To the New World or Bust!

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Dr. Corday
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Re: To the New World or Bust!

Post by Dr. Corday » Sat Jun 20, 2009 9:14 am

Sounds like you definitely need to enjoy some free time. :goodwork:
I've slowed down a bit myself lately. I was studying for my PMP certification test. Sadly, it didn't do much good and now I have to try again. :cry:
I'll keep following this AAR though. But what happened to the screenshots? I can't see them anymore! :o
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

UWF Baseball - 2011 NCAA National Champions! Go Argos!

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Basarin
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Re: To the New World or Bust!

Post by Basarin » Wed Jun 24, 2009 7:32 am

Folks, we are back!

And apologies for the screenshot mishaps. I didn't want my photo image account thingy to get all too unorganized, so I moved them, but it looks like it also shifted the url, so now I've got to go and reassign them back proper-like. Oops. I'll get to it when I can, but right now, I'm too braindead for minutiae like that.

This will be an admittedly somewhat (and very very BRAINDEAD, as I've just about forgotten how to properly play) update, but keep in mind that it looks like New England may be on to something here. Though Colonization's proving that it's much easier to do a Civilization run rather than a Col run...hmm. I might try Colonization next if/when I ever finish this one.

Without further ado!
To the New World or Bust!

And we're back! Now, where were our poor colonists?

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Here was New England as we left it. As it stands, I would very much like to expand, but I can barely make a profit from these two lone colonies as it is. Regretfully, my priorities stand at just getting these colonies up and running at all. So I just have to make do and make money out of what I can. If I want to take advantage of all those nice tobacco patches, though, I'm going to need to get more colonists here.

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We do have some hope, however. Waiting for us on the decks of London are an expert farmer (which is good, since English colonists need food badly; er, sorry, couldn't resist) and a seasoned scout. RIGHT when I need him too! The scouts are darn useful for not just the obvious reason of telling you exactly what's out there, but they can get good results (ie, money) from burial grounds, and they can get all sorts of wonderful benefits for visiting the native settlements. Let's get them over!

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You can see this in action immediately as I deploy the scout. Results already!

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I have the option to find out where all the burial sites are...but why? My scout will get valuable exploration points added to my tally for finding it the hard way anyways. No thanks, buddy. I'm sure Stuyvesant might want you up north, though.

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:pissed: Gee, thanks a lot, your majesty. *grumble*

So anyways. More colonists, more money, more colonists, more money. That's what this game comes down to. Oh, and lest we forget.

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Wagon trails. VERY important for the colonial economy. Without these, you can't move goods overland to port cities, and if you can't get them there, ships can't ship them to London for money. And we want money. I immediately set it to begin a trade route where it takes Plymouth's silver to Jamestown. It's automated, so I can safely ignore it for now until it needs tweaking.

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Here's an interesting spot. Maybe I could settle here when I have the man power to spare. As it is, my colonists are barely producing enough to eat. Something's got to give at this rate.

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And like a magician who makes housecalls, something gives! Ladies and gents, welcome Peter Minuit to our midst! He serves a very important role here; he cuts down the costs of importing important hardware and expert colonists from Europe. This will come in handy very soon, as you'll soon see.

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Oh dear lord. Montezuma. Thankfully, he's a bit to the west of me, but I hope he's nowhere near as psychotic as his Civ counterpart is...

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I decide after saving up enough money that I ABSOLUTELY need a hardy pioneer. The one I started with has been faithfully working hard, but we just need to speed things up; too much of Jamestown is still wilderness country. We need to fix this. Once he arrives, he'll immediately start creating roads and clearing away the woods; Jamestown will never really be a producer, as the most valuable thing about it is its very location.

I might have it produce a small tools industry, though.

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As far as my scouts tell me, this is about the extent of the Aztec's empire...I was kind of expecting Technoc whatever it's called to be a bit bigger. Cortez isn't going to be tempted by THIS.

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And out of the blue, the spanish are asking for alms for...something. Still, a pittance. Sure, why not? Have your lunch money, and I'll enjoy the better relations for it.

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The king, of course, just KNOWS what'll brighten my day. More taxes! :pissed: But 4% is livable. And besides, as you'll soon see, I have the last laugh here!

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The wonders of Minuit is, as I've sad, that he gives you a discount on the big stuff like ships. This galleon would have cost me a whopping 3k of gold. Now it's 2.25k. And I have plenty of treasure laying around from the scout's explorations.

:mrgreen:

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I welcome John Rolfe aboard into my growing rollcall of founding fathers. 25% extra tobacco production? Why, yes, thank you!

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I am also at the point where I feel comfortable expanding to a third colony, Roanoke. As you can see on the picture, it's simply a very fertile area. I'm going to want to eventually wean off my dependence on London, so I plan on this being a population center on top of being my spring board for any future expansions I might attempt. I'll be asking you all for your input, however.

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Huh. Whaddya know. The French ARE here. They're preeeeetty far up there, though. Just look at the minimap for reference.

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And this is where my patience pays off. Treasure loads go into galleon...

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...and come out as MONEY! $_$ Our economic handicap is at an end! I choose at this point to then settle right here and now pressing concerns; I hire three expert fishermen, both for the practical need to get some food on my coastal cities, and to take advantage of the fact that they can train citizens in the schoolhouses; I'm aiming for self sufficiency! I also hire another Hardy Pioneer; New England has GOT to go urban.

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So here we are now. And that's as much as my tired brain can take at the moment. Feedback please, all! And until next time!

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Dr. Corday
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Re: To the New World or Bust!

Post by Dr. Corday » Sat Jun 27, 2009 9:35 am

Based on the minimap it looks like you have a pretty good foothold.
How high will you allow the King to go on your tax rate? :moola: I usually stop him around 10%
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

UWF Baseball - 2011 NCAA National Champions! Go Argos!

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Basarin
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Re: To the New World or Bust!

Post by Basarin » Sun Jun 28, 2009 9:58 am

I actually am pretty generous towards the king when it comes to taxation. My cutoff point as where enough's enough is 30%. That's when I start making my displeasure known.

One thing I need to start getting my act together on is the fact that the natives pay top dollar (er, pound sterling?) for your goods, but they're kind of picky about it. Also, I plan on shipping goods all the way to, say, the French at some point, or maybe even the Spanish and the Dutch.

I'll work on the game some soon-ish. With two pioneers, this'll go up and running soon.

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Basarin
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Re: To the New World or Bust!

Post by Basarin » Mon Jun 29, 2009 5:41 am

First off, some apologies. You won't hear too much about grand movements or anything, as because I'm still relatively a n00b-ish player when it comes to Colonization. (Civilization, now, I do a little better) Roughly seventy years have gone by just building up New England itself, and even a little expansion here and there, and the establishment of new trade routes that are starting to see some returns. But for all that, New England's looking a lot better, but now I have to look to preparing it for Waugh!.

Without further ado.
To The New World Or Bust!

The colonies are in decent shape, all things considered. Lots of untapped potential are still there, though, but I just don't have the manpower or food to set it into motion just yet. Emphasis on yet. It'll happen, but I'm going to need to achieve Manifest Destiny pretty early. I've got my eye on having a port to the Pacific, as the Royal Navy will never bother it, I've noticed. With that in mind, let's look...

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Jamestown is doing alright. For the time being, though, since I've decommissioned my original pioneer, I have fifty free tools to work with. I set to work on creating Jamestown College. One step to being self sufficient is being able to educate your own specialists.

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Here's Roanoke so far. You'll see it later in the update, but I have absolutely no intention of relegating it to cash crop production. The land is just too fertile for growing food (particularly with the corn up right). No, this city will become a production city. Any tobacco I produce will go here for processing, then I'll ship them through Plymouth to Jamestown then to Europe. Of course, Jamestown is going to see something of a recession once war breaks out, but they don't know that yet, and won't know it for another...150 years? At the least?

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In any case, the Jamestown Schoolhouse (yet to be college) has educated a freeman into a carpenter; he goes to Roanoke straight away.

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I also decide that I'm going to need more shipping, and faster shipping at that; the faithful galleon can carry a lot, but it's slower than a merchantmen. I fix this problem and send it off to Jamestown to pick up the Caravel's route. The Caravel now serves domestic shipping only.

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Hmm. This tribe is getting cautious of me. But I guess anyone would if in the course of seventy years wild lands suddenly turned into alien cities, right? I'll have to make overtures to him; if I can't ally with him when the REF comes in, I can at least keep him neutral.

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If my plan to make Roanoke a producer is to bear fruit, however, it needs lumber. Hence, I send a lumberjack to colonize what becomes Barbados. Barbados is never going to become anything other than a resource gatherer, a community of farmers and lumberjacks (folks Jefferson would have liked, really) whose purpose is to gather and export wood and crops, and raise families. Plum gig, really. Note how the Spaniards are also around here. They're not a threat, really, so I leave them be; I can't do much against them anyways right now (but gun running to natives is another issue).

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New Founding Father arrives! While Hernan Cortes is not always someone I would turn to for help (look what he did to the Aztecs, who I'm NOT hostile with by any means), he is more than welcome here for one key reason: he provides a free stockade for each colony for free. Win.

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Just a picture here to show you who I have so far.

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Something of a stop-gap measure, this, but I was tired of waiting for a Jesuit missionary to show up on the docks. So I shoved a free colonist into black robes, gave him a cross and the good book, and sent him down to the Aztecs to convert them. I need more labor, and converted natives should do the trick nicely.

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Mission established. Now to get back to urbanization. Note I made a road for any future overtures to that tribe.

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Apparently de la Casas liked the idea so much he offers to join us. I accept him, as I'll try to convert more tribes later, and he gives us a 50% boost to it.

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I forgot to take a screenshot earlier, but the king taxes us at 5% already. These two screenies should speak for themselves. :wallbash:

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Additionally, I refuse to deal with the Dutch and turn down their threats. No Dutchmen go into these colonies, sir! Plus, they're too far away to actually do anything.

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Jan de Witt...well, look at what he offers. Darn good stuff.

I don't have the screenshots right now, but at this point, I've got a somewhat convoluted trading network established. All tobacco produced anywhere goes to Roanoke. I've imported tools from the mother country to distribute around the colonies (until I can make them at home), and established an upgrade to its cigarmaking abilities. My caravel will ship any cigars made to Plymouth, where waiting wagon trails will ship the cigars and the mined silver to Jamestown. Hence, profit. $_$ Now, it's not perfect, but I expect I'll find a workaround solution soon.

But note the population differences: Roanoke's where it's all at. Not bad for a lost colony, right? Not so lost now; just follow the cigar smoke's smell. Once all is said and done, Roanoke brand cigars will conquer the luxurious hearts of Europe!

Also, though I don't take the Dutch threats seriously, just in case I imported some cannon.

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We've got our first converted native from the Aztecs! I send him to Barbados to start farming; with luck, Barbados will grow.

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Oh, gee. Thanks, Your Majesty. I wonder if those funds'll actually GO into the Royal Navy like he says it will.

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And here you see the situation so far. New England's turning out to be a pretty prosperous colonial holding. Now, there's plenty I haven't done just yet. I need to create a tool industry, as well as take advantage of the sugar patches that dot the landscape. But cigars and silver are what it's all about right now, and I'll do my best to play up to those strengths. Until then, though, I will expand westward ever so slowly.

Until next time, all!

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