Conquest of the New World Hints: How to make loads more gold, metals, ect.! First you have to get two colonies(recruit settlers), make a net trade with one to the other(gold, metals, ect.) and set it on persistent, now keep trading every turn and it will say the next turn, you will be at -xxx, the next turn you will have the normal amount that you make, just go to the trade window and raise how much you made that turn (say your making 36 crops per turn and you have 50 crops, do the above and the next turn, raise how much you're trading by 36 each turn...). From Darren Reid: I like to found my colonies close enough to friendly natives to trade with them, and close enough to hostile natives to be raided by them. With the friendly natives, I trade crops for metal/wood. The hostile raiding parties from the other natives are a valuable source of experience for my leaders and troops...they are easily defeated with a handful of cavalry and artillery (speedy demise is important, so run the cavalry straight at their flag). I keep the hostile settlement around for just his purpose, and don't over-run it for the entire game! The Natives This game is first and foremost an exercise in alternative reality. Its a chance to work through some of the same issues that faced the European explorers of the sixteenth and seventeenh centuries, and imagine what might have happened to the high Native civilizations in the Americas had history or geography been just a little different. While we definitely have taken some liberties with actual history as we believe we know it to have happened, we have done so in the interest of good gameplay. Always, our decisions were made in the interest of producing a carefully balanced product. We have been careful to avoid any design changes specifically to promote a particular view of history, or to establish either a utopian or dystopian vision. Its a game, not a political tract. With that in mind, let's take a closer look at the natives in the game and their actual historical roots: The Natives The game includes two different sorts of Natives: small, independent tribal units and one full Native civilization. Neither is representative of any particular group found in the Americas, although there are obvious influences. The history of this continent includes lineages of Natives too numerous to mention. We have abstracted these to one set of primarily small hunter-gatherer groups and another single high Native civilization. The smaller groups exist primarily to trade with the newcomers and possibly provide military assistance. Like the natives encountered early in the settlement of the eastern United States, they are quite diverse culturally -- some friendly, some quite hostile. And all are very sensitive to the actions of the people newly arrived on their shores. But they do not have any sort of central government authority. Our goal was mainly to ensure that they were more than simple obstacles who had to be slaughtered to make the New World safe. The larger group is more interesting because it gives the player a chance to take on the role of a hypothetical advanced native civilization already present in the New World. The characteristics of this civilization were chosen to differ somewhat from those of the Europeans while maintaining a reasonable balance of play. Some of the major differences include larger cities, a lower technology level, and easier movement across the land. Visually, the high Native civilization includes elements from many heritages, including the long houses of certain Native American tribes, the cliff dwellings of the Anasazi, and of course the various stone structures employed by Maya, Aztec, and Inca. In our alternate reality, this civilization is just reaching a new peak of power and beginning to expand into new and less familiar territory (the map represents part of the northern hemisphere of the world, so you can imagine, if you want a concrete story line, that they are central Americans beginning to move northward). Biological Warfare: The European Superweapon This brings us to one obvious, major digression from historical reality: the absence of disease as a consideration in dealings with other cultures. For many centuries prior to the fifteenth century, Europeans lived in relatively crowded conditions which today would be seen as grossly unsanitary. These conditions were ripe for the spread of virulent plagues such as the Black Death, and continued almost to this day, with the devastating influenza epidemic of 1918. Though devastating, the brutal series of epidemics which wracked the continent brought forth a powerful weapon: immunity. In the Americas, by contrast, living conditions were much less urban, offering far fewer opportunities for the spread of similar diseases. The Europeans, without realizing it, had developed a weapon far more potent than their mightiest cannons. They carried with them, either in their own systems or those of shipboard vermin, microbes to which they were at least partially immune, but which were completely unknown to the systems of the Natives. As unprepared for this onslaught as were the original European victims of the plague, the natives were cut down literally by the millions. When the first explorers encountered natives in Florida and Mexico, for example, they found millions of people living there. When they return after only a decade or so, the majority were dead. Although this is a fascinating tale historically, it clearly gives the Europeans a deadly advantage in the game. For the sake of balanced play, we have postulated in our alternative world that the Natives have encountered similar hardships in their past and either have potent biological weapons of their own or are immune to those of the new arrivals. In either case, our version of reality offers no significant biological advantage to either side. They must compete on a level playing field. Natives with Guns In this game, the Natives have guns right at the start. That's not how it happened. On the other hand, we've taken care to be somewhat vague about the actual time period of the game. The newspaper nominally establishes a starting date of 1500 AD, but it should be obvious that thats somewhat arbitrary. We've mixed elements from two entire centuries together in a number of cases, so it should come as no surprise that somehow the Natives have managed to obtain guns. Once again, this is simply a game balancing factor. Natives with no effective ranged weaponry would be at an insurmountable disadvantage in combat and ultimately, therefore, in all aspects of the game. The first European to encounter them could simply wipe them out. We took the liberty of assuming in our alternative reality that the Natives do in fact have some form of ranged weaponry comparable to that of the Europeans. On the other hand, we did prevent the Natives from utilizing artillery unless they explicity Westernize themselves. Guns are easily produced or smuggled; cannon are another matter entirely. Thus the Natives are highly expert in the use of basic guns and of cavalry, but not of cannon (which appeared only during the later parts of the time period covered by the game, anyway). Federation and Westernization The Natives posed an interesting challenge at later stages of the game. We could simply have had them declare independence, just like the European powers. But, since their governmental structure is fundamentally different than that of the other players, we chose a different route that would provide a potential major advantage to players skilled enough to take advantage of it. In the game, the high Native player has not one but two options: Federation and Westernization. Each has advantages and drawbacks. Federation lets the player gain almost unlimited numbers of colonies though acquisition of the smaller Native tribes. Westernization allows the player to obtain some of the advantages of Western civilizations, such as higher building levels and artillery. Tips for the Native Player 1) Gotta Get Gold Natives can't trade with any "mother countries" to get gold and, until they start federating, native trades are iffy at best. This means gold will be more a necessity than for those silly pale-faces. Unlike them, you can make (REALLY CRAPPY) gold mines anywhere, but you really want to make sure you've got your colony down where, once your center is level 2, you'll be able to score some high flying gold mines. 2) Wood Before Food Try this if you're settling in a good wood-producing area: when you drop your colony, build 7 mills, 3 houses, and 2 churches on the first turn. Build nothing on your second turn. You should vault into making 12-15 wood per turn from turn +3 onwards, and you have enough crops in your boat to wait three or four turns before needing to build a farm. (NOTE: this works well if you're playing the Euros, too) 3) Religion is GOOD Don't underestimate the usefulness of Churches. If you overbuild your industry, it will start to shut down due to labor shortages. The correct amount of churches can quintuple the speed at which your first colony grows. A simple rule of thumb is that if you've exhausted your labor supply and you have 5 wood left over, build a church. Once your population gets high enough you won't need them as much anymore and you can destroy them. (NOTE: this, also, is very important if you're playing a Euro player) 4) Specialize The three most useful Specializations for the Native Player are Cartography, Missionary, and Conqueror. Not necessarily in that order. Note that you cannot buy all three of them for the same game. Cartography is more useful if you lean towards exploration, Conqueror is more useful if you lean towards military. Missionary is ALWAYS useful, since you need friendly natives for trade. (ps: unless the game is really short, the only way to win as the Native is through military victory) 5) Out in the Boonies: Good and Bad. Since you start out on the other side of the map from the other players, you will have more time to build yourself up before they become a threat to you. Unfortunately, since you can only go to level 2 and they can go to level 4, if you wait too long, they'll be able to crush you like an insect. You don't need to concentrate on early defense as much as they do (although keep an eye out for pesky Hostile NSN's), but you need to do the one thing you, as the Native, do best: grow quickly and make LOTS of combat troops once you're ready to take on the world. 6) Combat strategies. Most battles, in my opinion, are won or lost before you ever see the combat screen. Since you can get more gold, quickly, than they europeans at the start, make sure you're spending early and often on your research. Make sure your leaders can hold LOTS of guys (you need the numeric superiority to offset your lack of cannon). Put an EQUAL NUMBER of Cavalry and Infantry under your leader. Since you have the ability to make many more troops than the Euros, use concerted attacks of 3 or 4 full leaders to take colonies. Once you get into combat, use your combined arms. Don't toss three cavalry out early, since your strongest positions will be squares that have both 2 cavalry and 2 infantry. 7) Federation One of the best tricks to pull is to federate the colonies near the European players. When they federate to you, they become VERY hostile to all other players. The CPs will get raided fairly continualy and that will soften them up for you. Also, if your leaders have high charisma, they will be able to get support troops from nearby federated (or very friendly) NSNs. You don't have to immediately get into war with the Euros, you can let your federated NSNs do some of your work for you. This page, and all contents, are Copyright (C) 1996 by Interplay Productions Used with permission