What are the strategies to declare independance as quickly as possible and still win?
I know that there are many strategies for high score but I haven't found any with goal defined in my way.
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Sign up to join this communityWhat are the strategies to declare independance as quickly as possible and still win?
I know that there are many strategies for high score but I haven't found any with goal defined in my way.
Since I got back into Colonization, I discovered many game exploits and strategies I wouldn't have suspected. In fact, I dug so much that I more or less completely broke the game.
My best times so far are under **5 minutes for Discoverer** and **15 minutes for Viceroy**.
I hope you'll enjoy it as much as I did. I detail my strategy for Viceroy thereafter :
Here's a brief digest of my best strategy so far :
Fountain of youth
(With de Soto).Considering the following assumptions :
[ If you only have 4000 gold ]
[ Once you have 12600 gold ]
Here's what they are needed for:
I looked for ways to reduce time lost bringing my army to my colony.
This takes a LOT of time. Really.
Here's the best I found so far :
Ah, the pseudo-random number generation...
while it somehow does its job, the RNG in that game got serious flaws.
Hard to remind things which didn't work...
one shall always list his unsatisfying attempts to prevent other for trying the same useless ideas.
Here are some I could remind :
Rushing directly to the incas for great welcome gifts, trading silver, and/or looting big ammounts of gold
Trading with a wagon train
While this may sound surprising, buying a wagon train can in fact be VERY effective (costs ¤1040).
Sending scouts to the far edge of the world using privateers
This is cool, and privateers are cool too, but with the different optimisations, this doesn't make sense anymore.
Protecting restock ponies inland
Back when I didn't use the power of mountains, and used galleons filled with horses to "recharge" my troops instead, attack was so unreliable that I sometimes ended-up with my colony suddenly getting captured... and the 3 or 4 galleons in it were sunk.
Needless to say I was wiped out in the following turn(s)
So I got the idea of creating a colony where I put my galleons, then abandon it (galleons stay on the land square), and create a colony one square further inland.
Repeating this, you may bring a ship to any inland square you want !
... this is just plain useless, yet. both because I used to lose when my last port was captured (dunno the exact reason why I didn't get a turn to reconquer it back... maybe because it's not my last colony ?), but also because using a mountain (and now, the magic "4-1-1" drop pace), you don't need so much troops anymore, and can skip the long process of sending your soldiers to your colony, unloading ponies, and changing them back to dragoons.
But it was a funny idea anyway
Good ol' memories from... well, a few monthes ago
Building a few roads
Building roads easiens troops mobility. Sure, mounted ones don't need it, but simple soldiers are slow, as well as demoted simple settlers and need two turns to first move to colony, THEN fortify, which is a loss of time and an increased chance of making mistakes.
...but good troop organization reveals this is a completely unneeded luxury.
The ability to walk back from the mountain in case of mistake was supposedly useful too... but it isn't supposed to happen.
If you happen to accidentally do this, just disband the unit with shitf+D (works even if it got no remaining moves)
Building forts/fortresses
This is not reliable at all.
Note they can be bought with some extra money, so you could actually create some, but this doesn't seem worth it.
When I used to buy a building, it was rather a printing press (hell, I always forget about that when all I need before declaring independence is getting those 50% SoL)
While I tried to be as comprehensive as I could here, the best strategy is the one I didn't find yet.
There's always things to improve, and some of them are very situational.
For example, I sometime did buy some artillery before I get my army.
This doesn't increase the horses/muskets costs, makes room for some more dragoons when you'll buy the army, and more importantly, grants you some stuff to protect your colony if you had to build near an uncooperative village... or let you claim a sweet mountain spot which has been taken by a foreign European.
I enjoyed looking for all the exploits here, and think the strategies I found are well optimized already... but I'm also sure room for improvement remains, which I can't see from my angle of perception :)
Feel free to add improvement suggestions, if you happen to try speedrunning this wonderful game !
Here's a speedrun I recently recorded (as discoverer) for a revolution in less than 7 minutes (26, or 27 game turns xD).
The only real remaining optimization I see here is to have the king surrender 3 turns earlier, which I got a few times. I suspect it might happens if your colony wasn't captured (which is pretty hard, or rather, luck-related, when you use a minimalist army).
Without a particular luck, you can't afford to sacrifice units to defend.
Of course, retrying until a lucky run (ft. big early treasure) happens, but I prefer reliable and reproducible ways.
Since the thread Dylan pointed out is dead *off topic, I'll give in my two cents about playing on higher (i.e. Viceroy) difficulty
EDIT : now also speedrunned, in less than 15 minutes as Viceroy, as I'm editing the post. That game is easy after all ^^
-When I was young, I did craft many goods, start with Minuit/Hudson, sell furs, coats, rhum/cigars/clothes, kiss the ring, fear my fellow europeans, and so on.
-recently, I decided to try the game again, ahhh, nostalgia... I enjoyed it. a lot.
-But things changed. Here's a rough idea of how I go NOW :
I rarely accept more than 2% or 3% TOTAL as taxes (and prefer sticking to 0%.)
Taxes are deduced when you get treasures, which makes exploration less abusable. Bad !
Anyway, crafting good consumes precious time, and unless you protect them in wagons or ship every few turns, they'll get thrown if you don't accept a (usually too high) tax raise. This might be more questionnable when trying to win fast, but after completing several games in less than 1h30 on viceroy, I don't accept them more than usually.
The only really annoying party is "horses". Since it's usually good
to breed some everywhere... it tends to provoke it quite fast. For a normal game, I would recommend using Fugger as a "finisher" (i.e. to spend
30-40K buying and filling galleons just before declaring your independance).
For a speedrun, just never keep unequipped muskets or horses in a colony before you declare independance
The FF I hope to get, in that order :
Luxury : De Soto, Cortes (mainly for Cibolas), Jefferson (skip him for a speedrun, he's not worth it before 5/6 fathers)
Good : Brewster, Pocahontas
Cool but unnecessary : Drake, Magellan, Minuit
Too late : Bolivar, Washington, Stuyvesant, Smith, Fugger, Las Casas
Useless : most other
Negative : La Salle (stockade kills your flexibility.) , Paul Jones (a frigate is rarely useful, and I'm afraid increasing your navy reduces its efficency), Franklin (I dont want to prevent my king from giving me ¤500 and one or two goons for a war)
[Useful exploits]
-- Flow of fountains --
The RNG in that game has some predictable patterns.
Avoid exploring rumours when one just gave something bad. And be sure to explore some more when you just found a fountain.
Keeping some scouts asleep near rumours will easily give you streaks of 3 or 4 fountains, which is enough to recruit an army when speedrunning. Also works with the (dangerous) burial mounds, not very interesting middle-range (~200-500 gold), or crappy "nothing" and "~50 gold" rewards, among others. very rarely with Cibolas :'(
Btw, when you get a bad reward (or unneeded fountains), consider doing many other actions triggering the RNG before you visit another.
-- Infinite money exploit --
Needs only 4 settlers and a ship at your european docks, cheap tools (they start at 1/2 and shouldn't have risen), and enough money to buy 400 tools.
The trick is that horses/tools/musket prices don't fluctuate when you equipp or unequipp colonists waiting at your docks.
Hence, you may equipp 4 colonists with tools bought at 4*200, then buy 1 tool twice with your ship (price rises twice), and sell the tools back at 4*300. Profit : 4*100. Every 200 tools bought, you may rise the price once more (up to a max of 8/9), which will quickly turn the benefits to big values (10*400 with only 10 colonists). Just sell back the single units of tools bought with your ship once your guys are desequipped to get tools price back to 1/2. (if you seem to get stuck at 2/3, consider training and unequipping a hardy pionneer).Note that you should'nt have to buy much colonists when using this trick. Fountains should have already given you at least 8 (prefer 16 or 24).
Doesn't work as dutch, since prices don't collapse as fast as they rise, making you unable to get your tools prices down to 1/2 once sold. Doesn't seem to work as Discoverer, since the prices seem to rise faster than they collapse (same idea as playing Dutch). I didn't check the intermediates difficulties)
And doesn't work with ponies either, since their price drops faster than it rises.
Interestingly, this is exploitable in another way : just sell back your ponies everytime the price rises after you bought some, and it will stick at 1/2, at no cost (unless you accepted taxes, btw)
TL; DR :
Step 1 : Get some scouts & De Soto, explore a whole new world, buy an army.
Step 2 : ???
Step 3 : Profit !
If you wanted the Fastest run, you could try looking around the civ fanatics speedrun thread, and seeing some of their scenarios. You may also want to check out some of the strategy guides for some ideas.
Generally, a fast way to win is to find a nice settlement with lots of fish and a lumbermill, and get a scout/guns with your first shipment. You'll then be on a mad dash to gather as many guns/horses as possible (mostly from the indians you scout out). After you have lots of guns, grab some statesmen, get some citizens from Europe and turn them into dragoons, then revolt. You should be able to take whatever Europe throws at you.