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    FAQ/Walkthrough by Warfreak

    Version: 1.2 | Updated: 10/26/08 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 1.2
    Day Started: 26/9/08
    Table of Contents
    [1] Introduction
        [1.01] Introduction
        [1.02] Version History
    [2] The General Plan
        [2.01] Starting Out
        [2.02] Starting Nations and Leaders
        [2.03] The Right Place
        [2.04] Building a Nation
        [2.05] Independance
    [3] Colonisation
        [3.01] Setting Up
        [3.02] Import/Export
        [3.03] Building
        [3.04] Crosses and Liberty Bells
        [3.05] Natives and Other Nations
        [3.06] Native Leaders and Tribes
    [4] Terrain and Bonuses
        [4.01] Bananas
        [4.02] Corn
        [4.03] Cotton
        [4.04] Crab
        [4.05] Deer
        [4.06] Fish
        [4.07] Fur
        [4.08] Iron
        [4.09] Silver
        [4.10] Sugar
        [4.11] Tobacco
        [4.12] Coast
        [4.13] Desert
        [4.14] Grassland
        [4.15] Ice
        [4.16] Marsh
        [4.17] Ocean
        [4.18] Plains
        [4.19] River
        [4.20] Tundra
        [4.21] Forest
        [4.22] Ice
        [4.23] Jungle
        [4.24] Light Forest
    [5] Resources
        [5.01] Cigars
        [5.02] Cloth
        [5.03] Coats
        [5.04] Cotton
        [5.05] Crosses
        [5.06] Education
        [5.07] Food
        [5.08] Fur
        [5.09] Guns
        [5.10] Horses
        [5.11] Liberty Bells
        [5.12] Lumber
        [5.13] Ore
        [5.14] Production Hammers
        [5.15] Rum
        [5.16] Silver
        [5.17] Sugar
        [5.18] Tobacco
        [5.19] Tools
        [5.20] Trade Goods
    [6] Occupitations
        [6.01] Colonial Jobs
        [6.02] Military Jobs
        [6.03] Native Jobs
    [7] Colonial Units
        [7.01] Normal Colonists
        [7.02] Other Colonists
        [7.03] Experts
        [7.04] Trade Units
    [8] Military Units
        [8.01] Ground Units
        [8.02] Naval Units
    [9] Founding Fathers
        [9.01] Founding Fathers
        [9.02] Trade
        [9.03] Political
        [9.04] Religious
        [9.05] Exploration
        [9.06] Military
    [10] Buildings
        [10.01] Buildings
    [11] Improvements
        [11.01] Improvements
        [11.02] Ancient Ruins
        [11.03] Burial Grounds
        [11.04] Farm
        [11.05] Lodge
        [11.06] Mine
        [11.07] Roads
    [12] Military Promotions
        [12.01] Unit Promoted
    [13] Independance
        [13.01] Winning the Revolutionary War
    [14] Constitution
        [14.01] Your Constitution
        [14.02] Stance on Slavery
        [14.03] Stance on Land Security
        [14.04] Stance on Elections
        [14.05] Stance on Natives
        [14.06] Stance on Religion
    [A] Contact Information
    [B] Webmaster Information
    [C] Credits
    [D] Sites FAQ is on
    [E] Copyright
    [1.01] Introduction
    Welcome to my 41st guide, and the 4th in the Civ 4 series, behind the Civ 4
    game itself, Warlords and Beyond the Sword, which is probably the best 
    expansion pack I've seen in my life. Anyway, this is for Colonisation, a 
    remake of the 1994 version done by Sid Meier himself. This does not require
    the base game (Civ 4) to play, so don't fret there. This is going to be a 
    dream for me in terms of writing, I always wanted to write for Colonisation,
    the DOS version, but I'll just do the updated version now. Enjoy!
    [1.02] Version History
    Version 0.0 [26/9/08]
    Started this guide.
    Version 0.1 [27/9/08]
    Started with Table of Contents.
    Version 0.2 [9/10/08]
    Completed Chapter 2.
    Version 0.3 [10/10/08]
    More on Chapter 2.
    Version 0.4 [13/10/08]
    Added ASCII. Completed Chapter 3. 
    Version 0.5 [15/10/08]
    Started on the Founding Fathers.
    Version 0.6 [16/10/08]
    All the Founding Fathers are complete. 
    Version 0.7 [17/10/08]
    Tidying up. 
    Version 0.8 [19/10/08]
    Completed more about the Indian leaders.
    Version 0.9 [22/10/08]
    Update on the terrain and resource bonuses. Completed that as well. 
    Version 1.0 [23/10/08]
    Completed Chapter 5 and 14. 6, 10 and 11 tomorrow hopefully.
    Version 1.1 [24/10/08]
    Completed Chapters 6, 10, 11 like I promised. 7, 8, 12, 13 to go, should be
    finished in two updates. 
    Version 1.2 [25/10/08]
    Guide is now complete. All chapters complete, so happy reading. 
    [2.01] Starting Out
    Well, when you start out, you get to choose what type of map you get to play
    with. I Suggest that you play on either the Western Hemisphere or the 
    Caribbean map.
    The Western Hemisphere Map will cover both North and South America, as well 
    as the little islands in between. It will, essentially, cover, the continent 
    from the north to the south pole with pretty good detail. Though you are 
    taking millions of square kilometers of land in a few tiles. Imagine how much
    land would be taken up by a single pixel. This is found under custom Scenarios
    as you can imagine. 
    The Caribbean map is there with some pretty good detail as well, featuring a
    good chunk of South America as well as Cuba. No sign of North America, such as
    most Golden Age based games. 
    Otherwise, there isn't much that you can do. The other maps are more random
    and harder to play with, but that is up to you. Thats pretty much it for 
    starting out. 
    [2.02] Starting Nations and Leaders
    When you start, you have the choice to start from 4 large empires, the same
    as last time. You get to either be in charge of the Dutch, English, French 
    or Spanish colonies. People were angry because Portugal weren't included, but
    to be honest, they weren't in the first Colonisation game, and this is, in
    essence, a remake, so I don't see what people are whining all over about. 
    Anyway, all colonies will start with a Caravel ship (the Dutch get a 
    Merchantman instead), a Colonist with tools and Soldier. The English get two
    free colonists instead, a pioneer and a soldier. The Spanish get a normal
    pioneer and Veteran Soldiers, and the French get Hardy Pioneers and normal
    There are two leaders for each nation, who each have a different trait that
    will alter how their empire is run. There is also a trait for the empire in
    general, the Dutch are more enterprising, while the Spanish are a bit more
    --==~~The Dutch~~==--
    Special Trait - Mercantile
                    Market prices are less sensitive
    This is a useful trait to play with because market prices, will, be a massive
    source of income in the game. Once you have extremely efficient colonies, you
    are able to produce more and more goods, and as you send these back to Europe
    for sale, the price will drop as supply is increased and demand is furfilled.
    For example, say you want 10 oranges at 2 dollars. I deliver 15. You will buy
    the 10, but unless I drop the price, you don't buy any more. That will happen
    in Europe. More on that later. But these prices are extremely sensitive and
    if you sell too much, that price drops, and this prevents it for a while.
    Peter Stuyvesant - Industrious
                       +25% Hammer Production in all Settlements
    This is quite useful. Hammers are needed from your colonies to be used to 
    make buildings, which is relatively important, as you can imagine, as well
    as being used to generate Founding Father points. This will increase 
    production by a quarter, and while that may not seem like a lot, over the
    course of the game, that means 25% extra founding father points, which is 
    rather useful. 
    Thevenon Vivien sent in the following:
    "I would just like to add to what you already said that the production bonus 
     is really great when you get founding fathers who increase hammer production 
     as well, especially Alexander Hamilton (+3 hammers in every colony), as it 
     results in all colonies having decent production even without any carpenters 
     or lumber; pretty convenient for the founding father points you mentioned 
     getting with those hammers."
    Andiaen Van Der Donck - Charismatic
                            +100% Time between Tax Increases
    When the King from your home nation sees that you have been doing rather well
    and making a lot of money, he will decide that it is a good time to tax your
    colony. The more money you make, the faster he will tax you. This will make
    the time needed to tax your further even longer, which is even more useful
    since taxes will slowly eat away at your profits. 10% taxes on 100,000 means 
    10,000 and that could buy you several new cannons. 
    --==~~The English~~==--
    Special Trait - Tolerant
                    -25% Crosses needed for Immigration
    The problem with this trait is that while it does get you more free units at
    docks at Europe, the fundamental problem is that you don't know and you don't
    get to control what type of people you will have at the Docks of England. 
    This is a nice method of getting free units, but no control of what type of
    units they are is pretty annoying. You don't want any more criminals or 
    servants, but those experts are always sought. Problem is, do you need them, 
    there is no point of having an expert sitting around doing bugger all. 
    George Washington - Disciplined
                        -50% Soldier Equipment required
    Well, you get the founding father for the United States, what more could you
    want. Well, this is extremely useful if you are going to take on Europe for
    the final push of independance. You want to arm your own soldiers for starters
    because it will get more and more expensive to arm them at the docks of 
    Europe, and you can easily breed your own horses and make your own muskets. 
    This reduces the cost of arming soldiers, normally 100 of each, by 50. 
    John Adams - Libertarian
                 +25% Liberty Bells Generation in all Settlements
    This is one of the best traits that you can have. Rebel sentiment is harder
    to generate, and there are benefits to generating more and more Liberty Bells
    such as increased production. You need at least 50% Liberty Bells in order to
    declare independance, no taxation without representation. These bells take a
    long time to generate, so the more the better. After all, if a show about
    this man can win awards, he must be important.
    --==~~The French~~==--
    Special Trait - Cooperative
                    Natives are more tolerant towards territory encroachment
                    -50% time spent Living Among Natives to Learn a new skill
    Well, for a nation that has been classed as everything possible, since they
    apparently can't win a war by themselves to having a dead langugage, they
    do have some pretty good traits. The ability to have natives no get really
    annoyed that you have taken their land as well as the ability to decrease
    the time needed to learn a new skill, it is rather useful. After all, some
    skills such as Fur Trapping and Cotton Farming aren't available to be
    purchased in Europe. And only the Natives can teach you. 
    Samuel De Champlain - Enterprising
                          +100% Conversion Rate from Missions
    Well, missions are a good way to get converted natives, which are good for
    field skills, such as fur trapping, but not as good as an expert. The problem
    with this trait is that you don't need it when you have the experts flowing
    through your colonies, and that means that you won't need this trait, the
    problem with this leader is just that. 
    Reader Thevenon Vivien disagrees with my opinion, here it is.
    "Once again, I partly disagree. In some games, it is strictly impossible to 
     find a specific raw material expert, and in those cases, converted natives 
     come pretty handy. Also, note that all the converted natives you get first 
     appear in the indian village they come from, so you can instantly train 
     them to become whatever expert the village trains. If that particular 
     expert isn't needed, you can always turn all those trained natives into free 
     colonists, so a LOT of new soldiers with this trait and a few missions. 
     Also, they can learn a new speciality in school faster than natives."
    Louis de Frontenac - Militaristic
                         Free Promotion (Grenadier I)
                          - Mounted Units
                          - Gunpowder Units
    While this may be useful, after all, more damage from your units are more
    than welcome, the problem is that there are other traits from other leaders
    that are far more useful. Practical applications for your colonies is a far
    more useful ability than the promotion of a few units. But then again, the
    fight for independance requires you to pull no punches. 
    ---==~~The Spanish~~==--
    Special Trait - Conquistador
                    +25% Attack against Natives
    Well, the Spanish did have a nasty history against the Aztecs and the Mayans
    when they decided that a conquest of South America as in order, and I guess
    that this reflects that very nature to the core. Useful, except it doesn't
    say anything about killing other Spaniards when you declare independance.
    Simon Bolivar - Determined
                    +100% effect of Liberty Bells on Rebel Attack
    Well, this means that when you attack, your units get an even bigger boost
    from the generation of the Liberty Bells than before. That means, more 
    Liberty Bells means even more damage, which is exceptionally useful when it
    comes to Independance, since you are guaranteed to have a large generation 
    of Liberty Bells then. 
    Jose De San Martin - Resourceful
                         -50% XP Needed for Unit Promotions
    This is useful if you are going to have a very skilled but limited ground
    force. You want your ground force, when you are going to kill the mother
    country, to be the best that it can be, and given that the natives are only
    going to give very limited experience, so you need to make the most out of
    it while you still can. 
    Reader Theovenon Vivien has a slight disagreement with me on San Martin:
    "Ha! Trust me, it is also extremely useful with a very large but totally 
     untrained ground force. This trait makes all your soldiers gain their 
     first promotion with only 1 experience point. Just one fight and they 
     get promoted. Even better: Use a great general in a spot where you just 
     put 20 free colonists freshly turned into soldiers. You will get 20 
     promotions. Although there are many uses for this, one of my favorites is 
     doing this right after getting the last military founding father, Dom Pedro. 
     You can then give all those new soldiers the second level of Minuteman. 
     In seconds, 20 soldiers with +45% settlement defense!
     Also, this leader trait is your best bet if you want to get the high level 
     promotions. It makes aiming for level 6 Veteran with more than one unit 
     realistic. I often end up with a group of 5 to 8 dragoons with Veteran VI, 
     4 power +75%. Extremely powerful, can take over entire empires remarkably 
     fast, as well as quickly get rid of the fearsome royal artillery (the 
     only thing that can really kick your ass even if you have one extremely 
     well defended colony)."
    [2.03] The Right Place
    When you start to establish your first colony, there are some things that
    you want to keep an eye out for.
    The first is any bonuses on the land, such as cotton, wheat, fur, anything,
    and that would make a good start, since those resources will be useful for
    manufactured products. Also, since the first city needs to be a port based
    city, you want to have access to items such as fish or crabs so your fishermen
    from Europe, with a dock, can harvest those tiles, since they provide a good
    source of food. 
    Also, make sure that you aren't too close to them Indians, even though they
    might be nice, they will attack, sooner or later, if you aren't going to be
    very nice to them. Remember, you want to be a good distance, because if you
    use their tribal lands, they will fine you and you need to pay money for the
    land, lest you want to fight them for it. 
    Finally, look for a point where you can easily control ships to and from
    England. Because odds are, ships containing men are going to land here when
    you declare independance. But thats the basics, look for resources and take
    [2.04] Building a Nation
    When you start placing more colones, while you want secure access to food, 
    you can easily send Wagon Trains to supply more and more food to those 
    colonies that are in need. 
    The money that you have is very important. When you trade off all your nice,
    valuable goods, you will got gold for it. That gold is important, you need it
    to hire specialists from Europe, to purchase new ships and cannons from 
    Europe, well, it is currency, and the more you have, the better. However, the
    more you sell, the more the king will tax you. Remember, if you decide to not
    pay the tax and have a tea party, you will never be able to trade that 
    commodity again, so be careful when you want to throw parties left, right and
    Soon, you are going to look for new resources. Cotton fields need to be taken
    for cloth, fur for coats, tobacco for cigars, and the like. But what you 
    really want to take over are iron mines. These are important because if you
    have control of Iron, you have the ability to make tools, that are very, very
    useful as well as the power of Muskets, to arm your soldiers.
    You want to have Pioneers to make some roads to connect the inland cities
    with the port cities so you can get rid of the goods as well, that is rather
    important. Improvements should be built to make your land more productive,
    and that is always a good thing. Those are the basics for a big empire, how
    you build it, thats up to you. 
    [2.05] Independance
    When all your colonies have at least 50% rebel sentiment, that is, half the
    population want independance, you will be able to declare that you want 
    independance. Well, this is a risky more, since the King will send in his
    This is quite hard in this game to win at this point since the King will
    respond with overwhelming force. To win, I'll detail how to do so in its own
    section, such is the complexity. At least you get a constitution to draft,
    so that is rather interesting. 
    [3.01] Setting Up
    When you set up your colony, you need to bear in mind that this is not like
    the original game of Civ 4, you can only harvest 9 tiles in total for your
    city, regardless of the culture of your city. Culture really doesn't do
    much, except define how much land you control. 
    This is fundamentally different in how you gather resources. First of all, you
    can only gather one type of resource on a tile. Unlike Civ 4, you don't get 
    to place any person to gather all. There are various resource collectors here
    and they each have different abilities. Servents and criminals tend to do a 
    lot worse, while colonists will be the average wherever they are placed. The
    converted natives are better than colonists on the field, but worst in the
    manufacturing positions, and the experts are experts in doing what their
    profession requires, obtaining double productivity over a colonist, but will
    act like a normal colonist when placed in a profession they are not expert
    Also, unlike Civ 4, you have buildings that you can place colonists in to
    refine your resources. Every turn, you will get resources from your tiles
    equal to the amount that your colonist can produce. That is, if your colonist
    is able to produce 5 tobacco, then you add 5 tobacco to your stockpile. There
    are many buildings that will turn the raw materials from the field into 
    valuable goods that will sell for more in Europe. In the case of Iron Ore, 
    tools that are produced are used by your colonies as well as the muskets that
    are generated by tools.
    It will be in your best interest to settle near areas where there is a land
    bonus for a certain resource. Seeing a resource on the map means a very good
    boost to harvesting that resource, and that means a lot more money. You will
    want to develop and build new buildings, but the first is going to be the 
    warehouse to increase the amount of resources you can hold.
    Then, depending on the type of resources that you can gather, you want to
    develop more efficient and bigger buildings for processing. That is, you want
    a bigger lumber mill, you want a bigger coats factory, because not only will
    it suck more raw resources, which means less goes back as a waste, but you 
    will transform more raw resources into final, and expensive, manufactured 
    [3.02] Import/Export
    At the start, you are going to be short on money, but you need to build up
    money to purchase experts and more importantly, military equipment from your
    mother country. Sure, they obviously don't suspect the hiring of several 
    Dragoons and thousands of horses and muskets as a bold military move. Anyway,
    you need to be able to purchase and sell goods to the mother country.
    First, you are going to need a colony, and given the small amount of spending
    money that you have to play with, you are obviously going to need to export
    something for some money. This is why it is important to settle near some 
    source of resources, this allows you to harvest those resources and sell them
    raw back to Europe as a source of money.
    When you place the items on your ship, bear in mind that it needs to be in
    port in order to load up the ship, and send it back to Europe, which, 
    depdning on your map, may be quite a long wait, but thats a nice amount of
    time to build up your resource stockpile. 
    What you want to pay attention to is the price of the goods that you are
    able to sell. 
    Food, Lumber, Horses, Tools and Muskets generally sell for low prices, below
    5 gold per item.
    Unprocessed items, Tobacco, Cotton, Fur, Sugar and Ore generally sell for just
    a bit about 5 gold per item, but not too much.
    The processed items such as Rum, Coats and Cigars sell for about 10 and the
    rarest item of them all, Silver, sells for nearly 20 at the start.
    The game has the process of supply and demand. Over time, the price of the 
    goods will get higher and higher as more and more people will demand those 
    types of goods. However, as more and more of your goods flood the mother
    country, the price will drop and drop, but you will always be able to sell
    for some amount of money. 
    As you send more and more goods back, you need more ships as your colonies
    expand. You have really, two choices. Ships of the Line are nice options
    since they have 4 cargo slots and 4 movement, but the Galleon has slightly
    more carrying capacity but less movement. A balance between the two should
    be a good idea. 
    [3.03] Building
    You need to build more and more colonies as you expand. You can't, however, 
    all have them on the coast, you are, sooner or later, going to need to
    expand inland. If you do, you need two have several things.
    First, you are going to need pioneers to build more and more roads for faster
    travel. For what? Well you want to have wagon trains to transport goods to 
    your port cities so you can send your goods back to the motherland. The best
    type of colony, therefore, is Silver mining. Silver mining is only going to
    be found inland, where mountains are, and that is the most profitable type
    of resource. 
    Roads make your units travel faster. Well, they don't give more moves, per
    se, but they do reduce the amount of movement points that is required for
    your units to travel across the tile. Therefore, it is important that you
    expand, since you are not going to get silver near the coast. 
    Also, you want to build up your colonies. You want to build up the economy
    of your colonies first, because more money means that you can hurry 
    production further, which will be building more and more improvements. But
    after a while, you want to focus on building more and more military based
    buildings. Stockades will be useful at the start to fortify your base, but
    what you really want is going to be a drydock. You want to build more and
    more of your ships, because when you declare your independance, you will
    need to have an extremely strong navy.
    Although the war, will be won on the land, control of the seas will limit
    the amount of ground forces that you need to control the imperial forces. 
    There is also a reason that you want to send more and more colonies inland
    because you will find that the king will send forces to your port cities
    and if they fall, you need something to fall back on. Inland colonies will
    provide resources to fall back on, as well as production on military forces
    to repel the invaders. More on that later though. 
    [3.04] Crosses and Liberty Bells
    There are two buildings that you need to keep an eye on, that is, the church
    and the town hall. Why? They produce Crosses and Liberty Bells, that is very
    important. But you can't sell them, you can't eat them, what do you do with
    Crosses are important if you don't want to pay for new colonists and you 
    want a lucky pick. Colonists will be generated on the docks of Europe and
    if you have enough, which can be seen on the meter on the bottom of the 
    Europe screen, you will get a new colonist. The problem is, you don't have a
    choice on what is generated in Europe, it can be a scout, an expert farmer or
    a convicted criminal, you don't have a choice. Generally, this is more or
    less useful in the beginning, but in the late game time, this isn't as useful
    since you get to train or hire new experts, rather than wait. 
    Liberty Bells are a completely different matter, and they are the most 
    important resource in the game. Why? Well, first, lets go through the basics.
    Liberty Bells are generated from the town hall as well as the media buildings
    such as the printing press. This is beneficial if you have the Elder Statesman
    generating more Liberty Bells from the town hall, double the amount a normal
    colonist can.
    Liberty Bells are important, they will generate rebel sentiment and if you 
    go and generate enough, you will be able to declare independance. The rule is
    that as long as that there is at least half your population that supports 
    the idea for independance, you can declare it.
    Also, Liberty Bells will generate founding father points. These points can be
    used to generate your founding fathers, special people, that will only offer
    their services once to you, and to the highest bigger first, that will provide
    a massive effect on the whole colony, since they effect all the colonies, not
    just one. 
    Finally, Liberty Bells for Rebel Sentiment is important. Low rebel sentiment
    will give you a disadvantage in production, while a higher rebel sentiment
    will give you more productive workers since they have an idea of you working 
    for your country. Also, Liberty Wells is basically culture. The more you can
    generate, the more land that you will have cultural control over, which is
    quite important. 
    [3.05] Natives and Other Nations
    There are many people or figureheads that you are going to be meeting over
    the course of the game. First, you are going to encounter the natives. There
    are many native tribes here, but where they spawn appear to be random. 
    Natives are going to be quite nice to you, they will trade with you as well
    as head to your town to give you gifts when you start out, which is more than
    helpful. However, you should send your scouts out to their burial grounds
    when you have a strong military. The reason is that a strong army will be 
    able to defend against anything that decides to go wrong.
    Natives are useful for their trade goods, but they are even more useful for
    their treasure. You can sack enemy cities and their burial mounds for treasure
    units. These will require you to send a galleon or borrow one of the king's 
    galleons to transport back to Europe for the money, but they do haul a lot
    of cash.
    Natives, if stealing horses and muskets, are going to be quite strong, so 
    don't let them raid your encampments or trade those items to them, because
    the last thing you want are angry natives armed with muskets that are going
    to shoot at you. You need to contain them. If you plan to attack them, send
    in your troops to take down their units and use Artillery to blow up their
    villages if need be. Artillery is one of the better attacking units that you
    will have. 
    Other nations, on the other hand, are going to be harder to combat. They
    will be the same as you, but they will lack the numbers in the beginning to
    pose a really big threat to you, but they will build up their numbers.
    It is important to figure out what happens in Europe. Wars that will happen
    there will effect you since there are going to be strong odds that it will
    effect wars in the colonies. That is why you should have armed forces at
    all times, in case those little enemies come a knocking. 
    Finally, there is your king. Your king is going to be the biggest pain that
    you will ever encounter. First of all, they will tax you for making money 
    till they can tax you no more, at 99%. Also, they will always demand tribute
    which you can reject and they will get annoyed, so when you need those 
    military forces, they won't lend them to you. 
    Your king is the one that you are going to need to fight later on, so make
    sure that you keep an eye on the Royal Expeditionary Force, because you
    are going to have to try to match those numbers. 
    [3.06] Native Leaders and Tribes
    There are 8 native tribes and there are going to be 8 seperate leaders for 
    those tribes. They all have some benefit to you. They have two traits each,
    and they all have benefits for you. Since there is going to be a lot of 
    double dipping here, I'll be rather nice to you.
    Cacique of the Arawaks
     - +100% Conversion Rate from Missions
     - Free Promotion - Grenadier 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - +100% Gold at first European contact with Native Villages
     - Free Promotion - Ranger 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    This is an interesting leader. Basically, for you, you will get a higher 
    conversion rate from the missions from this guy than normal missions belonging
    to the other tribes. Also, the first type of European colonist that meets this
    guy will give you more gold than he will give to other Europeans when they
    visit his villages.
    Leader of the Tupi
     - Yields +100% Treasure when villages are captured
     - Free Promotion - Minuteman I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - -50% Cost of Native Land Purchasing
     - Free Promotion - Formation
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    This leader will be one that you want to be at peace first, then strike 
    without any sort of warning. You get some cheaper land to start off, and then
    when you decide to plunder them, you get double the amount of gold. What a 
    life that is, so you get all the money that you spent on their land back. 
    --==~~Huayna Capac~~==--
    Leader of the Incan Empire
     - Yields +100% Treasure when villages are captured
     - Free Promotion - Minuteman I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - -50% time spent Living Among Natives to Learn a New Skill
     - Free Promotion - Mountaineer I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    This is rather interesting. Again, this is good for your colonists to live
    among the natives to learn a new skill. This will be rather fast. When you 
    have either enough colonists to fill the vacant positions that the tribe
    can help you fill or have a developed education system and have no more use
    for the Incans, you can do what the Spanish did and loot them for all they
    are worth, because they are worth a lot. Double gold. 
    Chief of the Mingo
     - -50% Cost of Native Land Purchasing
     - Free Promotion - Formation
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - -50% time spent Living Among Natives to Learn a New Skill
     - Free Promotion - Mountaineer I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    Another interesting set of traits that you can use to your advantage. This 
    is a tribe that you can to be peaceful with. You get relative cheap land and
    you also get a nice set of skills from them as well, so this is going to be a
    nice tribe to ally with, and not to plunder and loot from. 
    --==~~Mangas Coloradas~~==--
    War Chief of the Apache
     - +100% Conversion Rate from Missions
     - Free Promotion - Grenadier 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - -50% Cost of Native Land Purchasing
     - Free Promotion - Formation
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    Well, this isn't as useful as Logan is, but the Conversion Rate is rather 
    useful for pumping out more colonal soldiers. This will mean that you get 
    rather cheap land, as well as a nice source of converted natives, who you
    can arm with guns when they are of no more use to you in the colonies on
    the field, toiling away on the land.
    Aztec Emperor
     - Yields +100% Treasure when villages are captured
     - Free Promotion - Minuteman I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - +100% Gold at first European contact with Native Villages
     - Free Promotion - Ranger 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    Ah, the perfect type of native that you want to target in this game. What you
    want to do, when you are building up your forces, is to use some scouts and
    visit their village for the gifts that they will give you. Then, you can
    epically betray them and steal all their nice loot. Ah, the art of 
    backstabbing is surely not lost in this game.
    War Chief of the Overhill Cherokee
     - +100% Conversion Rate from Missions
     - Free Promotion - Grenadier 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - +100% Gold at first European contact with Native Villages
     - Free Promotion - Ranger 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    See the leader of the Arawaks for the same comment.
    --==~~Sitting Bull~~==--
    War Chief of the Hukapapa Sioux
     - +100% Conversion Rate from Missions
     - Free Promotion - Grenadier 1
       - Mounted Units
       - Melee Units
       - Gunpowder Units
     - -50% time spent Living Among Natives to Learn a New Skill
     - Free Promotion - Mountaineer I
       - Mounted Units
       - Melee Units
       - Gunpowder Units
    Well, this is one of the most famous Indian leaders that you can get. 
    Anyway this is an interesting leader, you want to seriously have missions
    in his villages and then send in your own colonists for training. This is
    one guy you want to keep at all costs since converted natives make good
    soldiers and half the time to learn a new skill is good as well. 
    [4.01] Bananas
     +2 Food
    Bananas are the worst of the food bonuses, the will provide the least amount
    of food alone with deer. These are found in warmer or more tropical parts
    of the map. For the Western Hemisphere map, they are found in the South 
    America parts of the map, in particular, parts of Brazil. 
    [4.02] Corn
     +3 Food
    It is best to settle in places where this is closeby, it will give you three
    food per turn, but remember that you also will see it most commonly on plains
    or grassland, and also on a river, which means even more food. More on that
    later, but the Corn resource is one of the most useful food resources, it is
    only surpassed by one. 
    [4.03] Cotton
     +2 Cotton
    This is a bonus where you want to have. This can be used in two ways. This 
    should be taken by a colony where your intentions are to make it into cloth or
    have access to export it to a colony so you can export the cotton to another
    city for cloth production or back to Europe.
    [4.04] Crab
     +3 Food
    This is why port cities are going to be the ones with the highest population.
    There are only two bonuses for the sea, and they give the same amount of food
    as the corn bonus. That being said, the sea gives a lot more food, or more 
    food than the land tiles in most cases.
    [4.05] Deer
     +2 Food
    Deer should have a fur bonus as well, but the problem with that is that you
    can only harvest a single type of resource on a tile at one given time, which
    is one of the bad features that should have been changed, using the Civ 4
    system, but it is more realistic this way. After all, a farmer can't chop
    down trees, trap deer, farm the land all at the same time. Or can he?
    [4.06] Fish
     +4 Food
    This is the best food bonus in the game. This provides the highest yield for
    any food bonus in the game, and this is what you want to be looking for when
    you settle, but that is provided that you can get the docks up and running 
    fast so you can make the most out of your food tiles when you can. 
    [4.07] Fur
     +2 Fur
    Technically, they are beavers, but anyway. The problem with this resource is
    that it isn't very evenly spread. It is going to be found near the North Pole
    at most times, so on the Western Hemisphere map, think Canada. Most commonly
    found on Tundra tiles, which is useful for fur production as well. However,
    there are rare instances where it is found all over the place, think of it as
    rabbits that are the fur.
    [4.08] Iron
     +2 Ore
    This is the product that you want when you want to think about revolution. You
    somehow make guns out of tools, maybe you hollow out a hammer and use the wood
    stock as a barrel, I don't know. This is going to be found in hilly tiles 
    or in the desert, but I hope you find it on the hills, because the desert 
    doesn't really support life. 
    [4.09] Silver
     +2 Silver
    This bonus is totally useless unless it is found on a mountain tile because
    you can only mine silver on the mountain tiles, no exceptions. That means, if
    you want silver, head to the mountains. On the Western Hemisphere map, there
    is a mountain range called the Rocky Mountains. Don't know if you heard of it
    [4.10] Sugar
     +2 Sugar
    Rum, Rum and more Rum. That is what Sugar is good for, RUM! They are more 
    likely to be found in the Caribbean, where Jack Sparrow loves his rum. While
    this may be useful, you will probably need docks to ensure that you can 
    survive on the food that you will gather there since those islands don't count
    as a lot of land. Cuba isn't all that big on the map you know. 
    [4.11] Tobacco
     +2 Tobacco
    Ah, the bane of society, with them cancer sticks and all. I don't mind if you
    smoke them, don't give it to me. Anyway, despite my rambling, it is quite a 
    profitable business. Cigars are the best type of manufactured goods, but 
    Tobacco is normally found inland, not near the sea, so it will need to be 
    sent to the port via wagon train. 
    [4.12] Coast
     +1 Food
     Defending units get +10% Strength
     Cannot build settlements here
    Well, this is good for your basic fishing trip, I mean, you can't build 
    settlements on water anyway. This will be useful if you can land near these
    tiles since they do give a nice boost, and they are all over the place. 
    [4.13] Desert
     +2 Ore
     Improvements take +25% time to build
    This is an interesting situation you've got here. The Desert tile will make
    more ore for you, BUT, if you are on desert tiles, the odds are that you 
    aren't going to have great sources of food, which means that you are more than
    likely to export all the ore to another city to have production of tools and
    muskets from ore. 
    [4.14] Grassland
     +3 Food
     +3 Tobacco
    This is nice. Well, you get a choice of what type of production you have. 
    Generally speaking, you want this to be tobacco production since that is a 
    good you can sell back to Europe for a high price, but the problem is that 
    you might want to take this tile for the food value. But that is totally up
    to you, you might use the tile to get food, then switch, run at loss of food,
    make tobacco, and change. 
    [4.15] Ice
     +2 Fur
     Improvements take +50% time to build
    This is a different tile to the Ice below. This ice is still a part of land
    while the ice below is on the water. That is, the ice below is water with a
    chunk of ice, while this one is ice on some terra firma. Anyway, this is more
    common as you head north, and this is where you will be placing your colonies
    for the fur and coats. 
    [4.16] Marsh
     +2 Food
     +3 Sugar
     Improvements take +25% time to build
    A useful place to start looking for if you are going to make some Rum. This
    with a Sugar bonus on it is looking pretty damn good if you ask me. This is
    quite hard to use properly though, because Marsh doesn't provide as much food
    as the Plains and Grassland do, even though they have the same trade off but
    for a different resource. Well, maybe growing corn on some swampy bayou isn't
    a good idea. 
    [4.17] Ocean
     Cannot build settlements here
    Well, this is where your units travel to and from Europe. Technically, you
    shouldn't see this in your colonies, after all, you should be seeing all the
    coastline instead. Maybe you did something that you shouldn't have with the
    WorldBuilder, otherwise known as cheating. 
    [4.18] Plains
     +3 Food
     +3 Cotton
    A classic tradeoff between Food or King Cotton. While the land does look kind
    of arid, it is good for crop growing. Again, you can just alternate between
    food and cotton production. Switch to food to build up a surplus, and then
    farm cotton while depleting that surplus. Useful if you are effected by the
    Liberty Bell disadvantage. 
    [4.19] River
     +2 to ANY Resource
    The River is the best terrain you can have. This will give +2 to whatever
    resource you are gathering on the while. After extensive testing, I've seen
    that you get +2 Silver from the Mountain, +2 Food from farmland, and so on,
    which is quite a boon to your economy. I suggest that this, and a mountain
    range, will be extremely useful for your economy. 
    [4.20] Tundra
     +2 Food
     +2 Fur
    The same as Ice, it is found in the northern areas where you get a fair amount
    of fur there. This is useful for fur, and well, more useful for food 
    production. I am just wondering what type of crops grow in those icy 
    conditions, maybe potatoes?
    [4.21] Forest
     -2 Food
     +6 Lumber
     -2 Cotton
     +3 Fur
     -3 Sugar
     -2 Tobacco
     Movement Cost - 2
     Defending Units get +50% Strength
    Well, Forests are good if you want a lumberjack and carpenters to produce the
    hammers which in turn produce the buildings and produce, well, everything, 
    from units and founding father points. Also good for fur production, but if
    you are trying to farm crops, try demolishing the forest. Do you think it is 
    easy to farm crops in a forest, I mean, seriously, it isn't that easy.
    [4.22] Ice
    Ice is impassible, you cannot pass it, which means it will be found near the
    North and South Pole. Not very useful, but then again, you shouldn't be this
    far up anyway.
    [4.23] Jungle
     +4 Lumber
     -2 Sugar
     -2 Cotton
     -2 Tobacco
     Movement Cost - 2
     Defending Units get +50% Strength
    The Jungle, unlike the Civ 4 game, doesn't try to kill your population. At
    least you don't suffer a food disadvantage here, but the odds are, if you
    get this type of Jungle on it, you will probably find a source of tasty and
    yummy BANANAS! So there's a bonus right there. 
    [4.24] Light Forest
     -1 Food
     +2 Lumber
     -1 Cotton
     +2 Fur
     -1 Tobacco
     Movement Cost - 2
     Defending Units get +25% Strength
    A light forest is a lite forest. You get less lumber, but you will get a nice 
    fur bonus for it. This is the good part, but still, if you are in a farming
    community, this would be a nice thing to chop down for the time being since
    it won't be useful in the long run for resource production. 
    [5.01] Cigars
    Tobacconist's House = 3 Cigars per Citizen
    Tobacconist's Shop  = 6 Cigars per Citizen
    Cigar Factory       = 6 Cigars per Citizen
    Cigar Factory       = +50% Cigar Production
    Cigars are used on a 1 to 1 ratio with Tobacco. Where would society be without
    Cancer Sticks? Anyway, this is one of the more stable goods in Europe. The
    price is consistant with the price of manufactured goods, they are about the
    low teens, dipping with excess supply, but these generally sell higher than
    the other manufactured goods, despite the amount of supply. 
    [5.02] Cloth
    Weaver's House = 3 Cloth per Citizen
    Weaver's Shop  = 6 Cloth per Citizen
    Textile Mill   = 6 Cloth per Citizen
    Textile Mill   = +50% Cloth Production
    Again, this requires Cotton to produce a manufactured good, and these will
    sell for in their low teens, however, these are more prone to have their price
    drop when the supply exceeds the demand from Europe. It is best to focus on 
    Cigar production rather than cloth production.
    [5.03] Coats
    Fur Trader's House = 3 Coats per Citizen
    Fur Trader's Shop  = 6 Coats per Citizen
    Coats Factory      = 6 Coats per Citizen
    Coats Factory      = +50% Cloth Production
    Coats are the worst type of manufactured good to send back to Europe en masse
    because these have the lowest threshold before the price of the item will drop
    and they will drop fast. I've experimented a bit with the trading volumes, and
    while I did tweak production, Coats ended up dead last. Cloth fairs a bit 
    better, then Rum, then Cigars. Coats, well, you should only have a single 
    colony that is that far north anyway. 
    [5.04] Cotton
    Cotton is the type of crop that doesn't sell that highly when you have it 
    shipped back to Europe. At first, you are more likely than not to actually 
    IMPORT cotton from Europe, process it into cloth at your colonies and then
    send it back. That is a nice tip if you want one, but they sell for their
    low single digits, about 3-5 at most. 
    [5.05] Crosses
    Church    = +3 Crosses per Citizen
    Cathedral = +6 Crosses per Citizen
    Crosses are used for Immigration. On your Europe Screen, there is a bar on
    the bottom for Immigration. It will show the amount of Crosses that you need
    to generate for a new immigrant on the shores of Europe. The more that you
    generate, the more immigrants that will be in Europe that you can ship over
    to your colonies for production purposes. Even the criminals and servants have
    their uses, and can be useful, see below. 
    [5.06] Education
    Schoolhouse = +3 Education per Citizen
    College     = +6 Education per Citizen
    University  = +12 Education per Citizen
    Education works differently. What you need to do is to send in a Colonist 
    without a trade, Free Colonists, Servents, Criminals and Natives to the 
    Schoolhouse, and they will generate Education Points for themselves. Once
    they have achieved a certain amount, you can assign them a job. That job is
    assigned from the available experts in the colony. So for a colony with Expert
    Farmers and Fishermen, your new students will either be Farmers or Fishermen.
    Thats the choice. 
    Of course, all other classes other than free colonists will generate their 
    points a fair bit lower, but that is the general jist of things, the 
    Civilopedia does a better job than me. 
    [5.07] Food
    Food is one of the items that you cannot live without. Food is needed by all
    your colonist. Each colonist will consume 2 food per turn, and failure to 
    ensure that they have their need complete will ensure in their starvation and
    their death, which is not a good thing.
    For a developed colony, there will be a fair amount of excess food. You need
    to look at either exporting the food back to Europe for money or using the
    food to produce Horses. Horses are useful, since they make normal soldiers 
    into the powerful dragoons. Selling the food back the Europe is really not
    for a lot of money, they sell for 1 Gold most of the time, but to purchase
    it, well that's just daylight robbery. 
    Once your colonies have reached a certain level of food in the colony, that
    is, a certain level of stored food, a new colonist will be born, so to speak,
    and ready for new orders from their boss. Give them some guns and make them
    man the fort. 
    [5.08] Fur
    Fur is one of the most valuable basic or raw resources, they generally sell
    better than any of the crops since they have the value of being furs. The
    conversion into Coats isn't so bad, but like I mentioned above, Coats aren't
    there to make a lot of money, but some it better than none, isn't it? If you
    have excess fur production, either find another colony to make coats out of it
    or you can ship it back. They hover about 5-7, whereas the normal crops get
    3-5 on average. 
    [5.09] Guns
    Armoury  = 3 Guns per Citizen
    Magazine = 6 Guns per Citizen
    Arsenal  = 6 Guns per Citizen
    Arsenal  = +50% Guns Production
    Guns, Guns and more Guns. These require tools to produce, they require 1 tool
    for 1 gun. Don't ask on how they make guns out of tools, and nothing else, I
    really don't know. You seriously don't want to sell these back to Europe. And
    the reasons are twofold. First, they have a low selling point of about 2 to
    3 on average, and secondly, what are your troops going to fight with. Better
    to slowly arm your forces over time rather than sell the guns. 
    [5.10] Horses
    Stable        = 2 Horses per Citizen
    Horse Pasture = 2 Horses per Citizen
    Horse Pasture = +100% Horse Production
    HORSES        = +1 Horse
    Ranch         = +4 Horses per Citizen
    Horses are the other item that you want to keep for your own colonies rather
    than selling them back to Europe. They will be generated from food, each horse
    will take 2 food per turn for a horse to be generated. While they sell back
    at Europe for about 3, you can use these to have some Dragoons to fight for
    your colonies instead. That is certainly far more useful. 
    [5.11] Liberty Bells
    Town Hall      = 3 Liberty Bells per Citizen
    Printing Press = +50% Liberty Bells Generated
    Newspaper      = +100% Liberty Bells Generated
    This is what your colonies will need to generate to declare their independance
    from the Crown. "No taxation without represention" as they would say. And 
    Liberty Bells are important as they will increase production for your colonies
    and decrease your production rate if you citizens are Tories, that is, 
    loyalists to the Crown. They will also provide a benefit on the battlefield,
    as they will increase the firepower of your troops.
    "Give me Liberty or Give me Death"
    [5.12] Lumber
    Lumber is one of the cheapest resources you can sell back to Europe, they
    sell for quite low, but they are needed for the production of, ironically,
    production itself. Production Hammers are produced by Carpenters, which 
    require Lumber to create. No need for tools, or anything else, just Lumber.
    It will be hard for a colony to be able to find excess Lumber, it is quite
    rare indeed.
    [5.13] Ore
    Ore is one of the strangest commodities. If you look at the trading prices, it
    has a higher, if not, equal, trading price to the more developed products from
    Ore. Tools and Guns both sell for roughly the same price, so if you don't have
    the colonial power to manufacture the Ore into something useful, then ship it
    back, but otherwise, use the Ore to make Tools, which are needed for the
    production hammers, and more importantly, guns.
    [5.14] Production Hammers
    Carpenter's Shop = 3 Hammers per Citizen
    Lumber Mill      = 6 Hammers per Citizen
    These hammers are produced directly from Lumber. They are on a one to one 
    ratio for lumber, and these are used in nearly everything. The hammers are
    needed for the production of buildings, for units and for Founding Father
    points themselves. This is why it is important for your colonies to have a 
    nice source of lumber in every colony, they need to produce new buildings to
    ensure that they will be able to become self-sufficient and able to produce
    useful things for the empire. 
    [5.15] Rum
    Rum Distiller's House = 3 Rum per Citizen
    Rum Distillery        = 6 Rum per Citizen
    Rum Factory           = 6 Rum per Citizen
    Rum Factory           = +50% Rum Production
    Rum is the second most stable manufactured good, after Cigars. It seems that
    society's vices are good sellers, but warmth seems to come a distant second.
    Anyway, Rum is one of the better sellers, due to the problem of actually 
    finding the Sugar needed for Rum. There are a lot of jokes I can make about
    rum (Don't you dare tell them - SBAllen), but as you can see, I can't. 
    [5.16] Silver
    Silver is the most valuable product that you can find. They are mined in the
    Mountains, at extremely low levels, you can manufacture about 2 per turn on a
    nice day, sometimes, if you are lucky, even more, which is a bonus. The low
    production rate is reflected in the price, they will sell for about 19 per
    Silver, but they have one of the highest dropping rates.
    That is, silver will have its value drop extremely fast if you sell them in
    vast quantities. I somehow rigged my city, using Worldbuilder, to get 24-32
    Silver per turn, and after a few trades, whereas the price of manufactured
    goods dropped about 2, the price of Silver dropped about 10, but they seem
    to level out about 7-9, and they won't lose any more value after that. What
    country would have Silver selling cheaper than food?
    [5.17] Sugar
    Finding Sugar is the problem, they are found in the more tropical areas but
    once you find them, Sugar is quite useful. Rum is a good seller, and Sugar
    itself generally sells for more than the other crops, such as Tobacco and 
    Cotton, since it takes longer to generate the same amount of Sugar as Tobacco
    and Cotton, look at the Grasslands, Plains and then Marsh, and look at the
    difference in Sugar and the rest.
    Once you find it, Sugar is valuable. It is one of the more stable crops that
    you can sell back to Europe, so if you have excess, which I doubt, but if you
    do have excess, then sell it, or best, make more RUM!
    [5.18] Tobacco
    Tobacco, despite being a cash crop, doesn't seem to sell to highly back in 
    Colonization, despite what Customs keep telling us with duties and levies here
    and taxes there. Tobacco should almost always be used to make Cigars, they
    are a very stable manufactured product, and since that is always a good thing,
    you should have extra cities to make sure all the Tobacco is processed, even 
    if it is just a tiny amount that is produced. 
    [5.19] Tools
    Blacksmith's House = 3 Tools per Citizen
    Blacksmith's Shop  = 6 Tools per Citizen
    Ironworks          = 6 Tools per Citizen
    Ironworks          = +50% Tools Production
    Tools are the most important good in the game after food. They are needed for
    the clearing of forests, the crafting of roads, the production of the more
    impressive buildings. However, they are even more useful to be produced into
    guns, boomsticks, firesticks, whatever. That is what makes Tools so useful.
    However, they have the same selling price as Guns, and that is almost always
    either the same as Ore, which means that you should keep the tools here, and
    not send them back. 
    [5.20] Trade Goods
    Trade Goods are bought from Europe and they are used directly to trade with
    the natives. While this is a relatively cheap commodity to purchase off 
    Europe and convert into more valuable items with the Natives, the problem is
    that in the long run, you don't need to rely on Trade Goods for money or 
    trade, you can just sell off some Guns or some Horses and they'd be more than
    pleased to trade with you. 
    [6.01] Colonial Jobs
    These are a list of all the jobs in the game, and where they work, and what
    they would consume. Nothing to it really. The Field technically means the 8
    squares that you can send your units on, to extract raw resources.
    Consumes = Ore
    Produces = Tools
    Works In = Blacksmith's House, Blacksmith's Shop, Ironworks
    Consumes = Lumber
    Produces = Production Hammers
    Works In = Carpenter's Shop, Lumber Mill
    --==Cigar Maker==--
    Consumes = Tobacco
    Produces = Cigars
    Works In = Tobacconist's House, Tobacconist's Shop, Cigar Factory
    --==Coat Maker==--
    Consumes = Furs
    Produces = Coats
    Works In = Fur Trader's House, Fur Trader's Shop, Coat Factory
    Melee Unit
    Strength = 2
    Movement = 1
     Can Found Colonies
     Can Only Defend
    --==Cotton Planter==--
    Produces = Cotton
    Works In = The Field
    Consumes = Sugar
    Produces = Rum
    Works In = Rum Distiller's House, Rum Distiller's Shop, Rum Factory
    Produces = Food
    Works In = The Field
    Produces = Food
    Works In = Sea Tiles
    --==Fur Trapper==--
    Produces = Furs
    Works In = The Field
    Consumes = Tools
    Produces = Guns
    Works In = Armoury, Magazine, Arsenal
    Produces = Lumber
    Works In = The Field
    Melee Unit
     Can Establish Missions
     Can Found Colonies
    --==Ore Miner==--
    Produces = Ore
    Works In = The Field
    Melee Unit
     Can Build Improvements
     Can Found Colonies
     Requires 50 Tools
    Produces = Crosses
    Works In = Church, Cathedral
    Consumes = Food
    Produces = Horses
    Works In = Stable, Horse Pasture, Ranch
    --==Silver Miner==--
    Produces = Silver
    Works In = The Field
    Produces = Liberty Bells
    Works In = Town Hall
    Produces = Education
    Works In = Schoolhouse, College, University
    --==Sugar Planter==--
    Produces = Sugar
    Works In = The Field
    --==Tobacco Planter==--
    Produces = Tobacco
    Works In = The Field
    Consumes = Cotton
    Produces = Cloth
    Works In = Weaver's House, Weaver's Shop, Textile Mill
    [6.02] Military Jobs
    Military Jobs are those you can have your colonists become by giving them 
    the right equipment. After they get their equipment, they will become units
    in these jobs.
    Mounted Unit
    Strength = 4
    Movement = 2
     Can Found Colonies
     Doesn't Receive Defensive Bonus
     Requires 50 Horses
     Requires 50 Guns
     +30% Withdrawal Chance
     +50% Attack on Cannon
    Mounted Unit
    Strength = 2
    Movement = 2
     Can Found Colonies
     Doesn't Receive Defensive Bonus
     Requires 50 Horses
    Gunpowder Unit
    Strength = 3
    Movement = 1
     Can Found Colonies
     Requires 50 Guns
    [6.03] Native Jobs
    Native Jobs are those that the natives can adopt for themselves, normally 
    adopted because someone was kind enough to give them some horses and some nice
    --==Armed Brave==--
    Gunpowder Unit
    Strength = 3
    Movement = 1
     Doesn't Receive Defensive Bonus
     Requires 25 Guns
    --==Armed Mounted Brave==--
    Mounted Unit
    Strength = 3
    Movement = 2
     Requires 25 Guns
     Requires 25 Muskets
    Melee Unit
    Strength = 2
    Movement = 1
     Can Found Colonies
    --==Mounted Brave==--
    Mounted Unit
    Strength = 2
    Movement = 2
     Doesn't Receive Defensive Bonus
     Requires 25 Horses
    [7.01] Normal Colonists
    There is only a single type of colonist, the Free Colonist. These are the 
    jack of all trades. They can do everything. They can produce all types of 
    goods, all values in this guide are based of what the normal, or free colonist
    will be able to produced, any deviations will be noted on the other units.
    --==Free Colonist==--
    Strength = 0
    Movement = 1
     Can Found a New Settlement
    [7.02] Other Colonists
    There are other units that are able to produce goods in your colonies. These
    are obtained from the shores of Europe or from missions. To establish a 
    mission, you need to send a missionary into a native village, and over time,
    they will pump out some converted natives, which is listed right below.
    --==Converted Natives==--
    Strength = 0
    Movement = 1
     Can Only Defend 
     Can Found a New Settlement
     +1 Production on Food, Lumber, Silver, Cotton, Tobacco, Sugar, Ore, Horses
                  and Furs
     -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats,
                      Liberty Bells, Education, Crosses
    --==Indentured Servants==--
    Strength = 0
    Movement = 1
     Can Found a New Settlement
     -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns, Coats,
                      Liberty Bells, Education, Crosses
    --==Petty Criminal==--
    Strength = 0
    Movement = 1
     Can Found a New Settlement
     -2 Production on Liberty Bells, Education and Crosses
     -1 Production on Production Hammers, Cloth, Cigars, Rum, Tools, Guns and
    These units are going to be the mainstay of your colonial production while
    you wait till you get access to some experts that will make your production
    Criminals aren't all that useful, they should be replaced by the normal Free
    Colonist. Converted Natives are much better on the field, and they are better
    at obtaining raw materials than your normal colonists, whilst the Servants 
    are normal Free Colonists, just don't send them to the manufacturing positions
    which you leave for your Free Colonists.
    [7.03] Experts
    Experts are the best of their trade. They will act like normal colonists in
    all respects of the game, they are normal free colonists. However, if you put
    them in a building or tile where they need to perform what their job title
    ensues, such as a Fisherman on an ocean tile, or Lumberjack to produce Lumber,
    then they will double production. That being said, the most productive colony
    is run totally by experts. 
    --==Expert Worker==--
    Strength = 0
    Movement = 1
     Can Found New Settlement
     Elder Statesman        = +100% Production of Liberty Bells
     Expert Cotton Planter  = +100% Production of Cotton
     Expert Farmer          = +100% Production of Food (Land Tiles) 
     Expert Fisherman       = +100% Production of Food (Water Tiles)
     Expert Lumberjack      = +100% Production of Lumber
     Expert Ore Miner       = +100% Production of Ore
     Expert Silver Miner    = +100% Production of Silver
     Expert Sugar Planter   = +100% Production of Sugar
     Expert Tobacco Planter = +100% Production of Tobacco
     Expert Trapper         = +100% Production of Fur
     Firebrand Preacher     = +100% Production of Crosses
     Hardy Pioneer          = +100% Production of Land Improvements on Land Tiles
     Jesuit Missionary      = +50% Effectiveness of Native Village Missions
     Master Blacksmith      = +100% Production of Tools
     Master Carpenter       = +100% Production of Production Hammers
     Master Distiller       = +100% Production of Rum
     Master Fur Trader      = +100% Production of Coats
     Master Gunsmith        = +100% Production of Guns
     Master Rancher         = +100% Production of Horses
     Master Tobacconist     = +100% Production of Cigars
     Master Weaver          = +100% Production of Cloth
    Do bear in mind that while they are experts when they are in their field,
    they will act like normal free colonists whilst they are placed elsewhere. 
    [7.04] Trade Units
    There is really a single trade unit that belongs to the Colonial forces and
    isn't military, the Wagon Train, which doesn't have any guns on them. 
    --==Wagon Train==--
    Strength = 0
    Movement = 2
    Cost     = 40 Production Hammers
     Cargo Space = 2
    The Wagon Train is pretty much essential for inland cities. These are required
    for you to bring in goods, such as Food, to inland cities, that don't have 
    access to the ocean for extra food. They are also needed for the return trip
    to take the produced materials back to the ports for either manufacture or
    selling back to Europe. 
    It is best that you build roads between the port cities and the inland cities
    because that will allow you to travel 200% further whilst not consuming 
    any extra turns. After all, movement is 2, while the road allows for all 
    movement between squares to be 1/3, which means 6 movement on roads. 
    [8.01] Ground Units
    As a note, military units have their basic unit, which what is listed below,
    and then you add in their job. That is, if you have a soldier, you add in the
    benefits of Soldier, and their job, which is Soldier. So a Regular Dragoon 
    will need to add the stats of the Regular and the job of Dragoon. 
    Strength = 4
    Movement = 1
    Cost     = 200 Production Hammers
               40 Tools
     Unique to all European Empires (Colonies do not get these)
     Doesn't Receive Defensive Bonus
     +150% Settlement Attack
     +50% Settlement Defence
     Can Bombard Settlement Defences (-20% a Turn)
     Requires Armoury, Magazine or Arsenal
    Strength = 3
    Movement = 1
    Cost     = 200 Production Hammers
               40 Tools
     Doesn't Receive Defensive Bonus
     +100% Settlement Attack
     +50% Settlement Defence
     Can Bombard Settlement Defences (-12% a Turn)
     Requires Armoury, Magazine or Arsenal
    Strength = 2
    Movement = 1
     Can Found Colonies
     Can Only Defend
     These are the units you get giving Guns to your Colonists
    --==Great General==--
    Strength = 0
    Movement = 2
     Can Provide 20 EXP to Units on the Same Tile
     Provides Free Upgrades when attacked to a unit
    These guys are generated from normal battles. The more EXP your units game
    from battle, the more Great General Points that your colonies will gather. 
    After a certain limit in General Points, a Great General will emerge to 
    rally your troops. However, once they come out, the General Points are 
    reset and the amount needed for the General to appear are doubled. 
    Strength = 0
    Movement = 1
    Cost     = 50 Production Hammers
     Unique to All Native Empires
     Can Found a New Settlement
     +25% Marsh Attack
     +75% Jungle Attack
     +75% Forest Attack
     +50% Light Forest Attack
     +1 Production of Fur
     +2 Production of Silver
    Strength = 0
    Movement = 1
     Soldiers of the Royal Expeditionary Force
     Can Found a Settlement
     Doesn't Receive Defensive Bonuses
     +50% Settlement Attack
     Starts with Veteran I and Veteran II Promotions
    --==Seasoned Scout==--
    Strength = 0
    Movement = 1
     Better Results from Ancient Ruins
     Can Found a Settlement
     Must be trained, cannot be built
    Strength = 0
    Movement = 1
     Must be transported to Europe via Galleon
     Exchaged for Gold in Europe
     Found in Ancient Ruins, Burial Grounds and Plundering Villages
    --==Veteran Soldier==--
    Strength = 0
    Movement = 1
     Can Found a Settlement
     Starts with Veteran I and Leadership Promotions
     These Soldiers are Improved forms of Colonists
    [8.02] Naval Units
    Naval units are going to be the most important factor when you decide to 
    declare your independance from the mother country. Since all the troops will
    be coming in ships, you get controls of the sea, you get control on how 
    many reinforcements the Expeditionary Froce are going to get. 
    Strength = 3
    Movement = 3
    Cost     = 100 Production Hammers
               30 Tools
     Cargo Space = 2
     Can Only Defend
     Chance to escape to Drydock or Shipyard after losing a Battle
     Requires Drydock
    Strength = 8
    Movement = 5
    Cost     = 300 Production Hammers
               200 Tools
               200 Guns
     Can Bombard Settlement Defences (-8% a Turn)
     Requires Shipyard
    Strength = 5
    Movement = 3
    Cost     = 300 Production Hammers
               100 Tools
     Cargo Space = 6
     Can only Defend
     Can be used to transport Treasure Units
     Requires Drydock
    Strength = 12
    Movement = 4
    Cost     = 400 Production Hammers
               300 Tools
               300 Guns
     Unique to the Royal Expeditionary Force
     Cargo Space = 4
     +50% Attack Against Frigate
     Can Bombard Settlement Defences (-12% a Turn)
    Strength = 4
    Movement = 4
    Cost     = 200 Production Hammers
               60 Tools
     Cargo Space = 4
     Can Only Defend
     Chance to escape to Drydock or Shipyard after losing a Battle
     Requires Drydock
    Strength = 5
    Movement = 4
    Cost     = 200 Production Hammers
               100 Tools
               60 Guns
     Cargo Space = 2 (Goods ONLY)
     Can Attack without Declaration of War
     Captures Cargo of Defeated Transports
     Attacks without revealing Nationality of Unit
     Starts with Navigation I Promotion
     Requires Drydock
    --==Ship of the Line==--
    Strength = 8
    Movement = 4
    Cost     = 400 Production Hammers
               300 Tools
               300 Guns
     +50% Against Frigates
     Can Bombard Settlement Defences (-12% a Turn)
     Requires Shipyard
    Note that all Cargo Spaces means that it can be substituted for units instead,
    except the Privateer, which can only carry goods, no units. 
    [9.01] Founding Fathers
    Founding Fathers are significant people in history that have contributed 
    during the golden age, which is about 1400-1800. These people are quite famous
    and some moreso than others, their names will give them away.
    Anyway, you can generate founding father points from the production of liberty
    bells. There are five types of founding father points, one for each type of
    founding father, and these points are all generated from liberty bell 
    production. Your cities can also set aside production to create such points
    when not building buildings or creating units. 
    Actions such as military actions will create extra or bonus military points,
    trading will make trade points, generation of crosses will help with making
    more religious points and exploration of the unknown will create more 
    exploration points. There is no bonus for Political points. 
    When you have acquired a set number of points required for the founding 
    father, you will be able to accept or decline the offer of them joining your
    colonies. If you reject them, bear in mind that you can NEVER rehire them. 
    Note that the first colony to get enough points will have the opportunity to
    hire them first, and if they reject, then the next person to get the points 
    and so forth. 
    Other than that, the founding fathers are extremely useful in the game since
    they will provide a permanent boost to your colonies, and in some cases, make
    your units more effective, or increase production. These are very useful so
    you want to grab as many as you can. 
    [9.02] Trade
    Trade Founding Fathers are extremely useful for making money, they will help
    you in increasing production in your colonies, even decreasing the build 
    times of your buildings, extremely useful. 
    --==Adam Smith==--
    Requires: 5610 Trade Points
              3366 Political Points
    "50% Faster Production of Textile Mill, Coat Factory, Rum Factory, Cigar
    The writer of the "Wealth of Nations", the four factories will take half the
    amount of time it normally requires, which really means that about half of
    the production required is needed for the completion of the building, which
    isn't all that bad. But it is only for those buildings, none else.
    --==Alexander Hamilton==--
    Requires: 7573 Trade Points
              4488 Political Points
    "+3 Hammers per Town Hall"
    Well, that means that when you start a colony with Alex, you will always get
    three hammers produced from the town hall. Since the town hall is given to you
    from the start, which isn't such a bad idea in the first place. That can be
    then used to produce more founding father points.
    --==Cyrus McCormick==--
    Requires: 17671 Trade Points
              10659 Political Points
    "+1 Food on Plots with 2 Food
     +50% Sugar Production in all Settlements"
    An inventor in agriculture, this guy effectively gives you more food on the
    tiles that you harvest food from, which means quite a lot. Also, he is a god-
    send for the sugar plantations and rum production. 50% more sugar means quite
    a fair amount in the long run, enough to get more colonies in rum production
    to send back to Europe.
    --==Eli Whitney==--
    Requires: 13464 Trade Points
              7854 Political Points
    "+50% Cotton Production in all Settlements"
    Like the above founding father, this will pretty much increase all production
    of cotton, which again, is extremely useful for weaving cloth, and more
    cotton means more cloth, which then means more money for you, and if you have
    access to cotton, this isn't a bad choice. 
    --==Jan De Witt==--
    Requires: 4207 Trade Points
              2524 Political Points
    "-50% Tools required for buildings"
    One of the more measly effects that you can have in the game, this will 
    pretty much reduce the amount of tools that you need, but then again, the 
    tools that are needed for the production of buildings is relatively minor,
    but saving tools is good, use them to make muskets. 
    --==John Jacob Aster==--
    Requires: 10098 Trade Points
              5890 Political Points
    "+50% Fur Production in all Settlements"
    This is useful if you have settled in the polar areas of the map, where there
    is plenty of Tundra to play around with that requires you to make the most out
    of fur. This is quite useful since Coats is one of the more valuable resources
    since they are only plentiful in the polar regions, and that means price is 
    going to be higher with less demand.
    --==John Rolfe==--
    Requires: 2244 Trade Points
              1542 Political Points
    "+25% Tobacco Production in all Settlements"
    This isn't as useful as the other founding fathers since it is only a 25% 
    boost instead of a 50% boost but then again, Tobacco is quite plentiful on 
    the map regardless, so it isn't such a bad idea. But then again, the trading
    founding fathers are all about making a lot of money. 
    --==Lord Baltimore==--
    Requires: 3085 Trade Points
              1963 Political Points
    "Increases Cross production by the tax rate"
    This pretty much means that the amount your are tax is the percentage that 
    the production is increased by. But if you think about it, tax rates are only
    increased when you make a lot of money, and cross production is there for 
    making immigrants on the shores of Europe, so this is only useful for you
    if you hope for some decent immigrants or you are low on experts.
    --==Peter Minuit==--
    Requires: 1683 Trade Points
              1122 Political Points
    "-25% Cost of Recruiting Units in Europe"
    Believe it or not, 25% is quite a large amount considering the average 
    expert is in the thousands of gold. That means that in the long run, you can
    save a lot of gold when you recruit units from Europe. Europe is really only
    useful with skilled labour, since horses and muskets and free colonists you
    can produce yourself. Plus, this guy was from the original DOS game. 
    [9.03] Political
    Political Founding Fathers are some of the most important in the game, they
    are useful in all aspects as well as the points that they generate, since the
    political points are needed for all other founding fathers as well. The
    political points are the most important type of points that you can get, so
    use them well. 
    --==Alexis De Tocqueville==--
    Requires: 44880 Political Points
    "+50% Education Points Production in all Settlements
     +3 Liberty Bells per University"
    This is extremely useful if you want to train your workers into skilled labour
    with the University, as well as the Liberty Bells production since it is 
    needed to generate more points for you to play with. Since by the time you are
    able to acquire this guy, you will have universities everywhere, this is 
    quite a useful founding father. 
    --==Ben Franklin==--
    Requires: 4488 Political Points
    "+3 Liberty Bells per Printing Press
     +3 Liberty Bells per Newspaper"
    This is an extremely useful founding father. Printing Press and the Newspaper
    are the most important boosts that you can have in the terms of Liberty Bell
    production. That being said, 6 extra Liberty Bells, made from such an early
    point in the game, there should be a rush to get this guy into your team. At
    all costs.
    --==Betsy Ross==--
    Requires: 25245 Political Points
    "+3 Cloth Production per Weaver's House
     +3 Cloth Production per Weaver's Shop
     +3 Cloth Production per Textile Mill"
    This is one of the better founding fathers, or mothers in this case, because
    this will create cloth for your colony, AND DOES NOT REQUIRE ANY INPUT. That
    right, you get 3 extra cloth for no input, they just come out of no where,
    and while a total of 9 cloth isn't a lot, over time, that means a lot of 
    --==James Madison==--
    Requires: 19074 Political Points
    "+3 Muskets per Armory
     +3 Muskets per Magazine
     +3 Muskets per Arsenal"
    One of the best founding fathers if you do not have any access whatsoever
    to iron to make muskets. This ensures that you will have muskets for your
    colony all the time, regardless of whether you have access to tools because
    you don't need tools to make these muskets, they're magic muskets. 
    --==John Jay==--
    Requires: 10659 Political Points
    "+25% Liberty Bell Production in all Settlements"
    This is an extremely useful effect for you to have, more liberty bells
    means that you get a lot more political points to play with. That pretty
    much means that this guy is a must, if you can get him, you will want to
    hire him straight away. Seriously, the effect is massive. 
    --==John Winthrop==--
    Requires: 2524 Political Points
    "+1 Cross Production per Town Hall"
    In all seriousness, this is quite a useless ability to be honest. Why?
    Because cross production is 1 cross for just having a Church, so this is
    quite a lowsy boost. Also, you need experts for that kind of business, not
    just small 1 cross production boosts. I suggest that you skip this guy and
    head for Mr Jay.
    --==Patrick Henry==--
    Requires: 7854 Political Points
    "+3 Liberty Bells per Town Hall"
    A nice boost for you if you can get this guy, three liberty bells for 
    several colonies will mean quite a lot, but if you decide to skip this guy
    as well as John Winthrop, you will be able to get John Jay, which is one 
    of the more useful Political Founding Fathers in the game.
    Requires: 3366 Political Points
    "Strengthens Relations with the Natives"
    No, it isn't a damned Disney movie, this princess is able to improve your 
    relations with the natives, which is quite useful of you don't want them to
    accidently fire their weapons at your colonists, but isn't going to be too
    useful if you decide that their land is perfect for a new colony and you are
    going to take it using a fair bit of force. 
    --==Samuel Adams==--
    Requires: 5890 Political Points
    "Increase Liberty Bell Production by the tax rate"
    Quite useless early in the game where your tax rate is relatively low, but 
    when you get more and more money in your colony, this is a very, very useful
    effect since the maximum the tax rate will get up to is 99% and near double
    production of liberty bells is handy in any situation. If you can get him, 
    try and get him. 
    --==Thomas Paine==--
    Requires: 14025 Political Points
    "Increases Hammer Production by the tax rate"
    Another useful one since the hammer production is effectively linked to your
    points production since it is an option that you can choose. This makes it a 
    very useful situation so you should really hire this guy as well. Wow, so many
    founding fathers you should hire, guess you really want as many founding 
    father points as fast as possible. 
    --==Washington Irving==--
    Requires: 33660 Political Points
    "+1 Liberty Bell per Schoolhouse
     +2 Liberty Bells per College
     +3 Liberty Bells per University"
    Quite a useful ability, but if you think about it, Ben Franklin is a better
    choice. There, you have the ability of two media buildings producing more and
    more Liberty Bells, and that totals to 6. This also totals to 6, but these
    don't normally produce Liberty Bells. This all depends on whether you decide
    to use education buildings or not. 
    [9.04] Religious
    Religious Founding Fathers are all to do with the church and add on buildings
    and that is all. They will have some nifty boosts, some including liberty
    bells from church, which is neat. You need Religion Points for this, but 
    these founding fathers are more or less, less useful than the others, in
    particular, Political and Military. Political Points are what you should
    be generating a lot of, no question there. 
    --==Bartolome De Las Casas==--
    Requires: 1262 Religion Points
              1122 Political Points
    "+50% Native Conversion Rate from Missions"
    This does sound like a good deal if you want more Converted Natives to take
    over resource production given that you are short on experts, or want some
    more colonists to be cannon fodder for your military, this is quite useful
    if you use missions. I generally don't, but it is completely your choice.
    Missions are quite useful, until they are expelled by the natives.
    --==Gabriel Lallemant==--
    Requires: 5329 Religion Points
              4488 Political Points
    "50% Faster Production of Church, Cathedral"
    If you want a bigger church, then this is quite useful for you, but otherwise,
    this is one founding father that is quite a useless waste of points. However,
    generation of immigrants are quite useful if you need some workers, and on
    the rare occasion, you might even get an expert that you desperately need, 
    Elder Statesman are quite useful, well, not quite, they are always useful. 
    --==Gregorio De Mattos E Guerra==--
    Requires: 16830 Religion Points
              14025 Political Points
    "+2 Liberty Bells per Church
     +3 Liberty Bells per Cathedral"
    This is one of the more useful founding fathers in the religion section, shown
    in the cost of the founding father. This allows for your church buildings to
    generate more political points and Liberty Bells for your nation, which is
    always welcome. However, if you want liberty bells, you might want to get Mr
    Ben Franklin first, he is quite useful, well, extremely useful. 
    --==John Harvard==--
    Requires: 9537 Religion Points
              7854 Political Points
    "Free Schoolhouse in Every Settlement"
    This is useful if you are planning to use the Education System to educate your
    colonists into skilled labour. Well, this is expected, since Mr Harvard's name
    is the same copy as the name of the world's most famous University, Harvard
    University. However, I don't see why he would be in the Religious section, 
    they must be missing an Education Founding Father. Well, 1 isn't really a lot.
    --==Juan De Sepulveda==--
    Requires: 1683 Religion Points
              1542 Political Points
    "Provides 2 Converted Natives"
    If you have the points to play with, this isn't such a bad idea, because 2
    converted natives, at the early stage in which this Founding Father can be
    obtained, is quite useful. They will be useful in replacing the free colonists
    on the field and holding their position until you will replace them with the
    experts. Until then, this is a welcome addition to your colonies. After you
    replace them, give them some Guns and make them hold their position.
    --==Nathaniel Hawthorne==--
    Requires: 22440 Religion Points
              19074 Political Points
    "Provides 3 Elder Statesmen"
    What a wonderful ability. However, this must be measured against the points
    cost. If you are able to get to him first, this might be useful if you lack
    Elder Statesmen. However, by the time you are able to get this founding
    father, you should have a decent income and that would allow you to hire
    the Elder Statesmen from Europe. So it is completely up to you if you want
    this Founding Father or not. 
    --==Roger Williams==--
    Requires: 3927 Religion Points
              3366 Political Points
    "+25% Native Conversion Rate from Missions
     Strengths Relations with the Natives"
    Personally, I like killing the natives with my guns since they are a good
    source of training, but if you want decent relations with the Natives, this
    might be just the thing for you. Natives are better on the land than your
    own untrained colonists, so that is an upside, and stronger relations means
    that when the mother country comes along, you can have some extra firepower
    on your side. 
    --==Sor Juana==--
    Requires: 12622 Religion Points
              10659 Political Points
    "+3 Crosses Per Church
     +3 Crosses Per Cathedral"
    In my opinion, this isn't as good. The cost is quite excessive, but increased
    cross production means that you will get some extra units on the shores of 
    Europe faster than before. However, my main issue is that it is completely 
    random what type of unit you get, so you really need some luck. It all
    depends on what type of player you are. If you need the experts, all the help
    you can get is a nice idea. 
    --==Thomas Hooker==--
    Requires: 3085 Religion Points
              2524 Political Points
    "Provides 3 Jesuit Missionaries"
    No, he isn't the illicit type (You're FIRED Warfreak, worst joke all year - 
    SBAllen) but he is quite useful. Jesuit Missionaries are extremely useful if
    you are going to establish missions because they have a much higher success
    rate in getting the Converted Natives to join you than normal colonists 
    trying to be a missionary. Up to you really. 
    --==William Brewster==--
    Requires: 2244 Religion Points
              1963 Political Points
    "-25% Cost of Native Land Purchasing"
    No, he isn't bribing the natives with beer (I TOLD YOU, WORST JOKES EVER,
    YOU'RE SERIOUSLY FIRED WARFREAK! - SBAllen), but rather, with gold. The 
    problem here is that the natives demand this and that, but you are better
    off using them boomsticks and pointing it at them and killing them, taking
    their land, and that would be a better solution. I suppose if you want to be
    nice and all, this might be useful, but military power always wins. 
    --==William Penn==--
    Requires: 7012 Religion Points
              5890 Political Points
    "+3 Crosses per Town Hall
     Strengths Relations with the Natives"
    Well, if you really are desperate for them crosses, then this might be a good
    idea, or you have seriously pissed off those natives, then this might be a 
    decent founding father. But in reality, I don't think that this is a good idea
    at all, but it is up to you who you hire, I'm just babbling here to boost my
    ego. Warfreak's Ego, colonization style. 
    [9.05] Exploration
    Exploration Founding Fathers are generally there to provide extra units for
    your colonies or little bonuses relationing to your colonies your those little
    burial plots that seem to be discovered and lead to war. Hey, if I decide to
    pillage your graveyard where your ancestors are buried, I think you'd try to
    bomb me, I would think. 
    --==Alexander Von Humboldt==--
    Requires: 16830 Exploration Points
              7012 Political Points
    "50% Faster Production of College, University"
    Well, you build your Colleges and Universities faster, but this comes pretty
    late in the game, and by then, your colonies are pretty much set anyway and
    don't benefit from education. However, faster production, in combination with
    effects that give Liberty Bells, means more liberty bells. MOAR I SAY. MOAR!
    The more liberty bells the better. 
    --==Giovanni Da Verrazano==--
    Requires: 5329 Exploration Points
              2244 Political Points
    "Provides 1 Caravel"
    Well, ships are pretty expensive and you want to have more ships so you can
    trade, so this is a pretty good for a starting colony. After all, when your
    colonies grow, so does the amount of material that needs to be sent back to
    Europe to make a profit, and this is a surefire way to improve your abilities
    to send it back to Europe. 
    --==Gonzalo Jimenez De Quesada==--
    Requires: 3085 Exploration Points
              1402 Political Points
    "Reveals all Tiles with Burial Grounds
     Reveals all Tiles with Ancient Ruins"
    This is one of the most useful exploration abilities that one person can have
    because this will reveal all the plots you want to explore. This is because 
    that these plots nearly always contain something nice, but may have adverse
    effects, and some are downright nasty, such as making your unit disappear into
    thin air, which isn't nice. The ability to see where they are is not helped
    if they happen to be in spaces where your units aren't welcome. 
    --==Jacques Marquette==--
    Requires: 12622 Exploration Points
              5329 Political Points
    "+1 Movement for Scout"
    I'm not too sure about this one, the Scout is pretty fast, but more movement
    at that many points isn't all that good. At that point in time, you should
    have more money, more than enough to stop your reliance on the pieces of
    treasure that you send home on your Galleon. It is up to you, but I'd assume
    that you would, at that point, have better things to spend your points on. 
    --==John Smith==--
    Requires: 9537 Exploration Points
              3927 Political Points
    "-50% Cost of Native Land Purchasing==--
    This is just a bigger version of Mr William Brewster, so I don't think that
    this is too good of an idea. I'm more for a bigger military to take what
    you want, and if anyone complains, you have a massive army to take down any
    person that will complain. Land purchasing, if you take the peaceful path,
    can get very expensive, so you might want to consider this if you don't like
    big boomsticks. 
    --==Juan Ponce De Leon==--
    Requires: 2244 Exploration Points
              1122 Political Points
    "2 times as likely to get Treasure from Ancient Ruins"
    Quite useful at the beginning of the game, where treasure means a big boost
    to your colonies, it is useful in addition to Quesada who can reveal where
    all the ancient ruins are. However, you might want to invest in a Galleon
    straight away, you don't want all that reasure that you are obtaining to go
    mainly to that arrogant windbag that they call King. 
    --==Juan De Bermudez==--
    Requires: 7012 Exploration Points
              3085 Political Points
    "+1 Movement for Caravel
     +1 Movement for Merchantman
     +1 Movement for Galleon"
    This is one of the better founding fathers for Exploraiton, since you want 
    as much movement as possible. Depending on the map, your units will have 
    problems moving since there is a considerable distance between Europe and
    your colonies. For example, on the Huge Western Hemisphere map, if you
    start where New York currently lies, there is a long, long distance from
    Europe to New York. Several turns, so any help is more than welcome. 
    --==Lewis and Clark==--
    Requires: 22440 Exploration Points
              9537 Political Points
    "-50% Pioneer Equipment Required
     +1 movement for Wagon Train"
    Well, these should be Founding Fathers, since they were a pair. Anyway,
    this is quite useful, but there is a problem. It is a long time before you
    are able to hire these two, and by then, Wagon Trains are operating fine
    and the pioneers have made roads everywhere. So, it is up to you, as the 
    player, whether you want to hire these guys or not.
    --==Pedro Alvares Cabral==--
    Requires: 1683 Exploration Points
              841 Political Points
    "-50% Travel Time to Europe"
    This is one founding father that you want to hire straight away. This is
    exceptionally useful, this makes it easier on your ships. Given that on
    large maps, travel time back to Europe is extremely long, this is very
    useful. Even on smaller maps, this is useful. This will save turns upon
    turns for your ships, and you can easily turn those turns into a lot of
    money, or gold. 
    --==Vasco Nunez De Balboa==--
    Requires: 3927 Exploration Points
              1823 Political Points
    "+25% Defence in all Settlements"
    This should be in military, but oh well. Anyway, this will improve the
    defence of your colony, which makes the troops defending it stand more
    of a chance against the invaders. But given that you can spend these 
    points on actually improving the units so they can do something on the
    field, this might be more or less worthless compared with the military
    founding fathers. 
    [9.06] Military
    Finally, the military founding fathers, these guys are there for the sole
    reason of boosting the raw firepower of your units, which is quite a good idea
    to be quite honest. These guys are going to be more and more important as the
    game ticks on and you start to build up a powerful force to keep that 
    demanding piece of crap that you call a king at bay. All in all, these are
    guys you ultimate are going to fight for. 
    --==Chief Powhatan==--
    Requires: 2244 Military Points
              4488 Political Points
    "+50% Attack Power for Converted Native"
    So, when you have all those experts on the fields toiling away, making more
    raw resources appear out of no where than the converted natives can, this is
    one person that you want on your team, this is useful since they make decent
    troops. I personally don't have any problems with using the other Founding 
    Fathers to get converted natives, and then making them cannon fodder. Also,
    he wears a Top Hat. Come on, a Top Hat. 
    --==Diego Velazquez De Cuellar==--
    Requires: 1122 Military Points
              1963 Political Points
    "Provides 3 Indentured Servants"
    Well, the reason why this is in the military section is because the servants,
    while they are more or less inefficient in production, they make good forms of
    cannon fodder. Yep, like the episode in the Simpsons, they make damn good
    Frontline Infantry. Frontline Infantry. Frontline Infantry. Well, that what
    they are for. Any immigrants in Europe you don't want. FRONTLINE INFANTRY.
    --==Dom Pedro I==--
    Requires: 10098 Military Points
              33660 Political Points
    "+50% Great General Emergence
     Free Promotion - Veteran I, Minuteman I
      - Mounted Units
      - Gunpowder Units"
    One of the most useful Founding Fathers, military wise anyway, because first
    of all, more promotions means that your units have the extra edge against your
    enemies which is always a good thing. Also, emergence of the Great General 
    means stronger troops, and that is even better, stronger and better troops. 
    Its a battle between the hardened veteran or the fresh, green recruit. No
    --==Ethan Allen==--
    Requires: 4207 Military Points
              10659 Political Points
    "Free Promotion - Ranger I, Mountaineer II
      - Gunpowder Units"
    Even more promotions, this is even better. More promotions, like I said, 
    is good for your troops. They make them stronger and better, and in this 
    case, better without having to do anything but to exist. The least I can 
    say about this is that you want this. Your foot soldiers are going to be
    the most important ground unit. Your mounted units might be powerful, but
    you can't have too many of them since horses do take time. However, foot
    soldiers are going to be everywhere. 
    --==Francisco Pizarro==--
    Requires: 841 Military Points
              1542 Political Points
    "Free Promotion - Looter
      - Gunpowder Units"
    This is a nice promotion, looter does give more gold for you for burning all
    that crap the enemy has to the ground. This is why this unit is pretty good
    in the long run. Any fight that you have with an enemy, don't forget to 
    pillage their land, and make the most of your incursion in their land, here,
    why don't you take some gold to remember them by?
    --==Francisco De Coronado==--
    Requires: 1683 Military Points
              3366 Political Points
    "+1 Movement for Dragoon"
    This is an interesting ability. Dragoons are the mounted troops, those with 
    guns and horses. They are quite powerful, since they can move pretty damn
    far, so they are going to serve as the powerhouse. If you want them to be
    extremely powerful, this might be just the ticket for you. After all, you
    can have all the foot soldiers you want, but it ain't special till the tanks
    roll in. 
    --==Hernan Cortes==--
    Requires: 561 Military Points
              1122 Political Points
    "Free Stockade in Every Settlement"
    This is relatively useful for the small fee that you have to pay to hire
    this founding father. The Stockade acts as a wall, this fortifies your 
    units while they are in the settlement, so this is extremely useful. You
    also save on the cost of building one, so it is, in all counts of the 
    terms, win win. Small cost for such a large gain. Hey, even I can be a stock
    --==Hernando De Sato==--
    Requires: 1402 Military Points
              2524 Political Points
    "Free Promotion - Grenadier I
      - Gunpowder Units"
    Another promotion for your foot soldiers, my, if you have all these founding
    fathers, your frontline infantry is going to be something to be reckoned 
    with, for sure. Like I said before, any boost that you can give to your 
    frontline infantry is a good one, regardless. And the points cost for this
    upgrade isn't all that high, so a good choice. 
    --==John Paul Jones==--
    Requires: 5610 Military Points
              14025 Political Points
    "Provides 1 Frigate"
    Well, a Frigate is rather expensive, so this one is where you need to weigh
    up the cost. If you can't afford to get a Ship of the Line, than this isn't
    such a bad choice, but Frigates aren't good for anything but war, their cargo
    carrying skills is poor to say the least. This is up to you, and how desperate
    you are to get an extra ship. Remember, the control of the seas is EXTREMELY
    important when you declare revolution. 
    --==Marquis De La Fayette==--
    Requires: 7293 Military Points
              25245 Political Points
    "Increases Musket Production by Tax Rate"
    Well, this is the Frenchman that helped the Americans. This is quite a 
    powerful ability that he has there. You see, the more you get taxed, the more
    you want to declare revolution. And more you want to do that, the more guns
    you want to fight off the invaders. And this helps greatly. This will increase
    musket production by a fair amount, and considering that you will have a high
    tax rate before revolution, this means a lot more muskets than you know what
    to do with. 
    --==Paul Chomedey De Maisonneuve==--
    Requires: 3085 Military Points
              5890 Political Points
    "Free Promotion - Formation
      - Gunpowder Units
     +1 Movement for Converted Native"
    Finally, the last of the founding fathers, this man is quite useful as well.
    Formation is a relatively useful bonus to have, and the extra movement for 
    the converted native is quite useful as well. Like I keep going on and on,
    Converted Natives are extremely useful as cannon fodder, and why not give
    them a good promotion to make them feel a bit safer when they go to sleep
    at night.
    [10.01] Buildings
    Buildings are the lifeblood of the colonies, you need more and more buildings
    to build more and more new items. I'll list all the buildings below and what
    they will do. For the production of each item, it will require 1 unit of 
    input of the processing material. Read the Resources section for a clearer
    understanding. You will normally start with all the House's, the Carpenter's
    Shop, Church and Town Hall.
    Cost = 100 Production Hammers
           0 Tools
    Produces = 3 Guns per Citizen
     Required to Train Artillery and Cannons
     Required to Build Magazine
    Cost = 900 Production Hammers
           100 Tools
    Produces = 6 Guns per Citizen
               +50% Gun Production
     Replaces Armoury, Magazine
     Required to Train Artillery and Cannons
     Requires Magazine, Lumber Mill
    --==Blacksmith's House==--
    Cost = 50 Production Hammers
           0 Tools
    Produces = 3 Tools per Citizen
     Required to Build Blacksmith's Shop
    --==Blacksmith's Shop==--
    Cost = 150 Production Hammers
           50 Tools
    Produces = 6 Tools per Citizen
     Replaces Blacksmith's House
     Required to Build Ironworks
     Requires Blacksmith's House
    --==Carpenter's Shop==--
    Cost = 50 Production Hammers
           0 Tools
    Produces = 3 Production Hammers per Citizen
     Required to Build Lumber Mill
    Cost = 150 Production Hammers
           50 Tools
    Produces = 6 Crosses per Citizen
     Replaces Church
     Requires Church
    Cost = 50 Production Hammers
           0 Tools
    Produces = 3 Crosses per Citizen
     Required to Build Cathedral
    --==Cigar Factory==--
    Cost = 270 Production Hammers
           100 Tools
    Produces = 6 Cigars per Citizen
               +50% Cigar Production
     Replaces Tobacconist's House, Tobacconist's Shop
     Requires Tobacconist's Shop, Lumber Mill
    --==Coat Factory==--
    Cost = 270 Production Hammers
           100 Tools
    Produces = 6 Coats per Citizen
               +50% Coats Production
     Replaces Fur Trader's House, Fur Trader's Shop
     Requires Fur Trader's Shop, Lumber Mill
    Cost = 150 Production Hammers
           50 Tools
    Produces = 6 Education per Citizen
     Replaces Schoolhouse
     Required to Build University
     Requires Schoolhouse
    Cost = 25 Production Hammers
           0 Tools
     Water Tiles +2 Food
     Required to Build Drydock
    Cost = 75 Production Hammers
           50 Tools
     Water Tiles +2 Food
     Replaces Docks
     Required to Build Shipyard
     Can Build Merchantman, Caravel, Privateer, Galleon
     Requires Docks
    Cost = 90 Production Hammers
           50 Tools
     Replaces Stockade
     100% Defence
     Required to Build Fortress
     Requires Stockade
    Cost = 270 Production Hammers
           100 Tools
     Replaces Stockade, Fort
     150% Defence
     Requires Fort, Lumber Mill
    --==Fur Trader's House==--
    Cost = 30 Production Hammers
           0 Tools
    Produces = 3 Coats per Citizen
     Required to Build Fur Trader's Shop
    --==Fur Trader's Shop==--
    Cost = 90 Production Hammers
           50 Tools
    Produces = 6 Coats per Citizen
     Replaces Fur Trader's House
     Required to Build Coat Factory
     Requires Fur Trader's House
    --==Horse Pasture==--
    Cost = 20 Horses
    Produces = 2 Horses per Citizen
     Unique to ALL NATIVE EMPIRES.
     Replaces Stable
     Required to Build Ranch
    Cost = 450 Production Hammers
           100 Tools
    Produces = 6 Tools per Citizen
               +50% Tool Production
     Replaces Blacksmith's House, Blacksmith's Shop
     Requires Blacksmith's Shop, Lumber Mill
    --==Lumber Mill==--
    Cost = 150 Production Hammers
           80 Tools
    Produces = 6 Production Hammers per Citizen
     Replaces Carpenter's Shop
     Required to Build Textile Mill, Coat Factory, Shipyard, Cigar Factory,
     Ironworks, Arsenal, University, Warehouse Expansion, Fortress, Rum Factory
     Requires Carpenter's Shop
    Cost = 300 Production Hammers
           50 Tools
    Produces = 6 Guns per Citizen
     Replaces Armoury
     Required to Train Cannon, Artillery
     Required to Build Arsenal
     Requires Armoury
    Cost = 180 Production Hammers
           50 Tools
    Produces = +100% Liberty Bells Production
     Replaces Printing Press
     Requires Printing Press
    --==Printing Press==--
    Cost = 60 Production Hammers
           20 Tools
    Produces = +50% Liberty Bells Production
     Required to Build Newspaper
    Cost = 90 Production Hammers
           100 Horses
    Produces = 4 Horses per Citizen
     Replaces Stable, Horse Pasture
     Requires Stable
    --==Rum Distiller's House==--
    Cost = 30 Production Hammers
           0 Tools
    Produces = 3 Rum per Citizen
     Required to Build Rum Distiller's Shop
    --==Rum Distiller's Shop==--
    Cost = 90 Production Hammers
           50 Tools
    Produces = 6 Rum per Citizen
     Replaces Rum Distiller's Shop
     Required to Build Rum Factory
     Requires Rum Distiller's Shop
    --==Rum Factory==--
    Cost = 270 Production Hammers
           100 Tools
    Produces = 6 Rum per Citizen
               +50% Rum Production
     Replaces Rum Distiller's Shop, Rum Distiller's House
     Requires Rum Distiller's Shop, Lumber Mill
    Cost = 50 Production Hammers
           0 Tools
    Produces = 3 Education per Citizen
     Required to Build College
    Cost = 225 Production Hammers
           100 Tools
     Replaces Docks, Drydocks
     Water Tiles +2 Food
     Required to Build Frigate, Ship of the Line
     Required Drydock, Lumber Mill
    Cost = 30 Production Hammers
           50 Horses
    Produces = 2 Horses per Citizen
     Required to Build Ranch
    Cost = 30 Production Hammers
           0 Tools
     50% Defence
     Required to Build Fort
    --==Textile Mill==--
    Cost = 270 Production Hammers
           100 Tools
    Produces = 6 Cloth per Citizen
               +50% Cloth Production
     Replaces Weaver's House, Weaver's Shop
     Requires Weaver's Shop, Lumber Mill
    --==Tobacconist's House==--
    Cost = 30 Production Hammers
           0 Tools
    Produces = 3 Cigars per Citizen
     Required to Build Tobacconist's Shop
    --==Tobacconist's Shop==--
    Cost = 90 Production Hammers
           50 Tools
    Produces = 6 Cigars per Citizen
     Replaces Tobacconist's House
     Required to Build Cigar Factory
     Requires Tobacconist's House
    --==Town Hall==--
    Produces = 3 Liberty Bells per Citizen
    Cost = 450 Production Hammers
           100 Tools
    Produces = 12 Education per Citizen
     Replaces Schoolhouse, College
     Requires College, Lumber Mill
    Cost = 30 Production Hammers
           0 Tools
     +100 Goods Storage
     Required to Build Warehouse Expansion
    --==Warehouse Expansion==--
    Cost = 90 Production Hammers
           20 Tools
     +200 Goods Storage
     Replcaes Warehouse
     Goods over capacity are sold at 50% of Europe Prices
     Requires Warehouse, Lumber Mill
    --==Weaver's House==--
    Cost = 30 Production Hammers
           0 Tools
    Produces = 3 Cloth per Citizen
     Required to Build Weaver's Shop
    --==Weaver's Shop==--
    Cost = 90 Production Hammers
           50 Tools
    Produces = 6 Cloth per Citizen
     Replaces Weaver's House
     Required to Build Textile Mille
     Requires Weaver's House
    [11.01] Improvements
    Improvement are little things that are on the tiles that will help or hinder
    your colonies. Most of these are built, but two of them aren't and they are
    randomly generated by the map. Note that this is SEVERELY lacking compared to
    Civ 4, but then again, this is just a stand alone version of Civ 4 as well as
    a weaker one.
    Also, here is where I put in one of my trivial points. On the game box, it 
    mentions Civ 4 not required for play. Why leave that there, sucker more people
    to buy more games. Wait, we aren't dealing with another certain company that
    likes money. Activision *cough*. Why Activision? They make more money than EA.
    [11.02] Ancient Ruins
    Ancient Ruins are little tiles on the map where you can explore with your
    units. Scouts tend to have a better time here. Here, you might get anything
    and everything.
    You can have your units go missing, which isn't nice, since they disappear 
    from the game. You can have some hostile natives attack you. You can have 
    the ability to reveal some of the map. You can find treasure to ship home or
    some gold to add to your treasury. You can also get some Converted Natives or
    Colonists out of these as well. Quite nice, considered them the Pandora's Box.
    You never know what you are going to get. 
    [11.03] Burial Grounds
    These are more dangerous to play with. The sole reason is that they are Burial
    Grounds, and if you are unlucky, you might suffer some adverse consequences.
    The Adverse Consequences is the ability for the local Natives to get really
    pissed off that you've just dug up their ancestors for their money. They will
    sour relations and they will attack you on sight. That is, it is a declaration
    of War if you are unlucky.
    However, the good thing is that you can get some treasure out of this. The
    treasure you get though, requires you to have a Galleon to ship the treasure
    back to Europe. Or you could just get the King to give you a ship to get the
    treasure back, but you will have to pay a significant part of the treasure to
    the king for the ship hire.
    [11.04] Farm
     +1 Food
     +1 Cotton
     +1 Tobacco
     +1 Sugar
     Can only be built on Flatlands
     Pillage yields 5 Gold on average
    Farms need to be built on each farming type for the extra food. In the long
    run, with an expert, you want a Farm because an expert can get an extra 2
    food out of the farm, which means that you can support another person in your
    colony, which surely has to be a good thing. 
    Also, this will increase the production of all your crops, so on your 
    colonies, you can produce more Rum, Cloth and Cigars because that extra unit
    of raw material can mean a fair amount of money over time.
    [11.05] Lodge
     +1 Lumber
     +1 Fur
     Pillage yields 5 Gold on average
    This is useful if you need a Lumberjack. This will also increase your fur
    production, which means that you can get an extra coat at least out of this
    little bonus. For Lumber, this is even more important because Lumber means
    more production hammers, and that means more units being built. 
    [11.06] Mine
     +1 Silver
     +1 Ore
     Pillage yields 5 Gold on average
    This is extremely useful in the case of Silver. That extra silver can go a 
    long way, since Silver is the most expensive material that you can sell back
    to Europe, though you need to build it on a mountain, since the silver can 
    only be mined from Mountains. 
    [11.07] Roads
    Roads are useful for a single reason, increased travel. The travel on the 
    roads will allow for a single movement to turn into three movements to three.
    That is, on a road, you only consume 1/3 of a turn on the road compared to 
    the usual 1 movement when travelling over terrain. Too bad you don't get the
    nice railway, because that would be 6 tiles per movement. 
    [12.01] Unit Promoted
    Promotions are granted to your unit after a period of time in battle. The more
    battles that they win, the more promotions. Promotions start off with 
    experience. To get promotions, you need experience. For every level that you
    gain on a single unit, the more promotions that you will be able to get. I'll
    list all of them below, and trust me, these give your units that little edge
    in combat that means victory. 
    Some also require a Great General to led them. For this, the Great General 
    needs to attack itself to a unit, and these units will have the ability to
    get promotions that normal units cannot get. Also, the abilities from the 
    other badges stack. Remember that. 
    Requires = Veteran II
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * No Combat Penalty for Attacking from Sea
     * No Combat Penalty for Crossing River
    --==Bomb I==--
    Available to : Siege Weapons
     * +20% Settlement Attack
    --==Bomb II==--
    Requires = Bomb I
    Available to : Siege Weapons
     * +25% Settlement Attack
    --==Bomb III==--
    Requires = Bomb II, Led by Great General
    Available to : Siege Weapons
     * +30% Settlement Attack
    --==Canister Shot I==--
    Available to : Siege Weapons
     * +5% Attack against Gunpowder Units
    --==Canister Shot II==--
    Requires = Canister Shot I
    Available to : Siege Weapons
     * +10% Attack against Gunpowder Units
    --==Canister Shot III==--
    Requires = Canister Shot II, Led by Great General
    Available to : Siege Weapons
     * +15% Attack against Gunpowder Units
    Requires = Veteran I
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * +25% Attack against Siege Weapons
    --==Explorer I==--
    Available to : Mounted Units
     * -1 Terrain Movement Cost
    --==Explorer II==--
    Requires = Explorer I
    Available to : Mounted Units
     * +1 Visibility Range
    --==Explorer III==--
    Requires = Explorer II, Led by Great General
    Available to : Mounted Units
     * Can Use Enemy Roads
     * +1 Movement Range
    Requires = Veteran II
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * +25% Attack against Mounted Units
    --==Grenadier I==--
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * +20% Settlement Attack
    --==Grenadier II==--
    Requires = Grenadier I
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * +25% Settlement Attack
    --==Grenadier III==--
    Requires = Grenadier II, Led by Great General
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * +30% Settlement Attack
     * +10% Attack against Gunpowder Units
    Requires = Led by Great General
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * Gains +100% Experience from Combat
    --==Led by Great General==--
    Requires = Great General
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * Free Upgrades
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
     * +50% Gold Yield from Pillaging
    --==Minuteman I==--
    Available to : Melee Units
                   Gunpowder Units
     * +20% Settlement Defence
    --==Minuteman II==--
    Requires = Minuteman I
    Available to : Melee Units
                   Gunpowder Units
     * +25% Settlement Defence
    --==Minuteman III==--
    Requires = Minuteman II, Led by Great General
    Available to : Melee Units
                   Gunpowder Units
     * +30% Settlement Defence
     * +10% Attack against Melee Units
    --==Mountaineer I==--
    Available to : Melee Units
                   Gunpowder Units
     * +15% Hills Attack
     * +15% Hills Defence
    --==Mountaineer II==--
    Requires = Mountaineer I
    Available to : Melee Units
                   Gunpowder Units
     * +25% Hills Attack
     * +25% Hills Defence
     * Double Movement in Hills
    --==Mountaineer III==--
    Requires = Mountaineer II, Led by Great General
    Available to : Melee Units
                   Gunpowder Units
     * +35% Hills Attack
     * +35% Hills Defence
     * Can Attack Multiple Times per Turn
    --==Navigation I==--
    Available to : Naval Units
     * +1 Visibility Range
    --==Navigation II==--
    Requires = Navigation I
    Available to : Naval Units
     * +1 Movement Range
    --==Navigation III==--
    Requires = Navigation II
    Available to : Naval Units
     * +1 Movement Range
    --==Ranger I==--
    Available to : Melee Units
                   Gunpowder Units
     * +20% Forest Attack
     * +20% Forest Defence
     * +20% Light Forest Attack
     * +20% Light Forest Defence
    --==Ranger II==--
    Requires = Ranger I
    Available to : Melee Units
                   Gunpowder Units
     * Double Movement in Forest
     * Double Movement in Light Forest
     * +25% Forest Attack
     * +25% Forest Defence
     * +25% Light Forest Attack
     * +25% Light Forest Defence
    --==Ranger III==--
    Requires = Ranger II, Led by Great General
    Available to : Melee Units
                   Gunpowder Units
     * Can Attack Multiple Times per Turn
     * +30% Forest Attack
     * +30% Forest Defence
     * +30% Light Forest Attack
     * +30% Light Forest Defence
    --==Skirmisher I==--
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
                   Naval Units
     * +10% Withdrawal Chance
    --==Skirmisher II==--
    Requires = Skirmisher I
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
                   Naval Units
     * +20% Withdrawal Chance
    --==Skirmisher III==--
    Requires = Skirmisher II, Led by Great General
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
                   Naval Units
     * +30% Withdrawal Chance
    --==Solid Shot I==--
    Available to : Siege Weapons
     * +5% Settlement Bombard Damage
    --==Solid Shot II==--
    Requires = Solid Shot I
    Available to : Siege Weapons
     * +10% Settlement Bombard Damage
    --==Solid Shot III==--
    Requires = Solid Shot II, Led by Great General
    Available to : Siege Weapons
     * +15% Settlement Bombard Damage
    --==Surgeon I==--
    Requires = Veteran I
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * Heals Units in Same Tile an Extra 10% Damage per Turn
    --==Surgeon II==--
    Requires = Surgeon I
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * Heals Units in Adjacent Tiles an Extra 10% Damage per Turn
    --==Surgeon III==--
    Requires = Surgeon II, Led by Great General
    Available to : Mounted Units
                   Melee Units
                   Gunpowder Units
     * Can Heal while Moving
     * Heals Units in Same Tile an Extra 15% Damage per Turn
     * Heals Units in Adjacent Tiles an Extra 15% Damage per Turn
    --==Swamp Fox I==--
    Available to : Melee Units
                   Gunpowder Units
     * +20% Marsh Attack
     * +20% Marsh Defence
     * +20% Jungle Attack
     * +20% Jungle Defence
    --==Swamp Fox II==--
    Requires = Swamp Fox I
    Available to : Melee Units
                   Gunpowder Units
     * Double Movement in Marsh
     * Double Movement in Jungle
     * +25% Marsh Attack
     * +25% Marsh Defence
     * +25% Jungle Attack
     * +25% Jungle Defence
    --==Swamp Fox III==--
    Requires = Swamp Fox II, Led by Great General
    Available to : Melee Units
                   Gunpowder Units
     * Can Attack Multiple Times per Turn
     * +30% Marsh Attack
     * +30% Marsh Defence
     * +30% Jungle Attack
     * +30% Jungle Defence
    --==Veteran I==--
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +10% Strength
    --==Veteran II==--
    Requires = Veteran I
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +10% Strength
    --==Veteran III==--
    Requires = Veteran II
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +10% Strength
    --==Veteran IV==--
    Requires = Veteran III
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +10% Strength
     * Heals Extra 10% Damage a Turn in Neutral Lands
    --==Veteran V==--
    Requires = Veteran IV
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +10% Strength
     * Heals Extra 10% Damage a Turn in Enemy Lands
    --==Veteran VI==--
    Requires = Veteran V, Led by Great General
    Available to : Mounted Units
                   Melee Units
                   Siege Weapons
                   Gunpowder Units
                   Naval Units
     * +25% Strength
    [13.01] Winning the Revolutionary War
    When you declare independance, which is available after you have reached the
    threshold of 50% Rebel Sentiment throughout your colonies, you can declare 
    your independance from your mother country, and don't think that they will
    take this lying down, they will send troops at you.
    For this, you should build up a lot of units to defend your colonies before
    you will declare your independance. You want an extremely large navy at the
    least, as well as a LOT of ground forces to defend your port cities, and
    more ground forces at your inland cities. You also want roads linking your
    inland cities with your port cities, for reinforcement. Set all your colonies
    to produce Guns, which is the most important thing at the moment, and Horses
    for your ground troops. Cannons are also quite useful, but make sure that 
    you put most of them in your inland cities, a few in your port cities. Make
    sure your cities all have Fortresses in them, that would seriously help.
    Before you declare independance, you want to have the following. Good 
    relations with as many people as possible. A large amount of colonies, at
    least one third of your colonies should be inland for protection. After all,
    losing your colonies will end in failure. You also need a large navy, at least
    half the size of the Royal Expeditionary Force's navy, and a large army, at
    least 60% of the size of the Expeditionary Force. 
    At this point, you want as many soldiers as you can. All your unwanted 
    colonists need to bear arms and get ready to fight. Most need to head to 
    the port cities, and some need to defend your inland cities. 
    -==The Foreign Invasion==--
    The first thing the empire is going to send at you are Man-O-War ships are
    your colonies, most filled with 4 units inside, ready to fight. This is 
    where control of the Seas are quite important. You can to make sure that
    your Warships, all of them, are there to attack the enemy warships first.
    If you sink a Warship, you will eliminate 4 units that were with the warship
    as well, so that places a smaller strain on your ground forces. Do not use
    Frigates against the Man-O-War, they are more effective against Frigates,
    send your Ship of the Lines at them, and then clean up with Frigates if they
    still stand.
    This is where control of the sea is important. It is highly unlikely that 
    your naval forces are going to win. The Expeditionary Force simply has too
    many warships for you to even consider a victory. However, although you will
    lose a navy, you will severely cripple a ground force, which is extremely 
    important, because war is ultimately won on the land. 
    --==Rally Support==--
    This is the time where you need to have good relations with the other 
    Colonial empires and the Natives. The reason I keep stressing that you have
    good relations will come out now.
    Get as many people as you can to declare War on the bastard they call a King.
    Make sure that you have their support, and you seriously don't want another
    enemy right now, the King is tough enough as it is. Allies are need now, so
    while you are fighting a naval battle, rally support. It is best to have 3
    empires and a colonial force, with some natives, fighting an empire. 
    --==Land Forces Arrive==--
    Once your navy is beat and lumbering back to the shipyards for repairs, you 
    will need to start fighting a ground war. The enemy will land at the closest
    port city, and they will start to attack the nearest settlement. Use all
    your troops to defend the city, and only move out to attack any artillery
    unit that comes too close.
    The reason for the defence is that the settlement has a nice defence bonus.
    That means that any soldier that decides to attack the settlement is pretty
    much fighting an uphill battle.
    In the meantime, get several regular soldiers to that position and support
    the settlement while you move your Dragoons out of the city. Why? They
    don't have the pleasure of Settlement Defence, they don't have the bonus, so
    you need to move them out. Move them behind the city, or use them to attack
    the enemy units. Your Dragoons have the strength to beat them, beat them and
    then retreat to heal.
    Meanwhile, have your Cannons, well a few of them, shifted to the settlement
    that is under siege. They will have an extra defence bonus while in the
    settlement, so that would be rather helpful. In the meantime, get all your
    colonists that are working the fields outside the settlement the right to
    bear arms, and make them the last line of defence for the city. 
    The odds are, this city will fall or the enemy invaders will land near 
    another port. When your regular colonists that you have removed from the
    field are sent to fight the invading forces, that is the time that you need
    to get out of the city. Move ALL the colonists to another city, using as 
    many of the Guns and the Horses that you have, and using what is left of
    your navy to get all the goods out of the colony into another colony. That
    will help, for now anyway.
    --==The Battle for Freedom==--
    The reason you take all the colonists out of your cities and escape is 
    to give the invaders a city, a target to attack, but at the same time, make
    sure that they get nothing. Now that a city has fallen, you need to get it
    You need to arm all the unused colonists and make them useful. Meanwhile,
    you need to start to heal those veterans of the battle, they are going to be
    extremely useful for your colonies.
    The Veterans of battles should be rested, and then used, since they are 
    greatly superior to your raw recruits. After the first settlement has 
    fallen, you need to start to use some Roadblocks, and find some more troops
    for yourself. 
    Since you don't get to do anything after the win for victory, you should
    arm all your colonists, except those that produce food, lumber, production
    hammers and Liberty Bells to fight the enemy. Those that produce ore, tools,
    guns and horses should stay as well. The reason for those is that you need
    food for new colonists, guns and horses for the troops, and production 
    hammers to build new units. 
    You should have a lot of valuable talent right there, but its all or 
    nothing, and you with the inability to play after independance, use all the
    troops you can.
    Now, this is where your own initiative comes in. You need to defeat all the
    enemy forces, down to the part where they surrender and give you what you
    want, your freedom, and if you need to beat every single one of them, then
    so be it.
    The hard part is keeping your colonies, but if you have some good friends,
    you can rely on them for some support. Other Colonies lending their troops
    and ships to you is a good start and it reduces the amount of units that you
    need to take down yourself.
    At the end of the day, it will take a fair amount of time to win your victory
    of your old country. Many players will lose at least twice before they can
    win for one. You need to keep up the skeer, you need to harass and win via
    unconventional tactics. Ambush from the hills, the forests, attack when they
    aren't expecting it, attack when they are fleeing. But most important, attack
    when you can win. You don't have unlimited forces, so you want to win when it 
    is possible, you don't lose settlements for no reason. If you lose your
    settlement, make sure all your colonists are gone, make sure they get nothing,
    and then, counter attack. And remember, if the Americans did it in real life
    with a much smaller force than the Expeditionary Force, surely you can do it
    as well. 
    [14.01] Your Constitution
    When you declare independance, you will have to draft your own constitution
    to determine how your new country would run, if you manage to succeed in 
    making sure that your motherland doesn't get too angry at you. Anyway, these
    stances, well, you have two options for each stance, will effect your entire
    colonial empire. Choose carefully, it will determine how you will use a lot
    of the useless features in your colony since Europe is gone. 
    [14.02] Stance on Slavery
    --==All Men Are Free==--
     +2 Population per Settlement
    This isn't as useful production wise, but given that you have use declared
    independance from the motherland, you need one thing, troops. This population
    boost will give more colonists that you can use to turn into soldiers and 
    defend your colonies. Give them guns, and they will become soldiers, but give
    them guns and horses, and they become dragoons, albeit some rather 
    inexperienced ones, but dragoons none the less.
     +25% Food, Lumber, Silver, Cotton, Fur, Sugar, Tobacco and Ore Production in
      all Settlements.
    This isn't that useful if you can use those items to trade and make money with
    it in the first place. Also, you need to remember that to declare 
    independence, it is generally a good idea to have a big bank balance to bribe
    other nations or tribes on the map to fight for you. However, if you think 
    that you can bribe another nation with trade goods, go right ahead, I don't 
    plan to stop you.
    I would like the All Men Are Free stance better. Not because I dislike Slavery
    per se, a production bonus is useful, but now, this part of the game is where
    you are going to be fighting troops, and more troops are always needed to 
    replace those who have fallen for their country. Therefore, the first Stance
    is more useful than the second, in my opinion. 
    [14.03] Stance on Land Security
    --==Controlled Arms==--
     +50% Liberty Bells Production in All Settlements
    This is rather useful, Liberty Bells are still needed as they give a nice 
    boost to your fighting troops as well as provide more founding father points
    as well. This is a nice bonus to your colonies, but maybe, for once, the 
    second stance might be a better idea.
    --==Right to Bear Arms==--
     +1 Strength for all Colonists
    This will give an attacking boost to all your colonists. If you get the All
    Men Are Free stance, you have plenty of colonists lying around and more attack
    force means that you can better defend your nation. Given that your naval
    forces won't be able to repel all invading Imperialist soldiers, you need 
    more attack to fight them off on land, and this is one such way. 
    The Right to Bear Arms is definitely going to be a better boost on the 
    battlefield, over the Liberty Bells Production. Sometimes, you need sheer
    manpower and raw firepower over tactics. You can't employ the Snipers that
    the American forces employed against the British during the Revolutionary
    War, so you need to think about that. Though that would have been a great
    addition, the colonial forces get Snipers. 
    [14.04] Stance on Elections
     +100% Founding Father Point Rate
    Well, this will generate all forms of Founding Father points twice as quick.
    So where you got a single point, you now get two, which is an extremely nice
    addition since by the time you can declare independance, you will be needing
    a lot of founding father points to get the next founding father, hopefully,
    military since you are in a military conflict. 
     Can continue Trade with Europe
    This isn't as useful as you will think. Given that you have just declared
    independance, you need all the fighting ships that you have to fight off
    all the invading naval forces that are carrying troops from Europe. Also,
    you should have a fair amount of Gold before you decide to declare your
    independance in the first place, so make sure that you have enough gold 
    to have elections.
    I generally prefer Elections over Monarchy, because you don't need to trade
    with Europe for the money, and you surely don't need to waste all your naval
    forces on trade when there is a war to be fought. However, what are you 
    going to do with all the excess production from your colonies. Maybe the 
    other colonies will buy some of your items, or maybe those natives might be
    [14.05] Stance on Natives
    --==Manifest Destiny==--
     +50% vs Natives
     Colony borders dominate native borders
    Well, I really don't like this one at all. If you think about it, you are
    fighting all the King's men, and you need all the help that you can get at
    this point. Surely you don't have that many troops to fight both the natives
    as well as the King's men? If you do, well, the Natives, I guess, are a good
    source of experience for your troops, but I don't think you have that many
    troops. The King does have a fair amount.
    --==Native Rights==--
     Strengthens Relations with the Natives
    I would seriously choose this one. I would rather arm the natives with the
    Muskets and Horses from my colonies if they would mean that they will fight
    on my side. Of course, you're not worrying about what happens after the
    revolution, but this would be better than trying to kill them. Even if the
    Natives don't kill the King's Men, wounded would still be nice. 
    I would choose Native Rights, the sole reason is because they can help you 
    out when you are fighting the King, which is a seriously hard thing to do on
    a good day, or even on the easy mode. Once the King makes landfall and takes
    some of your cities, you want to reclaim them, and if you have some more 
    backup, then that is a good thing. Seriously, you don't want to have to shift
    all your forces from your other colonies to defend one when the natives could
    do it for you. 
    [14.06] Stance on Religion
    --==Seperation of Church and State==--
     Converts Immigration Crosses into Liberty Bells
    Strictly speaking, I support this one for my religous background, that is, I
    don't like religion at all, and Seperation of Church and State should always
    be the case, but I'm not here to preach. Anyway, this is relatively useful
    if you want the Liberty Bells, but unfortunately, the stance that I morally
    hate has a better advantage. Curse you Sid Meier, why did you do this to me?
    Why? (Because he doesn't like you - SBAllen)
     Converts Immigration Crosses into Production Hammers
    This is the better stance, even though Theocracy nowadays instantly means 
    countries such as Iran, which is relatively dangerous, to have a country ruled
    by faith. Anyway, this is better since those Production Hammers can be used to
    build more ships, more troops, more cannons to fight off the evil invaders and
    send them back to their homeland, and saying they're not welcome.
    Theocracy is technically the better, yet more unmoral choice. It allows for
    the production of more armed forces, but all that depends on your Cross
    production. If you didn't have a lot, no one working for Crosses, it really
    doesn't matter where you convert them to, but if you have a lot, it is a 
    tough decision. 
    [A] Contact Information
    APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that
    c,h,e,a,t,c,c.c,o,m. Remove the commas.
    Before you E-Mail me, read the guide first. If the answer is not in here, then
    E-Mail me. If it is, don't bother as I won't reply.
    To contact me, e-mail me at
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    Replace at with @ and dot with .
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    E-Mail me (and anyone else you want to e-mail) with courtesy and respect as 
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    * Spam
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    Technical Problems will not be answered as they should be sent to Firaxis not 
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    [B] Webmaster Information
    [C] Credits
    This section is where you see your name. It will be long. The names are either
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    CJayC for the Memories
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    [D] Sites FAQ is on
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