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5090 lines
254 KiB
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<html >
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<head><title>FreeCol Documentation
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User Guide for Version v0.11.6</title>
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<meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
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<meta name="generator" content="TeX4ht (http://www.tug.org/tex4ht/)">
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<meta name="src" content="FreeCol.tex">
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<link rel="stylesheet" type="text/css" href="FreeCol.css">
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</head>
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<body>
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<div class="maketitle">
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<h2 class="titleHead">FreeCol Documentation<br />
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User Guide for Version v0.11.6</h2>
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<div class="author" ><a href="http://freecol.sourceforge.net/index.php?section=8" >
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<span class="ecrm-1440">The FreeCol Team</span></a></div><br />
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<div class="date" ><span class="ecrm-1440">December 30, 2019</span></div>
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</div>
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<h2 class="likechapterHead"><a
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id="x1-1000"></a>Contents</h2>
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<div class="tableofcontents">
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<span class="chapterToc" >1 <a
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href="#x1-20001" id="QQ2-1-2">Introduction</a></span>
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<br />  <span class="sectionToc" >1.1 <a
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href="#x1-30001.1" id="QQ2-1-3">About FreeCol</a></span>
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<br />  <span class="sectionToc" >1.2 <a
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href="#x1-40001.2" id="QQ2-1-4">The Original Colonization</a></span>
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<br />  <span class="sectionToc" >1.3 <a
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||
href="#x1-50001.3" id="QQ2-1-5">About this manual</a></span>
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<br />   <span class="subsectionToc" >1.3.1 <a
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||
href="#x1-60001.3.1" id="QQ2-1-6">Differences between the rule sets</a></span>
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<br />  <span class="sectionToc" >1.4 <a
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href="#x1-70001.4" id="QQ2-1-7">Liberty and Immigration</a></span>
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<br /> <span class="chapterToc" >2 <a
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href="#x1-80002" id="QQ2-1-8">Installation</a></span>
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<br />  <span class="sectionToc" >2.1 <a
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href="#x1-90002.1" id="QQ2-1-9">System Requirements</a></span>
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||
<br />   <span class="subsectionToc" >2.1.1 <a
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||
href="#x1-100002.1.1" id="QQ2-1-10">FreeCol on Windows</a></span>
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||
<br />  <span class="sectionToc" >2.2 <a
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||
href="#x1-110002.2" id="QQ2-1-11">Compiling FreeCol</a></span>
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||
<br /> <span class="chapterToc" >3 <a
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href="#x1-120003" id="QQ2-1-12">Interface</a></span>
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<br />  <span class="sectionToc" >3.1 <a
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||
href="#x1-130003.1" id="QQ2-1-13">Starting the game</a></span>
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<br />   <span class="subsectionToc" >3.1.1 <a
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href="#x1-140003.1.1" id="QQ2-1-14">Command line options</a></span>
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||
<br />   <span class="subsectionToc" >3.1.2 <a
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href="#x1-150003.1.2" id="QQ2-1-15">Game setup</a></span>
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||
<br />   <span class="subsectionToc" >3.1.3 <a
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href="#x1-220003.1.3" id="QQ2-1-22">Map Generator Options</a></span>
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<br />   <span class="subsectionToc" >3.1.4 <a
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||
href="#x1-230003.1.4" id="QQ2-1-23">Game Options</a></span>
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||
<br />  <span class="sectionToc" >3.2 <a
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href="#x1-290003.2" id="QQ2-1-29">Client Options</a></span>
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<br />   <span class="subsectionToc" >3.2.1 <a
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||
href="#x1-300003.2.1" id="QQ2-1-30">Display Options</a></span>
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||
<br />   <span class="subsectionToc" >3.2.2 <a
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||
href="#x1-310003.2.2" id="QQ2-1-31">Translations</a></span>
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||
<br />   <span class="subsectionToc" >3.2.3 <a
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||
href="#x1-320003.2.3" id="QQ2-1-32">Message Options</a></span>
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||
<br />   <span class="subsectionToc" >3.2.4 <a
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||
href="#x1-330003.2.4" id="QQ2-1-33">Audio Options</a></span>
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||
<br />   <span class="subsectionToc" >3.2.5 <a
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||
href="#x1-340003.2.5" id="QQ2-1-34">Savegame Options</a></span>
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||
<br />   <span class="subsectionToc" >3.2.6 <a
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||
href="#x1-350003.2.6" id="QQ2-1-35">Warehouse Options</a></span>
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||
<br />   <span class="subsectionToc" >3.2.7 <a
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||
href="#x1-360003.2.7" id="QQ2-1-36">Keyboard Accelerators</a></span>
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<br />   <span class="subsectionToc" >3.2.8 <a
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||
href="#x1-370003.2.8" id="QQ2-1-37">Other Options</a></span>
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<br />  <span class="sectionToc" >3.3 <a
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href="#x1-380003.3" id="QQ2-1-38">The main screen</a></span>
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<br />   <span class="subsectionToc" >3.3.1 <a
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||
href="#x1-390003.3.1" id="QQ2-1-40">The Menubar</a></span>
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<br />   <span class="subsectionToc" >3.3.2 <a
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||
href="#x1-400003.3.2" id="QQ2-1-41">The Info Panel</a></span>
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||
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||
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<br />   <span class="subsectionToc" >3.3.3 <a
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||
href="#x1-410003.3.3" id="QQ2-1-42">The Minimap</a></span>
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<br />   <span class="subsectionToc" >3.3.4 <a
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||
href="#x1-420003.3.4" id="QQ2-1-43">The Unit Buttons</a></span>
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||
<br />   <span class="subsectionToc" >3.3.5 <a
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||
href="#x1-430003.3.5" id="QQ2-1-44">The Compass Rose</a></span>
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||
<br />   <span class="subsectionToc" >3.3.6 <a
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href="#x1-440003.3.6" id="QQ2-1-45">The Main Map</a></span>
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<br />  <span class="sectionToc" >3.4 <a
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href="#x1-450003.4" id="QQ2-1-46">The Europe Panel</a></span>
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<br />  <span class="sectionToc" >3.5 <a
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href="#x1-460003.5" id="QQ2-1-48">The Colony panel</a></span>
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<br />   <span class="subsectionToc" >3.5.1 <a
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||
href="#x1-470003.5.1" id="QQ2-1-50">The Warehouse Dialog</a></span>
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||
<br />   <span class="subsectionToc" >3.5.2 <a
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||
href="#x1-480003.5.2" id="QQ2-1-51">The Build Queue Panel</a></span>
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<br />  <span class="sectionToc" >3.6 <a
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href="#x1-490003.6" id="QQ2-1-52">Customization</a></span>
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<br /> <span class="chapterToc" >4 <a
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href="#x1-500004" id="QQ2-1-53">The New World</a></span>
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<br />  <span class="sectionToc" >4.1 <a
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href="#x1-510004.1" id="QQ2-1-54">Terrain Types</a></span>
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<br />  <span class="sectionToc" >4.2 <a
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href="#x1-520004.2" id="QQ2-1-55">Goods</a></span>
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<br />   <span class="subsectionToc" >4.2.1 <a
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href="#x1-530004.2.1" id="QQ2-1-56">Trade Routes</a></span>
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<br />  <span class="sectionToc" >4.3 <a
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href="#x1-540004.3" id="QQ2-1-57">Special Resources</a></span>
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<br />  <span class="sectionToc" >4.4 <a
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href="#x1-550004.4" id="QQ2-1-58">Native Settlements</a></span>
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<br />  <span class="sectionToc" >4.5 <a
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href="#x1-560004.5" id="QQ2-1-59">Lost City Rumours</a></span>
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<br />  <span class="sectionToc" >4.6 <a
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||
href="#x1-570004.6" id="QQ2-1-60">Exploration</a></span>
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||
<br /> <span class="chapterToc" >5 <a
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||
href="#x1-580005" id="QQ2-1-61">Colonies</a></span>
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<br />  <span class="sectionToc" >5.1 <a
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||
href="#x1-590005.1" id="QQ2-1-62">Picking a suitable site</a></span>
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||
<br />   <span class="subsectionToc" >5.1.1 <a
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||
href="#x1-600005.1.1" id="QQ2-1-63">The colony tile</a></span>
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<br />   <span class="subsectionToc" >5.1.2 <a
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href="#x1-610005.1.2" id="QQ2-1-64">The adjacent tiles</a></span>
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<br />   <span class="subsectionToc" >5.1.3 <a
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||
href="#x1-620005.1.3" id="QQ2-1-65">Reforestation</a></span>
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||
<br />   <span class="subsectionToc" >5.1.4 <a
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||
href="#x1-630005.1.4" id="QQ2-1-66">Government Efficiency</a></span>
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<br />  <span class="sectionToc" >5.2 <a
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href="#x1-640005.2" id="QQ2-1-67">Colony Buildings</a></span>
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<br />  <span class="sectionToc" >5.3 <a
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href="#x1-650005.3" id="QQ2-1-68">Using Buildings</a></span>
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<br />  <span class="sectionToc" >5.4 <a
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||
href="#x1-660005.4" id="QQ2-1-69">Building Units and Buildings</a></span>
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||
<br /> <span class="chapterToc" >6 <a
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||
href="#x1-670006" id="QQ2-1-70">Your Home Country</a></span>
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<br />  <span class="sectionToc" >6.1 <a
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href="#x1-680006.1" id="QQ2-1-71">Your Home Port</a></span>
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||
<br />  <span class="sectionToc" >6.2 <a
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||
href="#x1-690006.2" id="QQ2-1-72">Your Monarch</a></span>
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||
<br /> <span class="chapterToc" >7 <a
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||
href="#x1-700007" id="QQ2-1-73">Units</a></span>
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<br />  <span class="sectionToc" >7.1 <a
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||
href="#x1-710007.1" id="QQ2-1-74">Equipment</a></span>
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||
<br />  <span class="sectionToc" >7.2 <a
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||
href="#x1-720007.2" id="QQ2-1-75">Skills and Education</a></span>
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||
<br />  <span class="sectionToc" >7.3 <a
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||
href="#x1-730007.3" id="QQ2-1-76">Combat</a></span>
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<br />   <span class="subsectionToc" >7.3.1 <a
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||
href="#x1-740007.3.1" id="QQ2-1-77">Combat Bonuses and Penalties</a></span>
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||
<br /> <span class="chapterToc" >8 <a
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||
href="#x1-750008" id="QQ2-1-78">The Continental Congress</a></span>
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||
<br /> <span class="chapterToc" >9 <a
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||
href="#x1-760009" id="QQ2-1-79">The Birth of a Nation</a></span>
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||
<br />  <span class="sectionToc" >9.1 <a
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||
href="#x1-770009.1" id="QQ2-1-80">Sons of Liberty</a></span>
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||
<br />  <span class="sectionToc" >9.2 <a
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||
href="#x1-780009.2" id="QQ2-1-81">The Treaty of Utrecht</a></span>
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||
|
||
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||
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||
<br />  <span class="sectionToc" >9.3 <a
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||
href="#x1-790009.3" id="QQ2-1-82">The Declaration of Independence</a></span>
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||
<br /> <span class="chapterToc" >10 <a
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||
href="#x1-8000010" id="QQ2-1-83">Known bugs</a></span>
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||
<br /> <span class="chapterToc" >11 <a
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||
href="#x1-8100011" id="QQ2-1-84">Copyright Notice</a></span>
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||
</div>
|
||
|
||
|
||
|
||
<!--l. 36--><p class="indent" > <a
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||
id="Introduction">
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||
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||
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||
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||
<h2 class="chapterHead"><span class="titlemark">Chapter 1</span><br /><a
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||
id="x1-20001"></a>Introduction</h2>
|
||
<!--l. 36--><p class="noindent" ></a>
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||
<!--l. 38--><p class="indent" > Welcome to FreeCol! If you’re interested in development of this program,
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||
please see the <a
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||
href="http://freecol.sourceforge.net" >FreeCol web site</a>. This is a draft version of the user’s guide. You can
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||
find the latest version at the <a
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||
href="http://freecol.sourceforge.net" >FreeCol homepage</a>.
|
||
<!--l. 44--><p class="indent" > <a
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||
id="About FreeCol">
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||
<h3 class="sectionHead"><span class="titlemark">1.1 </span> <a
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||
id="x1-30001.1"></a>About FreeCol</h3>
|
||
<!--l. 44--><p class="noindent" ></a>
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||
<!--l. 46--><p class="indent" > The FreeCol team aims to create an Open Source version of Colonization
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||
(released under the <a
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||
href="http://www.gnu.org/licenses/gpl.html" >GPL</a>). However, FreeCol differs from the original game in two
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regards: it supports multiplayer games and uses an isometric map. At some point
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in the future, we might also add support for rectangular tiles similar to those used
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||
in the original game.
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<!--l. 53--><p class="indent" > FreeCol 1.0 will implement all features and rules of the original game that we
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||
are aware of. Although we have not reached that goal yet, the game has been
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||
playable for several years now.
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||
<!--l. 57--><p class="indent" > At the same time, we are adding features and optional rules not found in
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||
the original game. In particular, units, buildings, terrain types, goods
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||
and other game objects are far more configurable than they were in the
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||
original game. In fact, the game already includes two slightly different <a
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||
href="#About this manual">rule
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||
sets</a>.
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||
<!--l. 64--><p class="indent" > <a
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||
id="The Original Colonization">
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||
<h3 class="sectionHead"><span class="titlemark">1.2 </span> <a
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||
id="x1-40001.2"></a>The Original Colonization</h3>
|
||
<!--l. 64--><p class="noindent" ></a>
|
||
<!--l. 66--><p class="indent" > The original Colonization<a
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||
href="http://en.wikipedia.org/wiki/Colonization" (computer game) ><img
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||
src="images/wikipedia.png" alt="PIC"
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||
></a> was released in 1994 by Microprose.
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||
<span
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||
class="ecbx-1200">Colonization is heavily based on Civilization </span>which some consider
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||
to be the best turn-based strategy game for the PC in the history of
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||
mankind.
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||
<!--l. 71--><p class="indent" > In Civilization the object of the game was to build a nation that could stand
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||
the test of time and that could also do one of the following: conquer the
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||
world or be the first to launch a spaceship. In Colonization things are bit
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||
different...
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||
<!--l. 76--><p class="indent" > A Colonization game starts in 1492 and <span
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||
class="ecbx-1200">the object of the game is</span>
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||
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||
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||
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||
<span
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||
class="ecbx-1200">to colonize America</span>. You begin the game with one vessel and two
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||
colonists.
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||
<!--l. 80--><p class="indent" > As in Civilization you need to build a powerful nation, but fortunately in the
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||
early part of the game <span
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||
class="ecbx-1200">you’ll be able to send ships back to Europe </span>in order
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||
to sell the goods you’ve produced or to bring back some colonists. <span
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||
class="ecbx-1200">Getting</span>
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||
<span
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||
class="ecbx-1200">colonists into the new world is a very important aspect of the game </span>as
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||
one game turn takes one year and later on even one season and as a result colonies
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||
don’t grow as rapidly as they do in Civilization. You can pay 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’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’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’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: “Classic”, which attempts to emulate the rules of the original
|
||
game as far as possible, and “FreeCol”, which mainly conforms to the rules
|
||
of the original game, but differs in a few points. The “FreeCol” 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 “Classic” 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 “Classic” rule set and the “FreeCol” 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 “Classic” rule set and the “FreeCol” 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 “accumulate”, 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 “founding fathers” 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 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
|
||
“freecol.desktop” from the base install directory to the appropriate folder (e.g.
|
||
“/usr/share/applications” or “ /.local/share/applications/”). 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"> -Xmx512M</span><span
|
||
class="ectt-1200"> -jar</span><span
|
||
class="ectt-1200"> 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"> -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 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"> -Xmx512M</span><span
|
||
class="ectt-1200"> -jar</span><span
|
||
class="ectt-1200"> 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’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"> 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"> DIR</span></span></span> Specify the directory that contains FreeCol’s
|
||
data files. In general, you will only need to use this if you have installed
|
||
a modified copy of FreeCol’s data files.
|
||
</li>
|
||
<li class="itemize"><span class="obeylines-h"><span class="verb"><span
|
||
class="ectt-1200">--advantages</span><span
|
||
class="ectt-1200"> 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"> 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"> 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"> 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"> 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"> 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"> 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"> 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"> 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"> 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"> 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"> 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 ‘infinite’ 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"> 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"> 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"> 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"> 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: ‘menus’ (enables the debug menu and extra entries in popups
|
||
and panels), ‘init’ (generates a starting colony), ‘comms’ (massive
|
||
client-server communications tracing), ‘desync’ (check for client-server
|
||
desynchronization at start and end of the player’s turn) and ‘paths’
|
||
(more infomation is displayed on goto paths). It defaults to ‘menus’ 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 ‘menus’ 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"> 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"> 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 “FreeCol” (the default) and “Classic”. In the future, we will
|
||
probably distribute additional rule sets contributed by players. If you
|
||
join another game, then you must accept the settings the game’s owner
|
||
selected.
|
||
<!--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: “Very Easy”, “Easy”, “Normal” (the
|
||
default), “Hard” and “Very Hard”. The level is defined by about two dozen
|
||
different settings, such as the amount of gold you start the game with. If you
|
||
select “Very Easy”, for example, you will start with 1000 gold, if you select “Easy”,
|
||
you will start with only 300 gold, and in higher levels you will start entirely
|
||
penniless.
|
||
|
||
|
||
|
||
<!--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 “Very Hard”
|
||
if you want a difficulty level that is even harder) and press the “edit”
|
||
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’ 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 “artillery in the open” 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 “never”.
|
||
</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 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’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 “Show Difficulty Level” displays the <a
|
||
href="#difficulty level">difficulty level</a> of
|
||
the current game.
|
||
|
||
|
||
|
||
</li>
|
||
<li class="itemize">The menu item “Show Game Options” displays the <a
|
||
href="#game options">Game Options</a> of
|
||
the current game.
|
||
</li>
|
||
<li class="itemize">The menu item “Show Map Generator Options” 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—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’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’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—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’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’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 “modern” colony labels instead of
|
||
these “classic” 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 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 “Unload” 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 “Set sail”
|
||
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 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’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 “left” and “right” keys
|
||
to “scroll” through your colonies. Next to the colony’s name, the production panel
|
||
shows all the goods your colony is producing.
|
||
<!--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—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’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 “buy building” 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 “Serif” with font style “plain” and font size
|
||
13. Instead of “Serif”, you could use any other font that is known to the Java
|
||
Virtual Machine of your system. In general, this includes all fonts installed by the
|
||
operating system (rather than individual applications).
|
||
<!--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
|
||
“Black Chancery”.
|
||
<!--l. 1668--><p class="indent" > <a
|
||
id="The New World">
|
||
|
||
|
||
|
||
<h2 class="chapterHead"><span class="titlemark">Chapter 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’ <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’ 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’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’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’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 “abstract” 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 “abstract” 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—
|
||
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’s capital its radius is also increased. Every native
|
||
settlement is marked with a small rectangle containing either a ‘-’ for a normal
|
||
settlement or a ‘*’ for a capital, on a background of the native nation
|
||
colour.
|
||
<!--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
|
||
“classic” ruleset and/or by default in when playing under the “Very Easy”
|
||
difficulty level the center tile does not have to be paid for. “Easy” difficulty
|
||
restricts this to only apply to a single colony, “Normal” to a single colony and
|
||
requires the tribe you are stealing land to have not been contacted, and other
|
||
levels require payment as usual.
|
||
<!--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 “Chief contact” option is
|
||
set). Settlements which are unscouted to the best of your knowledge are
|
||
decorated with a dollar sign on the settlement tile popup and Indian
|
||
Advisor.
|
||
<!--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 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">→ </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">→ </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">→ </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">→ </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">→ </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">→ </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">→ </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">→ </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">→ </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">→ </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
|
||
“Plant forest” 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’ 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’s house, a blacksmith’s house, a tobacconist’s house, a weaver’s
|
||
house, a distiller’s house, a fur trader’s house, and a warehouse. You can improve
|
||
your colonies by upgrading all of these buildings except the town hall, and by
|
||
constructing various new buildings. However, many buildings can only be
|
||
constructed in colonies of a certain size, or after certain <a
|
||
href="#Founding Fathers">Founding Fathers</a> have
|
||
joined the <a
|
||
href="#Continental Congress">Continental Congress</a>.
|
||
<!--l. 2169--><p class="indent" > The craftsmen’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’s House</span></a>, which can be upgraded to a <span
|
||
class="ecbx-1200">Lumber Mill</span>
|
||
once the colony’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’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’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’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’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’s Shop</span></a>, is used to produce <a
|
||
href="#Cigars">Cigars</a> from <a
|
||
href="#Tobacco">Tobacco</a>. Once
|
||
the colony’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’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’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’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’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’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’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’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’s
|
||
population reaches 3, protects the colonists from attacks. In the original
|
||
game and the ‘classic’ ruleset of FreeCol, a colony with a stockade could
|
||
not be abandoned, it can only be burned to the ground by natives.
|
||
This rule is considered a misfeature by many players and is not part
|
||
of FreeCol’s default rule set. The stockade can be upgraded to a <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’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’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’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’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’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 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 “converts” 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’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’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’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 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— it may
|
||
not exceed the number of colonies you have (plus the “Settlement limit modifier”
|
||
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
|
||
“reasonable fee”, 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’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’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’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’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’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’s tile.</li></ul>
|
||
<!--l. 2970--><p class="indent" > <a
|
||
id="Continental Congress">
|
||
|
||
|
||
|
||
<h2 class="chapterHead"><span class="titlemark">Chapter 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 “Wonders of the World” in the
|
||
Civilization series. At the beginning of the game, you will need only a few
|
||
Liberty Bells to elect a Founding Father to the Continental Congress,
|
||
but as the game progresses this number may increase to many hundred
|
||
Bells.
|
||
<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> (1723–1790), better known as the Father of Modern
|
||
Economics, penned several texts pertaining to Economic theory, including, “The
|
||
Wealth of Nations” his most famous text. As soon as Adam Smith joins the
|
||
Continental Congress, the player is allowed to build factories, which produce 1.5
|
||
units of manufactured goods for each unit of raw material consumed.
|
||
<a
|
||
href="http://en.wikipedia.org/wiki/Adam_Smith" ><img
|
||
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> (1459–1525) 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> (1580–1638) 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> (1592–1672) 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> (1625–1672) 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> (1480–1521) was one of the greatest explorers to
|
||
navigate the globe. Magellan was first to circumnavigate the globe and cross the
|
||
Pacific Ocean. Magellan’s election to the Continental Congress increases the
|
||
movement of all naval vessels by one, and the time to sail between Europe and the
|
||
New World is reduced. <a
|
||
href="http://en.wikipedia.org/wiki/Ferdinand_Magellan" ><img
|
||
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> (1510–1554) 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> (1496–1542) 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> (1565–1611) 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> (1643–1687) 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> (1485–1547) 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’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> (1732–1799) was the general who lead the colonial
|
||
army to victory over the British to gain independence for the colonies. This
|
||
victory and his leadership led to his being named the new nation’s first President.
|
||
If George Washington is a member of the Continental Congress, any soldier or
|
||
dragoon who wins a combat is automatically upgraded to the next possible level.
|
||
<a
|
||
href="http://en.wikipedia.org/wiki/George_Washington" ><img
|
||
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> (1734–1818) 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> (1542–1596) 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> (1741–1792) 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> (1743–1826), 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> (1595–1617) 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> (1737–1809) 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> (1783–1830) 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> (1706–1790), a heavy contributor to the Declaration of
|
||
Independence, was one of the voices of the Revolution. He traveled extensively
|
||
between Europe and the colonies, and gained the support of the French in the
|
||
war. As soon as Benjamin Franklin is elected to the Continental Congress, the
|
||
King’s foreign wars no longer have effect on relationships in the New
|
||
World, and Europeans in the New World always offer peace in negotiations.
|
||
<a
|
||
href="http://en.wikipedia.org/wiki/Benjamin_Franklin" ><img
|
||
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> (1567–1644) 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> (1644–1718), 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> (1593–1649) 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> (1781–1872) was a Spanish theologian who spoke
|
||
out for the conquest of Indian lands and forced evangelization of the natives. The
|
||
election of Juan de Sepulveda to the Continental Congress increases the
|
||
|
||
|
||
|
||
chance that a subjugated Indian settlement will “convert” and join a colony.
|
||
<a
|
||
href="http://en.wikipedia.org/wiki/Juan_Gines_de_Sepulveda" ><img
|
||
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> (1474–1566) 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 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’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—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 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—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 “A computer
|
||
player did something stupid”. This is only too well understood. The FreeCol AI
|
||
players are weak, and blatantly cheat to compensate (which can be partly
|
||
controlled by the ‘AI-Cheating’ difficulty options). We hope one day that the
|
||
FreeCol AI players will be interesting and challenging opponents without having
|
||
to cheat, but much work needs to be done to get there.
|
||
<!--l. 3278--><p class="indent" > <a
|
||
id="Copyright Notice">
|
||
|
||
|
||
|
||
|
||
|
||
|
||
<h2 class="chapterHead"><span class="titlemark">Chapter 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>2002–2022 <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
|
||
02111–1307, 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).
|
||
|
||
</body></html>
|
||
|
||
|
||
|
||
|