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Civilization IV: Colonization Multiplayer Hands-On
Posted by xCloudz, 79 days ago Dec 01, 2008
  Civilization IV: Colonization
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If there’s one thing settlers learned as they colonized the New World, it’s that you always need a little help from your friends. Be it in the form of corn-farming lessons from the natives or an extra shipment of supplies from the homeland, a helping hand could ensure survival through a harsh winter in a strange new land. With that in mind, Civilization IV: Colonization is a strategy game more focused on trade and forging new alliances than it is about wiping out natives and competing colonies with musket fire.

We learned this lesson playing a LAN multiplayer match of Colonization this week. In addition to traditional LAN play and online modes, there’s a direct IP connection, a hot seat mode in which multiple players take their turns on the same computer, and a slower-paced play-by-e-mail mode for those who don’t have four hours to spare for the quick game. Yes, that’s four hours for a quick game.


The American city DudeFest stood no chance against the cannons of New France.

We took control of Samuel de Champlain set off in hopes of establishing a fruitful French colony, and quickly began construction on Quebec in the Southern Hemisphere. The Cherokee and the Arawak tribes were both located in close proximity, but gifts of rum and tools kept them happy neighbors. Keeping the natives happy, you’ll quickly learn, is of immense importance in Colonization. What their villages lack in technology is offset by the huge combat advantage braves have in the forests, swamps, and hills. Building too closely to their villages is the easiest way to start a costly war that, early on in the game as you don’t have many guns, you will lose.

It’s wasn’t long before we ran into a village belonging to the English—controlled by another player. The city was low on resources, and it was the hope of that player that founding near our border would stymie our nation’s growth. In a way, this worked, because as it turns out, you can place citizens in your city’s town hall to increase patriotism. This caused the small borders of the city to expand so that several production squares in our city, Montreal, were cut off.

At the same time in the far north, another of our opponents, playing as the Dutch, was growing his holdings at a tremendous pace. The Dutch begin the game with advantages in trade, such as the Merchantman ship class from the opening of the match, and the colonies’ treasury was filling quickly by trading raw silver and fur coats. However, we did commission a privateer unit to start raiding these wealthy Dutch ships for their goods. Privateers sail without their nation’s colors, so they can attack without declaring war. Utilizing privateers in multiplayer is a fun way to pester your opponents without entering a costly war.

By building up your resources early in the game, you can focus on weapons production later during the endgame. Early on it seems the best strategy is to offer open trade borders to your counterparts, even building an alliance when your king eventually sends its expeditionary force after you when you declare independence.

With France’s skilled lumberjacks and carpenters, we constructed new buildings at a rapid pace. With expert iron ore miners, blacksmiths, and gunsmiths, tools and weapons became widely available through our domain. In another of our nearby cities, we ordered pioneers to improve the land by building lodges, mines, farms, and roads--this increases the amount of resources produced, and also decreases the time it takes to transport goods overland via wagon train. The French faction seems to have the ability to build a powerful economy indeed--we were also able to commission expert silver miners to producing staggering amounts of the precious metal. We then shipped the silver back to our home nation of France to purchase elder statesman and master tobacconists. Elder statesmen in city hall increase production of liberty bells that increase rebel sentiment--necessary to declare independence from your home nation later in the game--as well as increase the size of territory belonging to your nation. When your nation possesses enough influence--especially when you commission such powerful helpers to your cause--your borders can eventually come to surround several Native American villages. In this case, the chiefs of the villages we surrounded offered the settlements as gifts to our cause and relocated to the west. Tobacconists, naturally, produce tasty cigars that can be sold in Europe for a tidy profit.


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