![]() ![]() If one or more shows a little coastline along an edge or at a corner, continue straight ahead for one move to see more land, or do a right-angled turn if the only land in sight requires that.Īs long as you are adjacent to at least two contiguous land tiles that do not contain a colony or native settlement, prepare to send a man ashore: preferably your military man if you have one. If you reach the icebound borders, turn west (or restart: you may have wasted too much time and be at a serious disadvantage compared with other nations).Īt each step, look at the five newly discovered tiles. Heading for the polar regions carries a higher risk of sailing for several turns without sighting land. Then, one step at a time, move initially due west (so as to see five new tiles instead of the three you would see if going northwest or southwest) then if you get a turn or two of no sightings maybe go north or south towards your chosen destination. Decide whether you want the middle or a semi-polar position. Use the minimap at bottom left, pressing "minus" as many times as necessary to reach the "total map" view, to work out where you are. Some players want to find land near the middle of the map - as in chess, control of the centre has advantages. Early reading may be profitable, but the advice below should be enough for several turns.įirst moves Before your ship moves Near the top left of the main map screen you find drop-down menus. This site is developing a copy and more specific links. Main map screen - discussed further on subsequent pages.Ī small deficiency in the current game could be that the game itself does not direct you to look at that Guide.Beginners may benefit from these pages and a few others: Typically they might be in c:Program Files\FreeCol\, with FreeCol.pdf, the Guide, taking up 3 megabytes but having an html version available from the website. Your computer probably has a detailed user guide somewhere among the files you added with the actual game driver. Preliminary advice to a newbie who has been floundering User guide 4.2 What else to do with a ship in Europe.1 Preliminary advice to a newbie who has been floundering.But that seems like a very different game anyway. ![]() ![]() The focus flips to somewhere completely different, so that you have to click back to where this happed to do unloading (perhaps to solve an urgent shortage), or loading (so that I can remember what I was intending that Wagon to do when the next turn comes around).Īlso means that for long-distance travel, you have to build "bypass" roads around colonies if your colonies are close together, so that the Wagons can use their full movement points.Īn optional order "end turn in this colony, so that you can load/unload here" (SPACE, like for other units) would have been much better.ĭon't know if the Civ IV: Colonization is better on these points. The default "end turn when entering colony" for Wagon Trains is something that always annoys me. Later during the war of independence, artillery units and newly-born colonists spawned just fine, even though I hadn't further reduced my population.ģ. I disbanded a Merchantman and could buy a Frigate. This limit seems quite confused - I don't know whether there are sublimits for naval, colonist and wagon units. Might be really annoying if it's a vital Artillery that fails to spawn, perhaps when you've rush-bought it. Luckily I came across this while buying a Frigate over in Europe - the game quite gracefully told me the max units had been reached, so I just refused the deal and didn't lose anything. Maximum number of units (for you as the player) is 255. A certain number (10?) are reserved for rival European colonists.Ģ. But you can't make plans to settle it all.ġ. You discover all this lovely LAND with your Scouts in the early-mid part of the game. ![]()
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