1200">Marsh</span></a>, where Grain can
be cultivated and some Ore can be mined; <a
id="x1-51015"></a><a
id="x1-51016"></a><a
id="Swamp"><span
class="ecbx-1200">Swamp</span></a>, which yields some Grain, and
small amounts of Sugar, Tobacco and Ore; <a
id="x1-51017"></a><a
id="x1-51018"></a><a
id="Desert"><span
class="ecbx-1200">Desert</span></a>, which produce some Food,
Cotton and Ore; as well as <a
id="x1-51019"></a><a
id="x1-51020"></a><a
id="Tundra"><span
class="ecbx-1200">Tundra</span></a>, where Grain can be grown, and some Ore
can be mined.
<!--l. 1697--><p class="indent" > Large parts of the New World are covered in forests, all of which yield varying
amounts of Grain, Lumber and Furs. The <a
id="x1-51021"></a><a
id="x1-51022"></a><a
id="Boreal Forest"><span
class="ecbx-1200">Boreal Forest</span></a> also produces Ore, the
<a
id="x1-51023"></a><a
id="x1-51024"></a><a
id="Mixed Forest"><span
class="ecbx-1200">Mixed Forest</span></a> Cotton, the <a
id="x1-51025"></a><a
id="x1-51026"></a><a
id="Conifer Forest"><span
class="ecbx-1200">Conifer Forest</span></a> Tobacco, the <a
id="x1-51027"></a><a
id="x1-51028"></a><a
id="Tropical Forest"><span
class="ecbx-1200">Tropical Forest</span></a>
Sugar, the <a
id="x1-51029"></a><a
id="x1-51030"></a><a
id="Rain Forest"><span
class="ecbx-1200">Rain Forest</span></a> produces small amounts of Ore, Sugar and Tobacco, the
<a
id="x1-51031"></a><a
id="x1-51032"></a><a
id="Wetland Forest"><span
class="ecbx-1200">Wetland Forest</span></a> and the <a
id="x1-51033"></a><a
id="x1-51034"></a><a
id="Scrub Forest"><span
class="ecbx-1200">Scrub Forest</span></a> yield some Ore, and the <a
id="x1-51035"></a><a
id="x1-51036"></a><a
id="Broadleaf Forest"><span
class="ecbx-1200">Broadleaf</span>
<span
class="ecbx-1200">Forest</span></a> Cotton.
<!--l. 1705--><p class="indent" > The <a
id="x1-51037"></a><a
id="x1-51038"></a><a
id="Hills"><span
class="ecbx-1200">Hills</span></a> produce a small amount of Grain, and can be mined for Ore and a
lesser amount of Silver. The <a
id="x1-51039"></a><a
id="x1-51040"></a><a
id="Mountains"><span
class="ecbx-1200">Mountains</span></a> are unsuitable for agriculture, but yield
some Ore and Silver. <a
id="x1-51041"></a><a
id="x1-51042"></a><a
id="Arctic"><span
class="ecbx-1200">Arctic</span></a> 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.
<!--l. 1712--><p class="indent" > 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.
<!--l. 1717--><p class="indent" > <a
id="Goods">
<h3 class="sectionHead"><span class="titlemark">4.2 </span> <a
id="x1-520004.2"></a>Goods</h3>
<!--l. 1717--><p class="noindent" ></a>
<!--l. 1719--><p class="indent" > 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 <a
href="#Home Port">Home Port</a>. As
soon as the ship arrives in Europe, you can sell the goods, and buy others, in the
<a
href="#europe panel">Europe Panel</a>. Later in the game, after you have built <a
href="#Custom House">Custom Houses</a>, goods can
be exported automatically. Until then, you can partially automate this process by
establishing <a
href="#Trade Routes">Trade Routes</a>.
<!--l. 1728--><p class="indent" > Exporting these goods to Europe will be one of your most important sources of
income. At the beginning of the game, you will probably want to export raw
materials, such as <span
class="ecbx-1200">Sugar </span>and <span
class="ecbx-1200">Tobacco</span>, but as prices drop, you should
concentrate on luxury products, such as <span
class="ecbx-1200">Rum </span>and <span
class="ecbx-1200">Cigars</span>, which command
higher prices.
<a
id="x1-52001"></a>
<a
id="x1-52002"></a>
<!--l. 1735--><p class="indent" > <a
id="Food"><span
class="ecbx-1200">Food</span></a> 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 <a
href="#Free Colonist">Free Colonist</a>. Unfortunately, buying food
in Europe is always expensive, and colonial foodstuffs fetch only poor
prices.
<!--l. 1743--><p class="indent" > Food is produced from two basic food stuffs, <a
id="x1-52003"></a><a
id="x1-52004"></a><a
id="Grain"><span
class="ecbx-1200">Grain</span></a>, which can be
cultivated on nearly all land tiles, and <a
id="x1-52005"></a><a
id="x1-52006"></a><a
id="Fish"><span
class="ecbx-1200">Fish</span></a>, which is produced by <a
href="#Ocean">ocean</a>
and lake tiles. To harvest the bounty of the sea, you will need a <a
href="#Dock">Dock</a>,
however.
<a
id="x1-52007"></a>
<a
id="x1-52008"></a>
<!--l. 1748--><p class="indent" > <a
id="Horses"><span
class="ecbx-1200">Horses</span></a> are special in several ways. Horses will survive by grazing in your
colonies&#8217; <a
href="#Pasture">Pastures</a>, 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 <a
href="#Stables">Stables</a>, a herd consists of only twenty-five horses, effectively doubling
the number of horses you can breed per turn (provided you have enough
food).
<!--l. 1757--><p class="indent" > 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&#8217; warehouses with
grain.
<!--l. 1763--><p class="indent" > Four raw materials are typical for the New World. They will initially generate
a good income, but prices will inevitably drop. These goods are <a
id="x1-52009"></a><a
id="x1-52010"></a><a
id="Sugar"><span
class="ecbx-1200">Sugar</span></a>, which is
best cultivated on <a
href="#Savannah">Savannah</a> tiles, <a
id="x1-52011"></a><a
id="x1-52012"></a><a
id="Tobacco"><span
class="ecbx-1200">Tobacco</span></a>, best cultivated on <a
href="#Grassland">Grassland</a>,
<a
id="x1-52013"></a><a
id="x1-52014"></a><a
id="Cotton"><span
class="ecbx-1200">Cotton</span></a>, which is most abundant on <a
href="#Prairie">Prairie</a> tiles, and <a
id="x1-52015"></a><a
id="x1-52016"></a><a
id="Furs"><span
class="ecbx-1200">Furs</span></a>, which are available
on all forested tiles, but most abundantly on <a
href="#Boreal Forest">Boreal Forest</a> and <a
href="#Mixed Forest">Mixed Forest</a>
tiles.
<!--l. 1773--><p class="indent" > These four materials can be used to produce corresponding luxury goods,
which will fetch much higher prices in Europe. In a <a
href="#Distiller's House">distillery</a>, <a
id="x1-52017"></a><a
id="x1-52018"></a><a
id="Rum"><span
class="ecbx-1200">Rum</span></a> is produced
from Sugar. Tobacco is used to make <a
id="x1-52019"></a><a
id="x1-52021"></a><a
id="Cigars"><span
class="ecbx-1200">Cigars</span></a> in the <a
href="#Tobacconist's House">Tobacconist&#8217;s House</a>. The
Weaver weaves <a
id="x1-52021"></a><a
id="x1-52022"></a><a
id="Cloth"><span
class="ecbx-1200">Cloth</span></a> from Cotton in his <a
href="#Weaver's House">house</a>, and the Fur Trader turns Furs
into <a
id="x1-52023"></a><a
id="x1-52024"></a><a
id="Coats"><span
class="ecbx-1200">Coats</span></a> in his <a
href="#Fur Trader's House">house</a>.
<!--l. 1782--><p class="indent" > Initially, the resource which fetches the highest prices in Europe is <a
id="x1-52025"></a><a
id="x1-52026"></a><a
id="Silver"><span
class="ecbx-1200">Silver</span></a>,
which can be mined in the <a
href="#Mountains">Mountains</a>. Small amounts of silver can also be
produced on <a
href="#Swamp">Swamp</a> and <a
href="#Marsh">Marsh</a> tiles with a minerals resource.
<!--l. 1788--><p class="indent" > As prices drop, Silver will become less and less useful, however. On the other
hand, Hills and Mountains also produce <a
id="x1-52027"></a><a
id="x1-52028"></a><a
id="Ore"><span
class="ecbx-1200">Ore</span></a>, which is not in great demand in
Europe, but which can be refined to produce <a
id="x1-52029"></a><a
id="x1-52030"></a><a
id="Tools"><span
class="ecbx-1200">Tools</span></a> in the <a
href="#Blacksmith's House">Blacksmith&#8217;s House</a>.
Tools are required for clearing forests and plowing fields, as well as for
constructing advanced buildings and units. Furthermore, <a
id="x1-52031"></a><a
id="x1-52032"></a><a
id="Muskets"><span
class="ecbx-1200">Muskets</span></a> can be
produced from Tools in the <a
href="#Armory">Armory</a>.
<a
id="x1-52033"></a>
<a
id="x1-52034"></a>
<!--l. 1797--><p class="indent" > <a
id="Lumber"><span
class="ecbx-1200">Lumber</span></a> also fetches poor prices in Europe, but can be used to produce
<a
id="x1-52035"></a><a
id="x1-52036"></a><a
id="Hammers"><span
class="ecbx-1200">Hammers</span></a> in the <a
href="#Carpenter's House">Carpenter&#8217;s House</a>. Hammers are required for constructing all
buildings, as well as <a
href="#Naval Units">naval units</a> and <a
href="#Wagon Train">Wagon Trains</a>. Hammers are &#8220;abstract&#8221; goods
that can neither be transported nor traded. They represent the work required to
finish a building rather than some tangible material.
<!--l. 1805--><p class="indent" > The two other &#8220;abstract&#8221; goods are <a
id="x1-52037"></a><a
id="x1-52038"></a><a
id="Liberty Bells"><span
class="ecbx-1200">Liberty Bells</span></a>, which are produced in the
<a
href="#Town Hall">Town Hall</a>, and <a
id="x1-52039"></a><a
id="x1-52040"></a><a
id="Crosses"><span
class="ecbx-1200">Crosses</span></a>, which are generated by the <a
href="#Church">Church</a>. They represent the
concepts of liberty and of religious freedom. Liberty Bells produce <a
href="#Liberty">liberty
points</a>, which are needed to convince your colonists of your policies, and to
elect <a
href="#Founding Fathers">Founding Fathers</a> to the <a
href="#Continental Congress">Continental Congress</a>. Crosses generate
<a
href="#Immigration">immigration points</a>, which are needed to attract further immigrants in
Europe.
<a
id="x1-52041"></a>
<a
id="x1-52042"></a>
<!--l. 1816--><p class="indent" > <a
id="Trade Goods"><span
class="ecbx-1200">Trade Goods</span></a>, 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.
<!--l. 1822--><p class="indent" > <a
id="Trade Routes">
<h4 class="subsectionHead"><span class="titlemark">4.2.1 </span> <a
id="x1-530004.2.1"></a>Trade Routes</h4>
<!--l. 1822--><p class="noindent" ></a>
<!--l. 1824--><p class="indent" > The <a
href="#orders menu">orders menu</a> 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.
<!--l. 1830--><p class="indent" > A trade route consists of two or more stops, which may either be the <a
href="#Home Port">Home
Port</a>, or one of your colonies. Select a destination from the select box and press
the <span
class="ectt-1200">add new stop </span>button. If you select the special destination <span
class="ectt-1200">all colonies</span>,
then your Home Port and all your colonies will be added to the list of
stops.
<!--l. 1837--><p class="indent" > 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.
<!--l. 1843--><p class="indent" > 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.
<!--l. 1849--><p class="indent" > As soon as a ship or wagon train reaches the last destination of the trade
route, it will continue at the first destination.
<!--l. 1852--><p class="indent" > The behaviour of trade routes can sometimes be confusing. To see
exactly what each unit with a trade route is doing, enable the <span
class="ectt-1200">Goods</span>
<span
class="ectt-1200">Movement </span>message type, but beware that there can be many messages of this
type.
<!--l. 1857--><p class="indent" > <a
id="Resources">
<h3 class="sectionHead"><span class="titlemark">4.3 </span> <a
id="x1-540004.3"></a>Special Resources</h3>
<!--l. 1857--><p class="noindent" ></a>
<!--l. 1859--><p class="indent" > 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.
<!--l. 1865--><p class="indent" > <a
id="Native Settlements">
<h3 class="sectionHead"><span class="titlemark">4.4 </span> <a
id="x1-550004.4"></a>Native Settlements</h3>
<!--l. 1865--><p class="noindent" ></a>
<!--l. 1867--><p class="indent" > 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.
<!--l. 1878--><p class="indent" > 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.
<!--l. 1885--><p class="indent" > The <a
href="#France">French</a> player has the advantage of generating only half the alarm among
the natives. The <a
href="#Spain">Spanish</a> player has the advantage of greater military efficiency
against the natives. Your choice of <a
href="#Home Country">Home Country</a> may influence your strategy&#8212;
or vice versa.
<!--l. 1891--><p class="indent" > Small Native Settlements use the tile they are built on and all the adjacent
tiles, just like your <a
href="#Colonies">Colonies</a> 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&#8217;s capital its radius is also increased. Every native
settlement is marked with a small rectangle containing either a &#8216;-&#8217; for a normal
settlement or a &#8216;*&#8217; for a capital, on a background of the native nation
colour.
<!--l. 1900--><p class="indent" > 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 <a
href="#Peter Minuit">Peter
Minuit</a> has joined the <a
href="#Continental Congress">Continental Congress</a>, however, the natives no longer
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.
<!--l. 1911--><p class="indent" > A special case exists for the center tile of the colonies you found. In the
&#8220;classic&#8221; ruleset and/or by default in when playing under the &#8220;Very Easy&#8221;
difficulty level the center tile does not have to be paid for. &#8220;Easy&#8221; difficulty
restricts this to only apply to a single colony, &#8220;Normal&#8221; to a single colony and
requires the tribe you are stealing land to have not been contacted, and other
levels require payment as usual.
<!--l. 1919--><p class="indent" > 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.
<!--l. 1926--><p class="indent" > Some types of units may enter Native Settlements. Units that carry
goods, such as <a
href="#Wagon Train">Wagon Trains</a> and <a
href="#Naval Units">Ships</a>, 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.
<!--l. 1933--><p class="indent" > <a
href="#Scout">Scouts</a> 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 <a
href="#Seasoned Scout">Seasoned Scout</a> 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 &#8220;Chief contact&#8221; 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.
<!--l. 1947--><p class="indent" > <a
href="#Free Colonist">Free Colonists</a> and <a
href="#Indentured Servant">Indentured Servants</a> may enter a settlement in order to
learn the skills of the natives.
<!--l. 1951--><p class="indent" > <a
href="#Missionary">Missionaries</a>, which may be either <a
href="#Jesuit Missionary">Jesuit Missionaries</a> or ordinary colonists
blessed as missionaries in the <a
href="#Home Port">Home Port</a> or any colony with a <a
href="#Church">Church</a>, are able to
establish a <a
id="x1-55001"></a><a
id="Mission"><span
class="ecbx-1200">Mission</span></a> 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.
<!--l. 1961--><p class="indent" > 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 <a
href="#Indian Convert">Indian Converts</a>. 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.
<!--l. 1969--><p class="indent" > 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.
<!--l. 1975--><p class="indent" > 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.
<!--l. 1983--><p class="indent" > 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.
<!--l. 1992--><p class="indent" > <a
id="Lost City Rumours">
<h3 class="sectionHead"><span class="titlemark">4.5 </span> <a
id="x1-560004.5"></a>Lost City Rumours</h3>
<!--l. 1992--><p class="noindent" ></a>
<!--l. 1994--><p class="indent" > In the New World, there are also rumours about <a
id="x1-56001"></a><a
id="Lost Cities"><span
class="ecbx-1200">Lost Cities</span></a>, such as
El Dorado, or C<>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.
<!--l. 2000--><p class="indent" > 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.
<!--l. 2005--><p class="indent" > On the other hand, you might also discover a small tribe and a few trinkets.
Your colonist might become a <a
href="#Seasoned Scout">Seasoned Scout</a> 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 <a
href="#Treasure Train">Treasure Train</a>.
<!--l. 2011--><p class="indent" > Possibly the best outcome is the discovery of the <a
id="x1-56002"></a><a
id="Fountain of Youth"><span
class="ecbx-1200">Fountain of Youth</span></a>,
which will cause numerous colonists to appear on the docks in your <a
href="#Home Port">Home
Port</a>.
<!--l. 2015--><p class="indent" > As soon as <a
href="#Hernando de Soto">Hernando de Soto</a> has joined the <a
href="#Continental Congress">Continental Congress</a>, Lost City
Rumours never yield negative results.
<!--l. 2021--><p class="indent" > <a
id="Exploration">
<h3 class="sectionHead"><span class="titlemark">4.6 </span> <a
id="x1-570004.6"></a>Exploration</h3>
<!--l. 2021--><p class="noindent" ></a>
<!--l. 2022--><p class="indent" > 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.
<!--l. 2028--><p class="indent" > 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.
<!--l. 2034--><p class="indent" > <a
id="Colonies">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;5</span><br /><a
id="x1-580005"></a>Colonies</h2>
<!--l. 2034--><p class="noindent" ></a>
<!--l. 2036--><p class="indent" > <a
id="Picking a suitable site">
<h3 class="sectionHead"><span class="titlemark">5.1 </span> <a
id="x1-590005.1"></a>Picking a suitable site</h3>
<!--l. 2036--><p class="noindent" ></a>
<!--l. 2038--><p class="indent" > 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:
<!--l. 2042--><p class="indent" > <a
id="The colony tile">
<h4 class="subsectionHead"><span class="titlemark">5.1.1 </span> <a
id="x1-600005.1.1"></a>The colony tile</h4>
<!--l. 2042--><p class="noindent" ></a>
<!--l. 2044--><p class="indent" > 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.
<!--l. 2056--><p class="indent" > 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
<a
href="#Pioneer">Pioneers</a> 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.
<!--l. 2066--><p class="indent" > The <a
href="#Hills">Hills</a> produce a small amount of Grain, and can be mined for Ore and a
lesser amount of Silver. The <a
href="#Mountains">Mountains</a> are unsuitable for agriculture, but yield
some Ore and Silver. <a
href="#Arctic">Arctic</a> 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.
<!--l. 2074--><p class="indent" > The New World is also irrigated by minor and major rivers. The production of
most types of <a
href="#Goods">Goods</a> is increased by the presence of rivers as well as roads, which
your <a
href="#Pioneer">Pioneers</a> 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:
<div class="tabular"> <table id="TBL-3" class="tabular"
cellspacing="0" cellpadding="0"
><colgroup id="TBL-3-1g"><col
id="TBL-3-1"><col
id="TBL-3-2"></colgroup><tr
style="vertical-align:baseline;" id="TBL-3-1-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-1-1"
class="td10">Forested <span
class="cmsy-10x-x-120">&#x2192; </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-1-2"
class="td01">Cleared </td></tr><tr
class="hline"><td><hr></td><td><hr></td></tr><tr
style="vertical-align:baseline;" id="TBL-3-2-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-2-1"
class="td10">Boreal Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td> <td style="white-space:nowrap; text-align:left;" id="TBL-3-2-2"
class="td01">Tundra</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-3-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-3-1"
class="td10">Mixed Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-3-2"
class="td01">Plains </td></tr><tr
style="vertical-align:baseline;" id="TBL-3-4-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-4-1"
class="td10">Conifer Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td> <td style="white-space:nowrap; text-align:left;" id="TBL-3-4-2"
class="td01">Grassland</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-5-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-5-1"
class="td10">Tropical Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-5-2"
class="td01">Savannah </td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-6-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-6-1"
class="td10">Wetland Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-6-2"
class="td01">Marsh </td></tr><tr
style="vertical-align:baseline;" id="TBL-3-7-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-7-1"
class="td10">Rain Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td> <td style="white-space:nowrap; text-align:left;" id="TBL-3-7-2"
class="td01">Swamp</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-8-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-8-1"
class="td10">Scrub Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td><td style="white-space:nowrap; text-align:left;" id="TBL-3-8-2"
class="td01">Desert </td></tr><tr
style="vertical-align:baseline;" id="TBL-3-9-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-9-1"
class="td10">Broadleaf Forest <span
class="cmsy-10x-x-120">&#x2192; </span></td> <td style="white-space:nowrap; text-align:left;" id="TBL-3-9-2"
class="td01">Prairie</td>
</tr><tr
style="vertical-align:baseline;" id="TBL-3-10-"><td style="white-space:nowrap; text-align:left;" id="TBL-3-10-1"
class="td10"> <span
class="cmsy-10x-x-120">&#x2192; </span></td> </tr></table></div>
<!--l. 2098--><p class="indent" > <a
id="The adjacent tiles">
<h4 class="subsectionHead"><span class="titlemark">5.1.2 </span> <a
id="x1-610005.1.2"></a>The adjacent tiles</h4>
<!--l. 2098--><p class="noindent" ></a>
<!--l. 2100--><p class="indent" > 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.
<!--l. 2108--><p class="indent" > 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.
<!--l. 2116--><p class="indent" > 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.
<!--l. 2124--><p class="indent" > <a
id="Reforestation">
<h4 class="subsectionHead"><span class="titlemark">5.1.3 </span> <a
id="x1-620005.1.3"></a>Reforestation</h4>
<!--l. 2124--><p class="noindent" ></a>
<!--l. 2126--><p class="indent" > 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
&#8220;Plant forest&#8221; mod, distributed with FreeCol, allows reforestation by your
pioneers.
<!--l. 2134--><p class="indent" > <a
id="Government Efficiency">
<h4 class="subsectionHead"><span class="titlemark">5.1.4 </span> <a
id="x1-630005.1.4"></a>Government Efficiency</h4>
<!--l. 2134--><p class="noindent" ></a>
<!--l. 2136--><p class="indent" > The efficiency of the local governments of your colonies depends on the
colonists&#8217; support for the <a
href="#Sons of Liberty">Sons of Liberty</a>. 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.
<!--l. 2145--><p class="indent" > 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.
<!--l. 2152--><p class="indent" > 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.
<!--l. 2157--><p class="indent" > <a
id="Colony Buildings">
<h3 class="sectionHead"><span class="titlemark">5.2 </span> <a
id="x1-640005.2"></a>Colony Buildings</h3>
<!--l. 2157--><p class="noindent" ></a>
<!--l. 2159--><p class="indent" > A newly established colony already includes several buildings, namely a town
hall, a carpenter&#8217;s house, a blacksmith&#8217;s house, a tobacconist&#8217;s house, a weaver&#8217;s
house, a distiller&#8217;s house, a fur trader&#8217;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 <a
href="#Founding Fathers">Founding Fathers</a> have
joined the <a
href="#Continental Congress">Continental Congress</a>.
<!--l. 2169--><p class="indent" > The craftsmen&#8217;s houses can be upgraded to workshops, which produce twice as
many manufactured goods. After <a
href="#Adam Smith">Adam Smith</a> has joined the <a
href="#Continental Congress">Continental
Congress</a>, 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
<a
href="#Liberty Bells">Liberty Bells</a> can be boosted by constructing a printing press and then a
newspaper.
<!--l. 2179--><p class="indent" > The following buildings are all present in every newly established colony:
<ul class="itemize1">
<li class="itemize">The <a
id="x1-64001"></a><a
id="x1-64002"></a><a
id="Town Hall"><span
class="ecbx-1200">Town Hall</span></a>, which can not be upgraded, provides workplaces
for up to three colonists producing <span
class="ecbx-1200">Liberty Bells</span>. Its effect can be
increased by building a <a
href="#Printing Press">Printing Press</a> and a <a
href="#Newspaper">Newspaper</a>.
</li>
<li class="itemize">The <a
id="x1-64003"></a><a
id="x1-64004"></a><a
id="Carpenter's House"><span
class="ecbx-1200">Carpenter&#8217;s House</span></a>, which can be upgraded to a <span
class="ecbx-1200">Lumber Mill</span>
once the colony&#8217;s population reaches 3, is used to convert <a
href="#Lumber">Lumber</a> to
<a
href="#Hammers">Hammers</a>. Hammers are required to construct or upgrade all kinds of
buildings.
</li>
<li class="itemize">The <a
id="x1-64005"></a><a
id="x1-64006"></a><a
id="Blacksmith's House"><span
class="ecbx-1200">Blacksmith&#8217;s House</span></a>, which can be upgraded to a <a
id="x1-64007"></a><a
id="x1-64008"></a><a
id="Blacksmith's Workshop"><span
class="ecbx-1200">Blacksmith&#8217;s</span>
<span
class="ecbx-1200">Workshop</span></a>, is used to convert <a
href="#Ore">Ore</a> to <a
href="#Tools">Tools</a>. Tools are required
to construct certain kinds of buildings and to upgrade all kinds of
buildings. Tools are also used by <a
href="#Pioneer">Pioneers</a> and to produce <a
href="#Muskets">Muskets</a>.
Once the population of the colony has reached 8, the Blacksmith&#8217;s
Workshop can be replaced by <a
id="x1-64009"></a><a
id="x1-64010"></a><a
id="Iron Works"><span
class="ecbx-1200">Iron Works</span></a>, provided that <a
href="#Adam Smith">Adam Smith</a>
has joined the <a
href="#Continental Congress">Continental Congress</a>.
</li>
<li class="itemize">The <a
id="x1-64011"></a><a
id="x1-64012"></a><a
id="Tobacconist's House"><span
class="ecbx-1200">Tobacconist&#8217;s House</span></a>, which can be upgraded to a
<a
id="x1-64013"></a><a
id="x1-64014"></a><a
id="Tobacconist's Shop"><span
class="ecbx-1200">Tobacconist&#8217;s Shop</span></a>, is used to produce <a
href="#Cigars">Cigars</a> from <a
href="#Tobacco">Tobacco</a>. Once
the colony&#8217;s population has reached 8, it can be further upgraded to a
<a
id="x1-64015"></a><a
id="x1-64016"></a><a
id="Cigar Factory"><span
class="ecbx-1200">Cigar Factory</span></a>, provided that <a
href="#Adam Smith">Adam Smith</a> has joined the <a
href="#Continental Congress">Continental
Congress</a>.
</li>
<li class="itemize">The <a
id="x1-64017"></a><a
id="x1-64018"></a><a
id="Weaver's House"><span
class="ecbx-1200">Weaver&#8217;s House</span></a>, which can be upgraded to a <a
id="x1-64019"></a><a
id="x1-64020"></a><a
id="Weaver's Shop"><span
class="ecbx-1200">Weaver&#8217;s Shop</span></a>,
is used to turn <a
href="#Cotton">Cotton</a> into <a
href="#Cloth">Cloth</a>. It can be upgraded to a <a
id="x1-64021"></a><a
id="x1-64022"></a><a
id="Textile Mill"><span
class="ecbx-1200">Textile</span>
<span
class="ecbx-1200">Mill</span></a> as soon as the population of the colony is at least 8 and <a
href="#Adam Smith">Adam
Smith</a> has joined the <a
href="#Continental Congress">Continental Congress</a>.
</li>
<li class="itemize">The <a
id="x1-64023"></a><a
id="x1-64024"></a><a
id="Distiller's House"><span
class="ecbx-1200">Distiller&#8217;s House</span></a>, which can be upgraded to a <a
id="x1-64025"></a><a
id="x1-64026"></a><a
id="Rum Distillery"><span
class="ecbx-1200">Rum Distillery</span></a>,
is used to produce <a
href="#Rum">Rum</a> from <a
href="#Sugar">Sugar</a>. Once <a
href="#Adam Smith">Adam Smith</a> has joined the
<a
href="#Continental Congress">Continental Congress</a> and the colony&#8217;s population is at least 8, the rum
distillery can be replaced by a <a
id="x1-64027"></a><a
id="x1-64028"></a><a
id="Rum Factory"><span
class="ecbx-1200">Rum Factory</span></a>.
</li>
<li class="itemize">The <a
id="x1-64029"></a><a
id="x1-64030"></a><a
id="Fur Trader's House"><span
class="ecbx-1200">Fur Trader&#8217;s House</span></a>, which can be upgraded to a <a
id="x1-64031"></a><a
id="x1-64032"></a><a
id="Fur Trader's Post"><span
class="ecbx-1200">Fur Trader&#8217;s</span>
<span
class="ecbx-1200">Post</span></a>, is used to produce <a
href="#Coats">Coats</a> from <a
href="#Furs">Furs</a>. Once the colony&#8217;s population
has reached 6, it can be further upgraded to a <a
id="x1-64033"></a><a
id="x1-64034"></a><a
id="Fur Factory"><span
class="ecbx-1200">Fur Factory</span></a>, provided
that <a
href="#Adam Smith">Adam Smith</a> has joined the <a
href="#Continental Congress">Continental Congress</a>.
</li>
<li class="itemize">The <a
id="x1-64035"></a><a
id="x1-64036"></a><a
id="Depot"><span
class="ecbx-1200">Depot</span></a> stores all kinds of goods. Its initial capacity is 100 units
of each kind of goods, but it can be upgraded to a <a
id="x1-64037"></a><a
id="x1-64038"></a><a
id="Warehouse"><span
class="ecbx-1200">Warehouse</span></a> with a
capacity of 200 units and to a <a
id="x1-64039"></a><a
id="x1-64040"></a><a
id="Warehouse Expansion"><span
class="ecbx-1200">Warehouse Expansion</span></a>, which holds
300 units. No colonists work in the warehouse buildings.
</li>
<li class="itemize">The <a
id="x1-64041"></a><a
id="x1-64042"></a><a
id="Chapel"><span
class="ecbx-1200">Chapel</span></a> is a small religious building which produces only a single
<a
href="#Crosses">Cross</a> and does not require a preacher. It can be upgraded to a <a
id="x1-64043"></a><a
id="x1-64044"></a><a
id="Church"><span
class="ecbx-1200">Church</span></a>
as soon as the population has reached 3 and to a <a
id="x1-64045"></a><a
id="x1-64046"></a><a
id="Cathedral"><span
class="ecbx-1200">Cathedral</span></a> 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 <a
href="#Crosses">Crosses</a>) causes increased emigration from Europe.
</li>
<li class="itemize">The <a
id="x1-64047"></a><a
id="x1-64048"></a><a
id="Pasture"><span
class="ecbx-1200">Pasture</span></a> surrounding your colony is used to support and breed
<a
href="#Horses">Horses</a>. It can be upgraded to <a
id="x1-64049"></a><a
id="x1-64050"></a><a
id="Stables"><span
class="ecbx-1200">Stables</span></a>, 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.
</li></ul>
<!--l. 2261--><p class="indent" > The following eight buildings are not part of your basic colony and have to be
constructed later:
<ul class="itemize1">
<li class="itemize">A colony with a population of at least 4 may build a <a
id="x1-64051"></a><a
id="x1-64052"></a><a
id="Schoolhouse"><span
class="ecbx-1200">Schoolhouse</span></a>,
which enables some master craftsman to teach an unskilled colonist
their trade. As soon as the population reaches 8, it can be upgraded to
a <a
id="x1-64053"></a><a
id="x1-64054"></a><a
id="College"><span
class="ecbx-1200">College</span></a>, in which additional trades can be taught by two colonists.
Once the population reaches 10, the college can be replaced by a
<a
id="x1-64055"></a><a
id="x1-64056"></a><a
id="University"><span
class="ecbx-1200">University</span></a>, at which all trades can be taught by three colonists. See
<a
href="#Skills and Education">Skills and Education</a> for details.
</li>
<li class="itemize">The <a
id="x1-64057"></a><a
id="x1-64058"></a><a
id="Armory"><span
class="ecbx-1200">Armory</span></a> is used to produce <a
href="#Muskets">Muskets</a> from <a
href="#Tools">Tools</a>. As soon as the
population reaches 8, the armory can be upgraded to a <a
id="x1-64059"></a><a
id="x1-64060"></a><a
id="Magazine"><span
class="ecbx-1200">Magazine</span></a>
and then to an <a
id="x1-64061"></a><a
id="x1-64062"></a><a
id="Arsenal"><span
class="ecbx-1200">Arsenal</span></a>, provided that <a
href="#Adam Smith">Adam Smith</a> has joined the
<a
href="#Continental Congress">Continental Congress</a>.
</li>
<li class="itemize">The <a
id="x1-64063"></a><a
id="x1-64064"></a><a
id="Stockade"><span
class="ecbx-1200">Stockade</span></a>, which can be constructed as soon as the colony&#8217;s
population reaches 3, protects the colonists from attacks. In the original
game and the &#8216;classic&#8217; 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&#8217;s default rule set. The stockade can be upgraded to a <a
id="x1-64065"></a><a
id="x1-64066"></a><a
id="Fort"><span
class="ecbx-1200">Fort</span></a>,
which provides better protection and bombards <a
href="#Privateer">Privateers</a> and enemy
naval units on adjacent ocean tiles. The fort can be replaced by a
<a
id="x1-64067"></a><a
id="x1-64068"></a><a
id="Fortress"><span
class="ecbx-1200">Fortress</span></a> as soon as the population reaches 8.
</li>
<li class="itemize">The <a
id="x1-64069"></a><a
id="x1-64070"></a><a
id="Dock"><span
class="ecbx-1200">Dock</span></a> allow colonists to produce <a
href="#Fish">Fish</a> on ocean tiles adjacent to
the colony. As soon as the population is at least 4, it can be upgraded
to a <a
id="x1-64071"></a><a
id="x1-64072"></a><a
id="Drydock"><span
class="ecbx-1200">Drydock</span></a>, which allows the colony to repair damaged ships. When
the colony&#8217;s population reaches 8, it can be further upgraded to a
<a
id="x1-64073"></a><a
id="x1-64074"></a><a
id="Shipyard"><span
class="ecbx-1200">Shipyard</span></a>, which enables the colony to build new ships.
</li>
<li class="itemize">The <a
id="x1-64075"></a><a
id="x1-64076"></a><a
id="Printing Press"><span
class="ecbx-1200">Printing Press</span></a>, which can be upgraded to a <a
id="x1-64077"></a><a
id="x1-64078"></a><a
id="Newspaper"><span
class="ecbx-1200">Newspaper</span></a> as
soon as the population reaches 4, increases the colony&#8217;s production of
<a
href="#Liberty Bells">Liberty Bells</a>.
</li>
<li class="itemize">The <a
id="x1-64079"></a><a
id="x1-64080"></a><a
id="Custom House"><span
class="ecbx-1200">Custom House</span></a>, which can be built as soon as <a
href="#Peter Stuyvesant">Peter Stuyvesant</a>
has joined the <a
href="#Continental Congress">Continental Congress</a>, 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 <a
href="#Jan de Witt">Jan de Witt</a> 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 <a
href="#Boycotts">Boycotts</a> in general (see <a
href="#ignore boycotts">ignoring boycotts</a>).
</li></ul>
<!--l. 2320--><p class="indent" > <a
id="Using Buildings">
<h3 class="sectionHead"><span class="titlemark">5.3 </span> <a
id="x1-650005.3"></a>Using Buildings</h3>
<!--l. 2320--><p class="noindent" ></a>
<!--l. 2322--><p class="indent" > Some buildings have an immediate effect. The <a
href="#Stockade">Stockade</a>, for example, provides
protection for your colony, and the <a
href="#Dock">Docks</a> enable your colonists to go fishing. The
effects of these buildings can not be increased by workers.
<!--l. 2328--><p class="indent" > Most buildings do nothing if they are unoccupied, but provide workers with a
place to produce manufactured goods. The <a
href="#Tobacconist's House">Tobacconist&#8217;s House</a>, for example,
allows colonists to make <a
href="#Cigars">Cigars</a> from <a
href="#Tobacco">Tobacco</a>. 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 <a
href="#Free Colonist">Free Colonists</a>. Other units may work less
effectively.
<!--l. 2340--><p class="indent" > <a
id="Building Units and Buildings">
<h3 class="sectionHead"><span class="titlemark">5.4 </span> <a
id="x1-660005.4"></a>Building Units and Buildings</h3>
<!--l. 2340--><p class="noindent" ></a>
<!--l. 2342--><p class="indent" > In order to upgrade buildings, and to construct new buildings and certain
kinds of units, such as <a
href="#Artillery">Artillery</a> and ships, you will need to produce <a
href="#Hammers">Hammers</a>,
which represent work being done. Hammers are made from <a
href="#Lumber">Lumber</a>, 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 <a
href="#Carpenter's House">Carpenter&#8217;s House</a> in order to convert the lumber to
Hammers.
<!--l. 2353--><p class="indent" > Units and advanced buildings also require <a
href="#Tools">Tools</a>, which are made from <a
href="#Ore">Ore</a>. So
you need to place an ore miner on a tile that produces ore (<a
href="#Hills">Hills</a>, for example)
and another in the <a
href="#Blacksmith's House">Blacksmith&#8217;s House</a>, in order to convert the ore into
tools.
<!--l. 2361--><p class="indent" > <a
id="Home Country">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;6</span><br /><a
id="x1-670006"></a>Your Home Country</h2>
<!--l. 2361--><p class="noindent" ></a>
<!--l. 2363--><p class="indent" > Your <span
class="ecbx-1200">Home Country </span>is a European monarchy and colonial power. The
original game featured four playable nations, namely <a
id="x1-67001"></a><a
id="Spain"><span
class="ecbx-1200">Spain</span></a>, <a
id="x1-67002"></a><a
id="France"><span
class="ecbx-1200">France</span></a>, <a
id="x1-67003"></a><a
id="England"><span
class="ecbx-1200">England</span></a>
and the <a
id="x1-67004"></a><a
id="Netherlands"><span
class="ecbx-1200">Netherlands</span></a><a
id="x1-67005"></a>. FreeCol optionally adds <a
id="x1-67006"></a><a
id="Portugal"><span
class="ecbx-1200">Portugal</span></a>, <a
id="x1-67007"></a><a
id="Denmark"><span
class="ecbx-1200">Denmark</span></a>, <a
id="x1-67008"></a><a
id="Sweden"><span
class="ecbx-1200">Sweden</span></a>
and <a
id="x1-67009"></a><a
id="Russia"><span
class="ecbx-1200">Russia</span></a>.
<!--l. 2370--><p class="indent" > 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.
<!--l. 2379--><p class="indent" > 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.
<!--l. 2384--><p class="indent" > At the moment, FreeCol defines the following eight advantages, and also allows
you to select no advantage at all:
<ul class="itemize1">
<li class="itemize">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.
</li>
<li class="itemize">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.
</li>
<li class="itemize">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.
</li>
<li class="itemize">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.
</li>
<li class="itemize">The conquest advantage: You have a 50% advantage when attacking
natives and capture twice as many &#8220;converts&#8221; when destroying native
settlements. You start with a Free Colonist, a Veteran Soldier and a
Caravel.
</li>
<li class="itemize">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.
</li>
<li class="itemize">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.
</li>
<li class="itemize">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.
</li>
<li class="itemize">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.
</li></ul>
<!--l. 2430--><p class="indent" > 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.
<!--l. 2440--><p class="indent" > <a
id="Home Port">
<h3 class="sectionHead"><span class="titlemark">6.1 </span> <a
id="x1-680006.1"></a>Your Home Port</h3>
<!--l. 2440--><p class="noindent" ></a>
<!--l. 2442--><p class="indent" > The <span
class="ecbx-1200">Home Port </span>is a port city in your home country, where you can trade
<a
href="#Goods">Goods</a>, and train, recruit and buy <a
href="#Units">Units</a>. If you have not built a <a
href="#Drydock">Drydock</a> in any of
your colonies, your damaged ships will also return to the Home Port for
repairs.
<!--l. 2448--><p class="indent" > As you generate <a
href="#Crosses">Crosses</a> in your colonies, colonists will appear at the docks of
the Home Port. Unless <a
href="#William Brewster">William Brewster</a> has joined the <a
href="#Continental Congress">Continental Congress</a>,
many of these colonists will be <a
href="#Indentured Servant">Indentured Servants</a> and <a
href="#Petty Criminal">Petty Criminals</a>. 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.
<!--l. 2458--><p class="indent" > 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.
<!--l. 2465--><p class="indent" > If you have enough gold, you can also train colonists at the <a
id="Royal Academy">Royal Academy</a>. 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.
<!--l. 2470--><p class="indent" > <a
href="#Naval Units">Ships</a> and <a
href="#Artillery">Artillery</a> can also be purchased in the Home Port. You can also
build these units in your colonies, as soon as you have built a <a
href="#Shipyard">Shipyard</a> and an
<a
href="#Armory">Armory</a>, respectively.
<!--l. 2476--><p class="indent" > For further information about the actions available in your Home Port, please
refer to the section on the <a
href="#europe panel">europe panel</a>.
<!--l. 2480--><p class="indent" > <a
id="Monarch">
<h3 class="sectionHead"><span class="titlemark">6.2 </span> <a
id="x1-690006.2"></a>Your Monarch</h3>
<!--l. 2480--><p class="noindent" ></a>
<!--l. 2482--><p class="indent" > Your Home Country is ruled by a <span
class="ecbx-1200">Monarch </span>whose actions can have a
profound influence on your colonies and your relations to other nations present in
the New World.
<!--l. 2486--><p class="indent" > From time to time, the Monarch may decide to raise the <a
id="x1-69001"></a><a
id="Taxes"><span
class="ecbx-1200">Taxes</span></a> you pay on all
goods you sell in the Home Port. You may refuse to accept these taxes, however,
in which case your colonists will stage a protest similar to the <a
id="x1-69002"></a><a
id="Boston Tea Party"><span
class="ecbx-1200">Boston Tea</span>
<span
class="ecbx-1200">Party</span></a> and throw some goods into the harbour. The Monarch will not be
amused and will <a
id="x1-69003"></a><a
id="Boycotts">boycott</a> 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.
<!--l. 2495--><p class="indent" > You can end a Boycott by paying the outstanding tax arrears. As soon as
<a
href="#Jacob Fugger II">Jacob Fugger II</a> joins the <a
href="#Continental Congress">Continental Congress</a>, all Boycotts will be lifted, but the
Monarch may declare further Boycotts later on. As soon as <a
href="#Peter Stuyvesant">Peter Stuyvesant</a> joins
the <a
href="#Continental Congress">Continental Congress</a>, you will be able to build <a
href="#Custom House">Custom Houses</a> 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
<a
href="#ignore boycotts">ignoring boycotts</a>).
<!--l. 2506--><p class="indent" > Naturally, the Monarch does not trust your colonists, some of which are
nothing but <a
href="#Petty Criminal">Petty Criminals</a>, and some of which even support the infamous <a
href="#Sons of Liberty">Sons
of Liberty</a>. For this reason, the crown maintains the <a
id="x1-69004"></a><a
id="Royal Expeditionary Force"><span
class="ecbx-1200">Royal Expeditionary</span>
<span
class="ecbx-1200">Force</span></a>, 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&#8217;t get any
ideas.
<!--l. 2515--><p class="indent" > 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 <a
href="#Benjamin Franklin">Benjamin Franklin</a> has already been elected to the <a
href="#Continental Congress">Continental
Congress</a>. In this case, the Monarch&#8217;s wars do not affect you anymore,
except that the Monarch may still use the war as an excuse to raise your
taxes.
<!--l. 2523--><p class="indent" > If you are already at war with some nation, either due to the Monarch&#8217;s
actions, or your own, the crown may offer you some cheap <a
id="x1-69005"></a><a
id="Mercenaries"><span
class="ecbx-1200">Mercenaries</span></a>. 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.
<!--l. 2531--><p class="indent" > <a
id="Units">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;7</span><br /><a
id="x1-700007"></a>Units</h2>
<!--l. 2531--><p class="noindent" ></a>
<!--l. 2533--><p class="indent" > Several dozen different units are available in FreeCol, but not all units are
available to all players. Some units are available only to <span
class="ecbx-1200">Indian Players</span>, some
units are only available to <span
class="ecbx-1200">European Players</span>, and other units are available only
to the <span
class="ecbx-1200">Royal Expeditionary Force</span>.
<!--l. 2539--><p class="indent" > The most basic unit of the European Players (including you) is the <a
id="x1-70001"></a><a
id="x1-70002"></a><a
id="Free Colonist"><span
class="ecbx-1200">Free</span>
<span
class="ecbx-1200">Colonist</span></a>. The Free Colonist is quite good at any task, but has no special skills.
At the beginning of the game, many of the colonists will not be volunteers, but
<a
id="x1-70003"></a><a
id="x1-70004"></a><a
id="Indentured Servant"><span
class="ecbx-1200">Indentured Servant</span></a>, or <a
id="x1-70005"></a><a
id="x1-70006"></a><a
id="Petty Criminal"><span
class="ecbx-1200">Petty Criminal</span></a>, 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
<a
href="#Skills and Education">Education</a>.
<!--l. 2551--><p class="indent" > Many early colonies failed due to a lack of food. In order to avoid a similar
fate, you must ensure adequate food production from the very beginning. All your
colonists can produce some amount of food, especially on the more fertile terrain
types, but the <a
id="x1-70007"></a><a
id="x1-70008"></a><a
id="Expert Farmer"><span
class="ecbx-1200">Expert Farmer</span></a> and the <a
id="x1-70009"></a><a
id="x1-70010"></a><a
id="Expert Fisherman"><span
class="ecbx-1200">Expert Fisherman</span></a> will greatly increase
your food production. But note that the Expert Fisherman requires a <a
href="#Dock">Dock</a> to
moor his boat to, and that this requires at least one ocean tile adjacent to your
colony.
<!--l. 2560--><p class="indent" > Four types of units are not available in Europe because they posses
skills that can only be learned from the native population. These are the
<a
id="x1-70011"></a><a
id="x1-70012"></a><a
id="Master Sugar Planter"><span
class="ecbx-1200">Master Sugar Planter</span></a>, the <a
id="x1-70013"></a><a
id="x1-70014"></a><a
id="Master Cotton Planter"><span
class="ecbx-1200">Master Cotton Planter</span></a>, the <a
id="x1-70015"></a><a
id="x1-70016"></a><a
id="Master Tobacco Planter"><span
class="ecbx-1200">Master</span>
<span
class="ecbx-1200">Tobacco Planter</span></a>, and the <a
id="x1-70017"></a><a
id="x1-70018"></a><a
id="Expert Fur Trapper"><span
class="ecbx-1200">Expert Fur Trapper</span></a>. These units are able to
greatly increase your production of <a
href="#Sugar">Sugar</a>, <a
href="#Cotton">Cotton</a>, <a
href="#Tobacco">Tobacco</a>, and <a
href="#Furs">Furs</a>,
respectively.
<!--l. 2569--><p class="indent" > 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. <a
href="#Sugar">Sugar</a> can be used to distill <a
href="#Rum">Rum</a>,
<a
href="#Cotton">Cotton</a> can be used to produce <a
href="#Cloth">Cloth</a>, <a
href="#Cigars">Cigars</a> are made from <a
href="#Tobacco">Tobacco</a>,
and <a
href="#Coats">Coats</a> are made from <a
href="#Furs">Furs</a>. All your colonists can do this, but the
<a
id="x1-70019"></a><a
id="x1-70020"></a><a
id="Master Distiller"><span
class="ecbx-1200">Master Distiller</span></a>, the <a
id="x1-70021"></a><a
id="x1-70022"></a><a
id="Master Weaver"><span
class="ecbx-1200">Master Weaver</span></a>, the <a
id="x1-70023"></a><a
id="x1-70024"></a><a
id="Master Tobacconist"><span
class="ecbx-1200">Master Tobacconist</span></a>, and
the <a
id="x1-70025"></a><a
id="x1-70026"></a><a
id="Master Fur Trader"><span
class="ecbx-1200">Master Fur Trader</span></a> are the experts who will really rev up your
production.
<!--l. 2582--><p class="indent" > The New World also has two mineral resources, <a
href="#Ore">Ore</a> and <a
href="#Silver">Silver</a>, to offer. Again,
all your colonists are able to mine these resources to a certain extent, but you will
need the <a
id="x1-70027"></a><a
id="x1-70028"></a><a
id="Expert Ore Miner"><span
class="ecbx-1200">Expert Ore Miner</span></a> and the <a
id="x1-70029"></a><a
id="x1-70030"></a><a
id="Expert SilverMiner"><span
class="ecbx-1200">Expert SilverMiner</span></a> to make the most of
them.
<!--l. 2588--><p class="indent" > <a
href="#Lumber">Lumber</a> can be produced in all forested tiles, and can also be exported to
Europe, although prices are low. However, you will need vast amounts of lumber
in order to upgrade your colonies, and no colonist is more skilled at cutting down
forests than the <a
id="x1-70031"></a><a
id="x1-70032"></a><a
id="Expert LumberJack"><span
class="ecbx-1200">Expert LumberJack</span></a>. Nor is any colonist more skilled at
turning the lumber into buildings than the <a
id="x1-70033"></a><a
id="x1-70034"></a><a
id="Master Carpenter"><span
class="ecbx-1200">Master Carpenter</span></a>.
<!--l. 2595--><p class="indent" > The more advanced buildings you can construct in the your colonies require
not only lumber but also <a
href="#Tools">Tools</a>, which are produced from <a
href="#Ore">Ore</a>. This is the job the
<a
id="x1-70035"></a><a
id="x1-70036"></a><a
id="Master Blacksmith"><span
class="ecbx-1200">Master Blacksmith</span></a> excels in. Tools are also used by your <a
id="x1-70037"></a><a
id="x1-70038"></a><a
id="Pioneer"><span
class="ecbx-1200">Pioneer</span></a> to clear
forests, to plow fields and to build roads, but none of your other colonists can
match the outdoors skills of your <a
id="x1-70039"></a><a
id="x1-70040"></a><a
id="Hardy Pioneer"><span
class="ecbx-1200">Hardy Pioneer</span></a>. And finally, Tools are required
for the production of <a
href="#Muskets">Muskets</a>, a demanding task best left to the <a
id="x1-70041"></a><a
id="x1-70042"></a><a
id="Master Gunsmith"><span
class="ecbx-1200">Master</span>
<span
class="ecbx-1200">Gunsmith</span></a>.
<!--l. 2605--><p class="indent" > All your units are able to explore the New World, but the colonist most
suited to this dangerous endeavour is the <a
id="x1-70043"></a><a
id="x1-70044"></a><a
id="Scout"><span
class="ecbx-1200">Scout</span></a>, a mounted colonist. A
Scout may become a <a
id="x1-70045"></a><a
id="x1-70046"></a><a
id="Seasoned Scout"><span
class="ecbx-1200">Seasoned Scout</span></a> through <a
href="#Skills and Education">experience</a>, either by
visiting native settlements, or by investigating <a
href="#Lost City Rumours">Lost City Rumours</a>. The
Seasoned Scout is much more skillful at these jobs, but beware, they are
dangerous!
<!--l. 2613--><p class="indent" > Another colonist able to visit native settlements is the <a
id="x1-70047"></a><a
id="x1-70048"></a><a
id="Missionary"><span
class="ecbx-1200">Missionary</span></a>. Any
colonist can be converted to a Missionary by blessing him in a colony with a
<a
href="#Church">Church</a>, or in the <a
href="#Home Port">Home Port</a>, which is sure to have several churches and maybe
even a <a
href="#Cathedral">Cathedral</a>. Missionaries are able to establish a <a
href="#Mission">Mission</a> in the native
settlement, and to convert the natives. The <a
id="x1-70049"></a><a
id="x1-70050"></a><a
id="Jesuit Missionary"><span
class="ecbx-1200">Jesuit Missionary</span></a>, however, is much
more accomplished at the job.
<!--l. 2623--><p class="indent" > The converted natives may join your colonies as <a
id="x1-70051"></a><a
id="x1-70052"></a><a
id="Indian Convert"><span
class="ecbx-1200">Indian Convert</span></a>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 <a
href="#Skills and Education">Education</a>, but they become
Free Colonists as soon as <a
href="#Bartolome de las Casas">Bartolom<EFBFBD> de las Casas</a> joins the <a
href="#Continental Congress">Continental
Congress</a>.
<!--l. 2632--><p class="indent" > Many colonists come to the New World in search of religious freedom. Thus,
they desire a <a
href="#Church">Church</a> in which to preach and pray. This religious freedom, which
attracts more European colonists, is represented by <a
href="#Crosses">Crosses</a>. Naturally, some
colonists are more eloquent and inspired than others, and the most famous of
these are known as <a
id="x1-70053"></a><a
id="x1-70054"></a><a
id="Firebrand Preacher"><span
class="ecbx-1200">Firebrand Preacher</span></a>.
<!--l. 2639--><p class="indent" > 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
<a
href="#Town Hall">Town Hall</a>, which generates <a
href="#Liberty Bells">Liberty Bells</a>. The most dignified and influential of
these citizens are considered <a
id="x1-70055"></a><a
id="x1-70056"></a><a
id="Elder Statesman"><span
class="ecbx-1200">Elder Statesman</span></a>.
<!--l. 2646--><p class="indent" > Any colonist can be equipped with <a
href="#Muskets">Muskets</a>, which makes him a <a
id="x1-70057"></a><a
id="x1-70058"></a><a
id="Soldier"><span
class="ecbx-1200">Soldier</span></a>, or a
<a
id="x1-70059"></a><a
id="x1-70060"></a><a
id="Dragoon"><span
class="ecbx-1200">Dragoon</span></a> if he is mounted. However, combat-hardened <a
id="x1-70061"></a><a
id="x1-70062"></a><a
id="Veteran Soldier"><span
class="ecbx-1200">Veteran Soldier</span></a> and
<a
id="x1-70063"></a><a
id="x1-70064"></a><a
id="Veteran Dragoon"><span
class="ecbx-1200">Veteran Dragoon</span></a> are much more effective. A dragoon that is beaten in
battle is downgraded to a soldier. A beaten soldier becomes an unarmed
colonist.
<!--l. 2653--><p class="indent" > On the other hand, any soldier or dragoon that wins a battle may be
upgraded. A Petty Criminal will be upgraded to an Indentured Servant,
an Indentured Servant will be upgraded to a Free Colonist, and a Free
Colonist to a veteran unit. Veteran units may be further upgraded to
<a
id="x1-70065"></a><a
id="x1-70066"></a><a
id="Colonial Regular"><span
class="ecbx-1200">Colonial Regular</span></a> or <a
id="x1-70067"></a><a
id="x1-70068"></a><a
id="Colonial Cavalry"><span
class="ecbx-1200">Colonial Cavalry</span></a>, but only after the <a
href="#Declaration of Independence">Declaration of
Independence</a>.
<a
id="x1-70069"></a>
<a
id="x1-70070"></a>
<!--l. 2660--><p class="indent" > <a
id="Artillery"><span
class="ecbx-1200">Artillery</span></a> is most effective at attacking and defending colonies and
fortified units, but is also very vulnerable in the open. Artillery may become
damaged, which decreases its efficiency. <a
id="x1-70071"></a><a
id="x1-70072"></a><a
id="Damaged Artillery"><span
class="ecbx-1200">Damaged Artillery</span></a> is still quite
powerful, but it can not be repaired, and further damage will destroy
it.
<!--l. 2666--><p class="indent" > The <a
id="x1-70073"></a><a
id="x1-70074"></a><a
id="Wagon Train"><span
class="ecbx-1200">Wagon Train</span></a>, 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 <a
href="#Jan de Witt">Jan de Witt</a> has joined the <a
href="#Continental Congress">Continental
Congress</a>. There is a limit on the number of wagon trains you can build&#8212; it may
not exceed the number of colonies you have (plus the &#8220;Settlement limit modifier&#8221;
game option which defaults to zero).
<!--l. 2675--><p class="indent" > The <a
id="x1-70075"></a><a
id="x1-70076"></a><a
id="Treasure Train"><span
class="ecbx-1200">Treasure Train</span></a> is similar to the Wagon Train, but is used only to
transport treasures. You can find these treasures in <a
href="#Lost City Rumours">Lost Cities</a>, 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 <a
href="#Monarch">Monarch</a> will offer to ship it to Europe for a
&#8220;reasonable fee&#8221;, unless <a
href="#Hernan Cortes">Hern<EFBFBD>n Cort<72>s</a> has joined the <a
href="#Continental Congress">Continental Congress</a>,
in which case it will be shipped free of charge. However if you have a
<a
href="#Galleon">Galleon</a>, you are expected to use it to take the Treasure Train to Europe
yourself.
<!--l. 2687--><p class="indent" > The <a
id="x1-70077"></a><a
id="x1-70078"></a><a
id="Caravel"><span
class="ecbx-1200">Caravel</span></a>, the <a
id="x1-70079"></a><a
id="x1-70080"></a><a
id="Merchantman"><span
class="ecbx-1200">Merchantman</span></a> and the <a
id="x1-70081"></a><a
id="x1-70082"></a><a
id="Galleon"><span
class="ecbx-1200">Galleon</span></a> are unarmed <a
id="Naval Units">naval units</a>,
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.
<!--l. 2694--><p class="indent" > The <a
id="x1-70083"></a><a
id="x1-70084"></a><a
id="Privateer"><span
class="ecbx-1200">Privateer</span></a> and the <a
id="x1-70085"></a><a
id="x1-70086"></a><a
id="Frigate"><span
class="ecbx-1200">Frigate</span></a> 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 <a
href="#Francis Drake">Francis Drake</a> joins the <a
href="#Continental Congress">Continental
Congress</a>.
<!--l. 2701--><p class="indent" > The <a
id="x1-70087"></a><a
id="x1-70088"></a><a
id="Man of War"><span
class="ecbx-1200">Man of War</span></a> is the most powerful naval vessel, and has six cargo holds.
At the beginning of the game, only the <a
href="#Monarch">Monarch</a> has these powerful ships,
but when you gain independence you can also construct them in your
colonies.
<!--l. 2706--><p class="indent" > The Monarch has two types of units that you can never command, however.
These are the <a
id="x1-70089"></a><a
id="x1-70090"></a><a
id="King's Regular"><span
class="ecbx-1200">King&#8217;s Regular</span></a> and <a
id="x1-70091"></a><a
id="x1-70092"></a><a
id="King's Cavalry"><span
class="ecbx-1200">King&#8217;s Cavalry</span></a>, which are roughly as
powerful as your <a
href="#Colonial Regular">Colonial Regulars</a> and <a
href="#Colonial Cavalry">Colonial Cavalry</a>.
<!--l. 2712--><p class="indent" > The natives also have two types of units that you can not recruit, namely the
<a
id="x1-70093"></a><a
id="x1-70094"></a><a
id="Indian Brave"><span
class="ecbx-1200">Indian Brave</span></a> and the <a
id="x1-70095"></a><a
id="x1-70096"></a><a
id="Indian Dragoon"><span
class="ecbx-1200">Indian Dragoon</span></a>. These are strong fighting units that
can also carry up to 100 units of goods each.
<!--l. 2733--><p class="indent" > <a
id="Equipment">
<h3 class="sectionHead"><span class="titlemark">7.1 </span> <a
id="x1-710007.1"></a>Equipment</h3>
<!--l. 2733--><p class="noindent" ></a>
<!--l. 2735--><p class="indent" > 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:
<ul class="itemize1">
<li class="itemize">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.
</li>
<li class="itemize">Only a unit equipped with horses is able to scout Indian settlements
and foreign colonies. Even the Seasoned Scout can&#8217;t do that without
being mounted.
</li>
<li class="itemize">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.
</li>
<li class="itemize">Only a unit equipped with a bible is commissioned as a missionary and
able to establish a mission in an Indian settlement. Even the Jesuit
Missionary is unable to do so without a bible. If a Jesuit Missionary
is equipped with tools, muskets or horses, he loses his bible. If that
happens, the Jesuit Missionary carries his hat, rather than his bible, in
his hand.</li></ul>
<!--l. 2764--><p class="indent" > 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.
<!--l. 2768--><p class="indent" > 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.
<!--l. 2775--><p class="indent" > <a
id="Skills and Education">
<h3 class="sectionHead"><span class="titlemark">7.2 </span> <a
id="x1-720007.2"></a>Skills and Education</h3>
<!--l. 2775--><p class="noindent" ></a>
<!--l. 2777--><p class="indent" > In FreeCol, your colonists come from all walks of life. Some are unskilled <a
href="#Petty Criminal">Petty
Criminals</a>, who are deported to the colonies. Others are <a
href="#Indentured Servant">Indentured Servants</a>, or
<a
href="#Free Colonist">Free Colonists</a> 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.
<!--l. 2786--><p class="indent" > Not all skills, however, can be learned in Europe. <a
href="#Sugar">Sugar</a>, <a
href="#Cotton">Cotton</a> and <a
href="#Tobacco">Tobacco</a>,
as well as <a
href="#Furs">Furs</a> are apparently unknown in Europe. Thus, <a
href="#Master Sugar Planter">Master Sugar Planters</a>,
<a
href="#Master Cotton Planter">Master Cotton Planters</a>, <a
href="#Master Tobacco Planter">Master Tobacco Planters</a>, as well as the <a
href="#Expert Fur Trapper">Expert Fur
Trappers</a>, can not be recruited in Europe.
<!--l. 2795--><p class="indent" > 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.
<!--l. 2802--><p class="indent" > The <a
href="#Schoolhouse">Schoolhouse</a> and its upgrades, the <a
href="#College">College</a> and the <a
href="#University">University</a>, 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 <a
href="#College">College</a>, while the Elder Statesman, the Firebrand
Preacher and the Jesuit Missionary even require a <a
href="#University">University</a> to teach their
profession.
<!--l. 2816--><p class="indent" > 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&#8217;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.
<!--l. 2823--><p class="indent" > 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.
<!--l. 2830--><p class="indent" > Petty Criminals may also become Indentured Servants, and Indentured
Servants may also become Free Colonists by winning a battle and being
<a
href="#promotion">promoted</a>. Free Colonists can be promoted to Veteran Soldiers, and after
the Declaration of Independence, these may be promoted to Colonial
Regulars.
<!--l. 2836--><p class="indent" > 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 <a
href="#Bartolome de las Casas">Bartolom<EFBFBD> de las Casas</a> joins the <a
href="#Continental Congress">Continental
Congress</a>.
<!--l. 2843--><p class="indent" > However, Indian Converts that join your colonies <span
class="ecti-1200">after </span>Bartolom<EFBFBD> de las Casas
has been elected to the Continental Congress will always remain converts and can
not be upgraded.
<!--l. 2847--><p class="indent" > <a
href="#Scout">Scouts</a> 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
<a
href="#Seasoned Scout">Seasoned Scout</a> through experience. A colonist investigating a <a
href="#Lost City Rumours">Lost City Rumours</a>
may also be upgraded to a Seasoned Scout, unless that unit already has another
skill.
<!--l. 2855--><p class="indent" > <a
id="Combat">
<h3 class="sectionHead"><span class="titlemark">7.3 </span> <a
id="x1-730007.3"></a>Combat</h3>
<!--l. 2855--><p class="noindent" ></a>
<!--l. 2857--><p class="indent" > 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 <a
href="#Founding Fathers">Founding Fathers</a> 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.
<!--l. 2867--><p class="indent" > Most units that win a battle may be <a
id="promotion">promoted</a>, and all units that lose a battle
will always be captured, demoted, damaged or destroyed. A <a
href="#Petty Criminal">Petty Criminal</a> may
be promoted to an <a
href="#Indentured Servant">Indentured Servant</a>, and an Indentured Servant may be
promoted to a <a
href="#Free Colonist">Free Colonist</a>. A Free Colonist may be promoted to a <a
href="#Veteran Soldier">Veteran
Soldier</a>, which in turn may be promoted to a <a
href="#Colonial Regular">Colonial Regular</a>, but only after the
<a
href="#Declaration of Independence">Declaration of Independence</a>.
<!--l. 2878--><p class="indent" > 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. <a
href="#Wagon Train">Wagon Trains</a>
and <a
href="#Treasure Train">Treasure Trains</a> may also be captured by a European Player and
destroyed by a Native Player. Native units that lose a battle are always
slaughtered.
<!--l. 2888--><p class="indent" > <a
href="#Naval Units">Naval units</a> and <a
href="#Artillery">Artillery</a> can not be promoted. A beaten artillery unit
becomes a <a
href="#Damaged Artillery">Damaged Artillery</a>, 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 <a
href="#Drydock">Drydock</a> or the <a
href="#Home Port">Home
Port</a>.
<!--l. 2898--><p class="indent" > The <a
href="#Frigate">Frigate</a>, the <a
href="#Man of War">Man of War</a> and the <a
href="#Privateer">Privateer</a> 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.
<!--l. 2904--><p class="indent" > Naval units can also attack colonies on coastal tiles, although their chance of
success is not very high. And colonies with a <a
href="#Fort">Fort</a> or <a
href="#Fortress">Fortress</a> will automatically
fire at enemy ships on adjacent ocean tiles.
<!--l. 2910--><p class="indent" > <a
id="combat bonuses">
<h4 class="subsectionHead"><span class="titlemark">7.3.1 </span> <a
id="x1-740007.3.1"></a>Combat Bonuses and Penalties</h4>
<!--l. 2910--><p class="noindent" ></a>
<!--l. 2912--><p class="indent" > Bonuses and penalties for naval units:
<ul class="itemize1">
<li class="itemize"><a
id="Cargo Penalty">Cargo Penalty</a>: for each unit of cargo, both the offensive and the
defensive power of the unit are reduced by 12.5%.
</li>
<li class="itemize"><a
id="Piracy Bonus">Piracy Bonus</a>: after <a
href="#Francis Drake">Francis Drake</a> has joined the Continental Congress
(see below), both the offensive and the defensive power of all your
<a
href="#Privateer">Privateers</a> is increased by 50%.</li></ul>
<!--l. 2924--><p class="indent" > Bonuses and penalties for land units:
<ul class="itemize1">
<li class="itemize"><a
id="Armed Bonus">Armed Bonus</a>: the offensive and defensive power of your units increases
by two if they are armed. Native units and the units of the <a
href="#Royal Expeditionary Force">Royal
Expeditionary Force</a> are only granted half this bonus.
</li>
<li class="itemize"><a
id="Mounted Bonus">Mounted Bonus</a>: the offensive and defensive power of your units
increases by one if they are mounted.
</li>
<li class="itemize"><a
id="Veteran Bonus">Veteran Bonus</a>: the offensive and defensive power of veteran units is
increased by 50%.
</li>
<li class="itemize"><a
id="Attack Bonus">Attack Bonus</a>: the offensive power of attacking units is increased by
50%.
</li>
<li class="itemize"><a
id="Movement Penalty">Movement Penalty</a>: the offensive power of units with only two
movement points left is reduced by 33% and the offensive power of units
with only one movement point left is reduced by 66%.
</li>
<li class="itemize"><a
id="Ambush Bonus">Ambush Bonus</a>: the offensive power of native units is increased by the
defence bonus of the defender&#8217;s tile. Your units are granted the same
bonus when attacking units of the Royal Expeditionary Force.
</li>
<li class="itemize"><a
id="Artillery Penalty">Artillery Penalty</a>: the offensive power of artillery attacking units not in
a colony is reduced by 75%. The defensive power of artillery not in a
colony is also reduced by 75%.
</li>
<li class="itemize"><a
id="Bombard Bonus">Bombard Bonus</a>: the offensive power of the units of the Royal
Expeditionary Force is increased by 50% when attacking a colony.
</li>
<li class="itemize"><a
id="Fortified Bonus">Fortified Bonus</a>: the defensive power of fortified units is increased by
50%.
</li>
<li class="itemize"><a
id="Stockade Bonus">Stockade Bonus</a>: the defensive power of units in a colony with a
<a
href="#Stockade">Stockade</a>, Fort or Fortress is increased by 100%, 150% and 200%,
respectively.
</li>
<li class="itemize"><a
id="Artillery Bonus">Artillery Bonus</a>: the defensive power of artillery in a colony defending
against an Indian raid is increased by 50%.
</li>
<li class="itemize"><a
id="Ambush Penalty">Ambush Penalty</a>: 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&#8217;s tile.</li></ul>
<!--l. 2970--><p class="indent" > <a
id="Continental Congress">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;8</span><br /><a
id="x1-750008"></a>The Continental Congress</h2>
<!--l. 2970--><p class="noindent" ></a>
<!--l. 2972--><p class="indent" > As the player generates <a
href="#Liberty Bells">Liberty Bells</a>, <a
id="Founding Fathers"><span
class="ecbx-1200">Founding Fathers</span></a> are elected to the
<span
class="ecbx-1200">Continental Congress</span>. The Founding Fathers are historical figures who
played a more or less important part in the conquest of the New World.
Each Founding Father grants the player a new bonus or ability, or causes
a certain event to occur, much like the &#8220;Wonders of the World&#8221; 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.
<a
id="x1-75001"></a>
<a
id="x1-75002"></a>
<!--l. 2983--><p class="indent" > <a
id="Adam Smith"><span
class="ecbx-1200">Adam Smith</span></a> (1723&#8211;1790), better known as the Father of Modern
Economics, penned several texts pertaining to Economic theory, including, &#8220;The
Wealth of Nations&#8221; his most famous text. As soon as Adam Smith joins the
Continental Congress, the player is allowed to build factories, which produce 1.5
units of manufactured goods for each unit of raw material consumed.
<a
href="http://en.wikipedia.org/wiki/Adam_Smith" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75003"></a>
<a
id="x1-75004"></a>
<!--l. 2990--><p class="indent" > <a
id="Jacob Fugger II"><span
class="ecbx-1200">Jacob Fugger II</span></a> (1459&#8211;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 <a
href="#Boycotts">Boycotts</a> currently in effect are dropped.
<a
href="http://en.wikipedia.org/wiki/Jacob_Fugger" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75005"></a>
<a
id="x1-75006"></a>
<!--l. 2996--><p class="indent" > <a
id="Peter Minuit"><span
class="ecbx-1200">Peter Minuit</span></a> (1580&#8211;1638) bought what later became known as Manhattan
Island from Native Americans for about 60 Dutch guilders. He later colonized
the Delware Bay area as well. As soon as Peter Minuit is elected to the
Continental Congress, the Indians no longer demand payment for their land.
<a
href="http://en.wikipedia.org/wiki/Peter_Minuit" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75007"></a>
<a
id="x1-75008"></a>
<!--l. 3002--><p class="indent" > <a
id="Peter Stuyvesant"><span
class="ecbx-1200">Peter Stuyvesant</span></a> (1592&#8211;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 <a
href="#Custom House">custom houses</a> becomes
possible. <a
href="http://en.wikipedia.org/wiki/Peter_Stuyvesant" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75009"></a>
<a
id="x1-75010"></a>
<!--l. 3008--><p class="indent" > <a
id="Jan de Witt"><span
class="ecbx-1200">Jan de Witt</span></a> (1625&#8211;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 <a
href="#Custom House">custom houses</a> to export boycotted good,
provided that you are at peace with at least one other European nation.
<a
href="http://en.wikipedia.org/wiki/Jan_de_Witt" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75011"></a>
<a
id="x1-75012"></a>
<!--l. 3019--><p class="indent" > <a
id="Ferdinand Magellan"><span
class="ecbx-1200">Ferdinand Magellan</span></a> (1480&#8211;1521) was one of the greatest explorers to
navigate the globe. Magellan was first to circumnavigate the globe and cross the
Pacific Ocean. Magellan&#8217;s election to the Continental Congress increases the
movement of all naval vessels by one, and the time to sail between Europe and the
New World is reduced. <a
href="http://en.wikipedia.org/wiki/Ferdinand_Magellan" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75013"></a>
<a
id="x1-75014"></a>
<!--l. 3026--><p class="indent" > <a
id="Francisco de Coronado"><span
class="ecbx-1200">Francisco V</span><span
class="ecbx-1200"><EFBFBD>zquez de Coronado</span></a> (1510&#8211;1554) was the first European
explorer to see the Grand Canyon. Though he never found the golden cities he
searched for, his mapping of the area now called the Southwestern US was
important to further exploration. As soon as Francisco de Coronado joins the
Continental Congress, all existing colonies become visible on the map.
<a
href="http://en.wikipedia.org/wiki/Francisco_Vazquez_de_Coronado" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75015"></a>
<a
id="x1-75016"></a>
<!--l. 3034--><p class="indent" > <a
id="Hernando de Soto"><span
class="ecbx-1200">Hernando de Soto</span></a> (1496&#8211;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 <a
href="#Lost City Rumours">Lost City Rumours</a> always yields a positive result, and all land
units have an extended sight radius. <a
href="http://en.wikipedia.org/wiki/Hernando_de_Soto_(explorer)" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75017"></a>
<a
id="x1-75018"></a>
<!--l. 3041--><p class="indent" > <a
id="Henry Hudson"><span
class="ecbx-1200">Henry Hudson</span></a> (1565&#8211;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 <a
href="#Expert Fur Trapper">Fur Trappers</a>.
<a
href="http://en.wikipedia.org/wiki/Henry_Hudson" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75019"></a>
<a
id="x1-75020"></a>
<!--l. 3048--><p class="indent" > <a
id="Robert La Salle"><span
class="ecbx-1200">Robert La Salle</span></a> (1643&#8211;1687) was the first European to travel the length of
the Mississippi river, while on a mission to set up numerous trading posts along
its banks. He later claimed the whole basin as Louisiana in honor of the French
King. Later, he explored several of the Great Lakes. If Robert La Salle is a
member of the Continental Congress, all colonies gain a stockade as soon as their
population reaches three colonists. <a
href="http://en.wikipedia.org/wiki/Robert_La_Salle" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75021"></a>
<a
id="x1-75022"></a>
<!--l. 3056--><p class="indent" > <a
id="Hernan Cortes"><span
class="ecbx-1200">Hern</span><span
class="ecbx-1200"><EFBFBD>n Cort</span><span
class="ecbx-1200"><EFBFBD>s</span></a> (1485&#8211;1547) was a famed Spanish conquistador who
overthrew the Aztec Empire and claimed Mexico for Spain. As soon as Hern<72>n
Cort<EFBFBD>s joins the Continental Congress, conquered native settlements always yield
treasure (and in greater abundance) and the King&#8217;s <a
href="#Galleon">galleons</a> transport it free of
charge. <a
href="http://en.wikipedia.org/wiki/Hernan_Cortes" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75023"></a>
<a
id="x1-75024"></a>
<!--l. 3063--><p class="indent" > <a
id="George Washington"><span
class="ecbx-1200">George Washington</span></a> (1732&#8211;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&#8217;s first President.
If George Washington is a member of the Continental Congress, any soldier or
dragoon who wins a combat is automatically upgraded to the next possible level.
<a
href="http://en.wikipedia.org/wiki/George_Washington" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75025"></a>
<a
id="x1-75026"></a>
<!--l. 3071--><p class="indent" > <a
id="Paul Revere"><span
class="ecbx-1200">Paul Revere</span></a> (1734&#8211;1818) was the famed rider of colonial America who
mounted his horse and rode through the countryside alerting colonists
that British soldiers were coming. He was captured during the ride and
later released when his captors believed they were in grave danger and
their prisoner might slow them down. With Paul Revere a member of the
Continental Congress, a colonist automatically takes up any stockpiled
muskets and defends an otherwise undefended colony if it is attacked.
<a
href="http://en.wikipedia.org/wiki/Paul_Revere" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75027"></a>
<a
id="x1-75028"></a>
<!--l. 3080--><p class="indent" > <a
id="Francis Drake"><span
class="ecbx-1200">Francis Drake</span></a> (1542&#8211;1596) was a great English sea captain, the first
Englishman to circumnavigate the globe and a hero in the fights against the
Spanish Armada. The presence of Francis Drake in the Continental Congress
increases the combat strength of all Privateers by 50%. <a
href="http://en.wikipedia.org/wiki/Francis_Drake" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75029"></a>
<a
id="x1-75030"></a>
<!--l. 3086--><p class="indent" > <a
id="John Paul Jones"><span
class="ecbx-1200">John Paul Jones</span></a> (1741&#8211;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 <a
href="#Frigate">Frigate</a> is added to your colonial navy for free.
<a
href="http://en.wikipedia.org/wiki/John_Paul_Jones" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75031"></a>
<a
id="x1-75032"></a>
<!--l. 3094--><p class="indent" > <a
id="Thomas Jefferson"><span
class="ecbx-1200">Thomas Jefferson</span></a> (1743&#8211;1826), a powerful voice of patriotism, was
credited with writing the Declaration of Independence. He later became
the 3rd President of the US. The election of Thomas Jefferson to the
Continental Congress increases Liberty Bell production in colonies by 50%.
<a
href="http://en.wikipedia.org/wiki/Thomas_Jefferson" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75033"></a>
<a
id="x1-75034"></a>
<!--l. 3101--><p class="indent" > <a
id="Pocahontas"><span
class="ecbx-1200">Pocahontas</span></a> (1595&#8211;1617) was a peacemaker between early Jamestown settlers
and the Native Americans. She is credited with sending food and other supplies to
starving colonists there during harsh times. She later converted to Christianity
and married an Englishman. When Pocahontas joins the Continental Congress, all
tension levels between you and natives are removed and Indian alarm is generated
half as fast. <a
href="http://en.wikipedia.org/wiki/Pocahontas" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75035"></a>
<a
id="x1-75036"></a>
<!--l. 3109--><p class="indent" > <a
id="Thomas Paine"><span
class="ecbx-1200">Thomas Paine</span></a> (1737&#8211;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 <a
href="#Taxes">tax rate</a>. <a
href="http://en.wikipedia.org/wiki/Thomas_Paine" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75037"></a>
<a
id="x1-75038"></a>
<!--l. 3116--><p class="indent" > <a
id="Simon Bolivar"><span
class="ecbx-1200">Sim</span><span
class="ecbx-1200"><EFBFBD>n Bol</span><span
class="ecbx-1200"><EFBFBD>var</span></a> (1783&#8211;1830) is remembered as a great leader in the struggle
for South American independence from Spain. Bol<6F>var freed what is now
Venezuela and later became its first President. When Sim<69>n Bol<6F>var joins the
Continental Congress, the Sons of Liberty membership in all existing colonies is
increased by 20%. <a
href="http://en.wikipedia.org/wiki/Simon_Bolivar" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75039"></a>
<a
id="x1-75040"></a>
<!--l. 3123--><p class="indent" > <a
id="Benjamin Franklin"><span
class="ecbx-1200">Benjamin Franklin</span></a> (1706&#8211;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&#8217;s foreign wars no longer have effect on relationships in the New
World, and Europeans in the New World always offer peace in negotiations.
<a
href="http://en.wikipedia.org/wiki/Benjamin_Franklin" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75041"></a>
<a
id="x1-75042"></a>
<!--l. 3132--><p class="indent" > <a
id="William Brewster"><span
class="ecbx-1200">William Brewster</span></a> (1567&#8211;1644) was the Puritan leader of the Plymouth
colony in New England. As soon as William Brewster joins the Continental
Congress, criminals or indentured servants no longer appear on the docks and you
can select which immigrant in the recruitment pool to move to the docks.
<a
href="http://en.wikipedia.org/wiki/William_Brewster_(Pilgrim)" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75043"></a>
<a
id="x1-75044"></a>
<!--l. 3138--><p class="indent" > <a
id="William Penn"><span
class="ecbx-1200">William Penn</span></a> (1644&#8211;1718), a close friend of the Duke of York, was granted
the land that is mostly Pennsylvania, Delaware, and New Jersey. He governed the
Quaker colony for several years to provide a haven to fellow Quakers. The
election of William Penn increases cross production in all colonies by 50%.
<a
href="http://en.wikipedia.org/wiki/William_Penn" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75045"></a>
<a
id="x1-75046"></a>
<!--l. 3144--><p class="indent" > <a
id="Father Jean de Brebeuf"><span
class="ecbx-1200">Father Jean de Br</span><span
class="ecbx-1200"><EFBFBD>beuf</span></a> (1593&#8211;1649) befriended the Huron Indians and
converted many to Christianity. He died at the hands of the Iroquois who
had finally defeated their enemy, the Hurons. With Jean de Brebeuf a
member of the Continental Congress, all missionaries function as experts.
<a
href="http://en.wikipedia.org/wiki/Jean_de_Brebeuf" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75047"></a>
<a
id="x1-75048"></a>
<!--l. 3151--><p class="indent" > <a
id="Juan de Sepulveda"><span
class="ecbx-1200">Juan Gin</span><span
class="ecbx-1200"><EFBFBD>s de Sep</span><span
class="ecbx-1200"><EFBFBD>lveda</span></a> (1781&#8211;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 &#8220;convert&#8221; and join a colony.
<a
href="http://en.wikipedia.org/wiki/Juan_Gines_de_Sepulveda" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<a
id="x1-75049"></a>
<a
id="x1-75050"></a>
<!--l. 3158--><p class="indent" > <a
id="Bartolome de las Casas"><span
class="ecbx-1200">Bartolom</span><span
class="ecbx-1200"><EFBFBD> de las Casas</span></a> (1474&#8211;1566) was a Catholic Priest who traveled the
Indies converting Indians and chastising Spain for their treatment of the Natives.
When Bartolom<6F> de las Casas joins the Continental Congress, all existing Indian
converts become free colonists. <a
href="http://en.wikipedia.org/wiki/Bartolome_de_las_Casas" ><img
src="images/wikipedia.png" alt="PIC"
></a>
<!--l. 3167--><p class="indent" > <a
id="The Birth of a Nation">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;9</span><br /><a
id="x1-760009"></a>The Birth of a Nation</h2>
<!--l. 3167--><p class="noindent" ></a>
<!--l. 3169--><p class="indent" > <a
id="Sons of Liberty">
<h3 class="sectionHead"><span class="titlemark">9.1 </span> <a
id="x1-770009.1"></a>Sons of Liberty</h3>
<!--l. 3169--><p class="noindent" ></a>
<!--l. 3171--><p class="indent" > At the beginning of the game, all your colonists will be <a
id="Tories"><span
class="ecbx-1200">Tory Loyalists</span></a>, who
support your <a
href="#Monarch">Monarch</a> 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.
<!--l. 3180--><p class="indent" > <a
href="#Liberty Bells">Liberty Bells</a>, however, will turn these Tories into <span
class="ecbx-1200">Sons of Liberty</span>, who
support your policies. Colonies in which more than 50% of the population are
Sons of Liberty enjoy a production bonus of one unit, which is increased to two
units as soon as 100% of the population become Sons of Liberty.
<!--l. 3187--><p class="indent" > <a
id="The Treaty of Utrecht">
<h3 class="sectionHead"><span class="titlemark">9.2 </span> <a
id="x1-780009.2"></a>The Treaty of Utrecht</h3>
<!--l. 3187--><p class="noindent" ></a>
<!--l. 3189--><p class="indent" > The colonies of European powers often changed hands as spoils of war. In the
Treaty of Utrecht <a
href="http://en.wikipedia.org/wiki/Treaty" of Utrecht ><img
src="images/wikipedia.png" alt="PIC"
></a>, which concluded <a
id="x1-78001"></a><a
id="The War of Spanish Succession"><span
class="ecbx-1200">The War of Spanish Succession</span></a> <a
href="http://en.wikipedia.org/wiki/The" War of Spanish Succession ><img
src="images/wikipedia.png" alt="PIC"
></a>,
for example, the French ceded most of their North American possessions to the
English.
<!--l. 3195--><p class="indent" > In the game, your Monarch may declare war on a foreign power, and if
<a
href="#Benjamin Franklin">Benjamin Franklin</a> 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.
<!--l. 3202--><p class="indent" > In the game, the War of Spanish Succession is triggered as soon as 50% of a
player&#8217;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.
<!--l. 3209--><p class="indent" > <a
id="Declaration of Independence">
<h3 class="sectionHead"><span class="titlemark">9.3 </span> <a
id="x1-790009.3"></a>The Declaration of Independence</h3>
<!--l. 3209--><p class="noindent" ></a>
<!--l. 3211--><p class="indent" > As soon as 50% of your entire population support the Sons of Liberty,
you can declare the independence of your colonies. Your <a
href="#Monarch">Monarch</a> will
not be amused and will send the <a
href="#Royal Expeditionary Force">Royal Expeditionary Force</a> 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&#8212;if the
Royal Expeditionary Force captures all your coastal colonies you have
lost.
<!--l. 3223--><p class="indent" > At the declaration, colonies with strong support for the Sons of Liberty
sometimes promote veteran soldiers at work there to <a
href="#Colonial Regular">Colonial Regular</a> in
preparation for the coming war. The European enemies of your Monarch may
support your effort by dispatching an <a
id="x1-79001"></a><a
id="Intervention Force"><span
class="ecbx-1200">Intervention Force</span></a>, provided that you
generate a sufficient number of Liberty Bells after the War of Independence has
begun.
<!--l. 3231--><p class="indent" > If you continue to play after successfully defeating the <a
href="#Royal Expeditionary Force">Royal Expeditionary
Force</a>, your new free nation will no longer be subject to the whims of a monarch.
Your <a
href="#Custom House">Custom House</a> 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.
<!--l. 3242--><p class="indent" > <a
id="Known bugs">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;10</span><br /><a
id="x1-8000010"></a>Known bugs</h2>
<!--l. 3242--><p class="noindent" ></a>
<!--l. 3244--><p class="indent" > FreeCol is still alpha software. In plain English, this means that it is full of
bugs. Some of these bugs have already been reported, but have not been fixed yet.
You can find a list of these bugs, and report new bugs by using our <a
href="http://sourceforge.net/tracker/?group_id=43225&atid=435578" >SourceForge
bug tracker</a>.
<!--l. 3251--><p class="indent" > 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 <a
href="#game menu">game menu</a> or by pressing
<span class="obeylines-h"><span class="verb"><span
class="ectt-1200">ctrl-r</span></span></span>.
<!--l. 3260--><p class="indent" > 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 <span
class="ectt-1200">FreeCol.log</span>) 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&#8212;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.
<!--l. 3270--><p class="indent" > Possibly the most frequently reported type of bug amounts to &#8220;A computer
player did something stupid&#8221;. This is only too well understood. The FreeCol AI
players are weak, and blatantly cheat to compensate (which can be partly
controlled by the &#8216;AI-Cheating&#8217; 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.
<!--l. 3278--><p class="indent" > <a
id="Copyright Notice">
<h2 class="chapterHead"><span class="titlemark">Chapter&#x00A0;11</span><br /><a
id="x1-8100011"></a>Copyright Notice</h2>
<!--l. 3278--><p class="noindent" ></a>
<!--l. 3280--><p class="indent" > Copyright <span
class="cmsy-10x-x-120"><EFBFBD></span>2002&#8211;2022 <a
href="http://freecol.sourceforge.net/index.php?section=8" >The FreeCol Team</a>.
<!--l. 3284--><p class="indent" > 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.
<!--l. 3289--><p class="indent" > 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.
<!--l. 3294--><p class="indent" > A copy of the GNU General Public License is available on the World Wide
Web at <a
href="http://www.gnu.org/copyleft/gpl.html" >the GNU General Public Licence</a>. You can also obtain it by writing to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
02111&#8211;1307, USA.
<!--l. 3301--><p class="indent" > 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.
<!--l. 3307--><p class="indent" > 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).
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