Colonization чит-файл №2

1) Foundation Fathers
a) Economics and Trade
b) Exploration
c) Military
d) Political
e) Religious
2) Cargo Types
3) Unit Types
4) Terrain Types
5) Colonist Professions
6) Buildings



1. *** FOUNDING FATHERS ***

1.a. ECONOMICS AND TRADE

Adam Smith
FATHER0
{Adam Smith (1723-1790)}
British economist who published the first major work of political
economy, "An Inquiry into the Nature and Causes of the Wealth of
Nations," which was a detailed examination of the consequences of
economic freedom.

{Adam Smith allows factory level buildings to be built in the colonies.
Factories allow the production of 1 and 1/2 units of manufactured goods
for each unit of raw materials.}

Jakob Fugger
FATHER1
{Jakob Fugger (1459-1525)}
Extremely successful German merchant active in early import and export
business from the East Indies. Exceedingly rich, he loaned money to
Emperor Maxmillian I of Germany.

{When Fugger joins the Congress, all boycotts currently in effect are
forgiven, without back taxes. Trade in these goods may be resumed at no
cost.}

Peter Minuit
FATHER2
{Peter Minuit (1580-1639)}
Director-general of the Dutch West India Company's colony in America,
he bought the Island of Manhattan from the Indians for $24....!

{Once Peter Minuit joins the Continental Congress, the Indians no longer
demand payment for their land.}

Peter Stuyvesant
FATHER3
{Peter Stuyvesant (1610-1672)}
First successful governor of the Dutch colony of New Amsterdam (New
York), he ruled harshly and promoted increased trade and increased
protection of New World interests.

{Peter Stuyvesant allows construction of the Custom House
in your colonies which can streamline trade with Europe and allows
European trade during the Revolution.}

Jan De Witt
FATHER4
{Jan de Witt (1625-1672)}
Dutch statesmen and Chief Minister of the United Provinces of the
Netherlands, he sought to abolish the office of the stadtholder and to limit
the power of the House of Orange.

{When de Witt joins your Congress, trade with foreign colonies
is allowed. In addition, your Foreign Affairs report becomes more
revealing.}


1.b. EXPLORATION


Ferdinand Magellan
FATHER5
{Ferdinand Magellan (1480-1521)}
Portuguese explorer who led the first European expedition to
successfully circumnavigate the globe. Although Magellan himself did not
complete the voyage, his leadership and daring made it possible.

{With Magellan in the Congress, the movement allowance of all naval
vessels is increased by one, and the time to sail from the west
map edge to Europe is shortened considerably.}

Francisco de Coronado
FATHER6
{Francisco de Coronado (1510-1554)}
Spanish conquistador who led the first European expedition into the
American southwest. He was the first to observe the Grand Canyon and the
Pueblos of New Mexico. Coronado was a careful organizer and a great scout
who gleaned valuable information about a wide area.

{When he joins the Congress, all existing colonies and the area around
them become visible on the map.}

Hernando De Soto
FATHER7
{Hernando de Soto (1500-1542)}
Ruthless Spanish Conquistador who led the first European expedition into
the southeastern areas of North America. He landed in Florida and
explored much of Georgia, Tennessee, Alabama, Mississippi, Louisiana,
and Arkansas.

{With De Soto, results of exploring Lost City Rumors are always
positive, and all units have an extended sighting radius.}

Henry Hudson
FATHER8
{Henry Hudson (????-1611)}
English explorer, in the service of the Netherlands, who explored
Chesapeake and Delaware bays and the Hudson River as far north as
present-day Albany. Hudson later discovered Hudson bay and was finally
killed by mutineers. Hudson bay became a primary fur trapping
preserve, and the Hudson Bay Company operated extensive trapping and
processing facilities for many years.

{Hudson increases the output of all Fur trappers by 100%%.}

La Salle
FATHER9
{La Salle (1643-1687)}
French Explorer who sailed down the Mississippi River into the Gulf of
Mexico and claimed for the French Crown all land drained by this mighty
river. He was instrumental in establishing French dominance west of the
Appalachians.

{La Salle gives all existing and future colonies a stockade when the
population of the colony reaches 3.}


1.c. MILITARY


Hernan Cortes
FATHER10
{Hernan Cortes (1485-1547)}
Spanish conqueror of Mexico and destroyer of the Aztec empire, Cortes is
the paradigm conquistador, a master of conquest and plunder.

{When Cortes joins your Congress, conquered native settlements always
yield treasure, in greater abundance, and the king's galleons transport the
treasure free of charge.}

George Washington
FATHER11
{George Washington (1732-1799)}
Commander of American revolutionary forces and first President of the
United States, George Washington displayed a remarkable ability to train
and inspire colonial forces to victory.

{Once Washington joins the Continental Congress, every non-veteran
soldier or dragoon who wins a combat is automatically upgraded.}

Paul Revere
FATHER12
{Paul Revere (1735-1818)}
American patriot who served in the Continental Army during the War of
Independence and roused the minutemen as British forces approached.
Paul Revere's example as a patriot allows colonists working at productive
duties to become minutemen, capable of rallying to the defense of the
colony in times of danger.

{When a colony with no standing soldiers is attacked, a colonist
automatically takes up any stockpiled muskets in defense of the colony.}


Francis Drake
FATHER13
{Francis Drake (1540-1596)}
England's greatest seaman of the Elizabethan period, Drake was a
formidable privateer who terrorized the Spanish Main with a fleet of
fifteen ships then rescued a floundering English colony.

{When Drake joins the Congress, the combat strengths of all your
privateers are increased by 50%%.}

John Paul Jones
FATHER14
{John Paul Jones (1747-1792)}
Daring Scottish naval commander who served for the colonies during the
War of Independence, he demonstrated his incredible abilities in many
daring exploits in battle.

{When Jones enters the Congress, a Frigate is added to your colonial
navy, without cost.}


1.d. POLITICAL


Thomas Jefferson
FATHER15
{Thomas Jefferson (1743-1826)}
Great US statesman, framer of the Constitution, and third President of the
United States, Jefferson promoted the development of democratic
institutions within Colonial America.

{Jefferson's presence in the Congress increases Liberty Bell production
of statesmen by 50%%.}

Pocahontas
FATHER16
{Pocahontas (1595-1617)}
Powhattan Indian princess who mediated tensions between the English
colony at Jamestown and the Powhattan Confederacy of Virginia.
Pocahontas married John Rolffe, an Englishman from Jamestown, which
led to a period of peace between the Indians and the English.

{When Pocahontas joins the Congress, all tension levels between you and
the natives are reduced to content, and all Indian alarm is generated half
as fast.}

Thomas Paine
FATHER17
{Thomas Paine (1737-1809)}
Englishman that migrated to Philadelphia and wrote the important,
inflammatory pamphlet, "Common Sense," which strongly advocated total
independence for the colonies. He later wrote "The Rights of Man" in
favor of the French Revolution, and finally "The Age of Reason."

{When Paine enters the Continental Congress, Liberty Bell production
in all colonies is increased by value of the current tax rate.}

Simon Bolivar
FATHER18
{Simon Bolivar (1783-1830)}
Organized and, in large part, conducted the rebellions in a vast area of
northern South America, liberating current-day Venezuela, Colombia,
Ecuador, Peru, and Bolivia.

{When Bolivar is in the Congress, Sons of Liberty membership in all
your colonies is increased by 20%%.}

Benjamin Franklin
FATHER19
{Benjamin Franklin (1706-1790)}
Colonial and later US Statesman who became the first Postmaster,
printer, and foreign ambassador in the English colonies. He was also one
of the first great American scientists. Franklin, as ambassador to Europe
in the Continental Congress, brings coherence to the colonies' relations
with foreign powers.

{The King's European Wars have no further effect on the relations
between the powers in the New World, and Europeans in the New World
always offer peace in negotiations.}


1.e. RELIGIOUS


William Brewster
FATHER20
{William Brewster (1567-1644)}
One of the Pilgrim Fathers and framers of the Mayflower Compact,
William Brewster served as the first Pilgrim minister, and was
instrumental in organizing the party that sailed on the Mayflower.

{With Brewster in the Congress, no more criminals or servants appear
on the docks, and you select which immigrant in the Recruitment Pool
will move to the docks.}

William Penn
FATHER21
{William Penn (1644-1718)}
English Quaker leader and founder of Pennsylvania, William Penn
obtained a large land grant in North America for religious freedom. This
land later became Pennsylvania.

{With Penn, cross production in all colonies is increased by 50%%.}

Father Jean de Brebeuf
FATHER22
{Father Jean de Brebeuf (1593-1649)}
French Jesuit Missionary who died at the hands of the Iroquois in the
Huron country of Canada in a battle between the Hurons and Iroquois. He
translated the Catechism into the Huron language and was canonized in
1930.

{With de Brebeuf in the Congress, all missionaries function as experts.}

Juan de Sepulveda
FATHER23
{Juan de Sepulveda (ca. 1490-ca. 1573)}
Spanish philosopher and "humanist" who argued for harsh treatment of
the natives. He based his reasoning on the proposition that the Natives
were incapable of ruling themselves because of their savagery; this was
proved by their inability to resist Spanish invasion...

{His presence in the Congress increases the chance that subjugated
Indians will "convert" and join a colony.}

Bartolome de las Casas
FATHER24
{Bartolome de Las Casas (1474-1566)}
The "Apostle of the Indians," Las Casas was a Spanish missionary who
sailed with Columbus' third expedition. His efforts to protect the native
population from slavery and abuse led him to speak on their behalf in the
Spanish courts on several occasions.

{With Las Casas, all currently existing Indian converts are assimilated
into the colonies as free colonists.}


2. *** CARGO TYPES ***


CARGO0
{FOOD}
Food is one of the most valuable commodities your people
produce. The survival of your colonies depends upon it. The best
places to grow food are in {plains, grasslands, prairie, and savannah.}
Plowing the land also increases food yield. {Fishing} is an excellent
source of food, and {fisheries} are particularly productive.

{Each colonist working inside a colony eats 2 food every turn.}


CARGO1
{SUGAR}
Sugar is a cash crop that can be sold in Europe for a handsome profit or
converted into {Rum} by a {distiller} for sale at a better price.

{Sugar grows most abundantly in Savannah, especially in Prime Sugar
Land.}


CARGO2
{TOBACCO}
Tobacco is a cash crop that can be sold in Europe for a handsome profit
or converted into {Cigars} by a {tobacconist} for sale at a better price.

{Tobacco grows most abundantly in Grassland, especially in Prime
Tobacco Land.}


CARGO3
{COTTON}
Cotton is a cash crop that can be sold in Europe for a handsome profit or
converted into {Cloth} by a {weaver} for sale at a better price.

{Cotton grows most abundantly in Prairie, especially in Prime Cotton
Land.}


CARGO4
{FURS}
Fur is abundant in the Americas and there is a hungry market for it
in Europe. Your {fur traders} can convert furs into coats for an even
greater profit. {Woodlands} of all sorts are good for trapping, but
even better are {game and beaver} squares in colder climates.
Additionally, a {road} in a forest square increases fur output.

{Fur is found most abundantly in all forested areas, but especially in
colder terrains where there is Beaver.}



CARGO5
{LUMBER}
Lumber is one of the most valuable commodities you can produce. Your
{carpenters} need lumber to build {buildings, ships, artillery, and
fortifications.} Lumber is collected whenever your pioneers clear a
forested square or when you have lumberjacks working the forests.

{Woodland of all sorts is good for wood cutting, and roads in forests
and Prime Timber increase lumber production.}


CARGO6
{ORE}
Ore is one of your most useful resources. It can be sold in Europe or
converted into {tools} by your {blacksmiths.} Tools may then be changed
into {guns,} by {gunsmiths.}

{Ore is found in hills, mountains, and swamps.}


CARGO7
{SILVER}
Silver is one of the most valuable metals found in the New
World. Silver can be mined from {mountain} squares, and some native
civilizations have it in great quantity.

{Silver is found in mountains, but these abundant sources will soon run
dry if mined.}


@CARGO8
{HORSES}
Horses are useful for aiding travel in the New World. {Scouts and
Dragoons} move significantly faster than do colonists on foot. {Any
colonist} may be mounted to create {scouts} and {any soldier} can be
mounted to create {dragoons.}

{Horses can be obtained only in Europe,} but once brought over, they
may be bred. If you have {two or more horses} in a colony and {extra food}
stored in your warehouse, your colony will {produce more horses}. If you
construct stables, your horses will breed twice as fast.


CARGO9
{RUM}
Rum is the product of sugar processing in a distillery. It is usually of
much greater monetary value than raw sugar.

{Any colonist working as a distiller can convert sugar into rum.}


CARGO10
{CIGARS}
Cigars are the product of tobacco processing in a tobacconist's house or
shop. Cigars are usually of much greater monetary value than raw
tobacco.

{Any colonist working as a tobacconist can convert tobacco into cigars.}


CARGO11
{CLOTH}
Cloth is the product of cotton processing in a weaver's house or shop. It
is usually of much greater monetary value than raw cotton.

{Any colonist working as a weaver can convert cotton into cloth.}


CARGO12
{COATS}
Coats are made from fur in a fur trader's house or shop. They are
usually of much greater monetary value than unprocessed pelts.

{Any colonist working as a fur trader can convert fur into coats.}


CARGO13
{TRADE GOODS}
Trade Goods can be obtained only in Europe or from other European
settlements. These represent manufactured goods such as small tools,
jewelry, and clothing, which the Indians may want to trade for. Most
native tribes will gladly take trade goods, at least at first.


CARGO14
{TOOLS}
Tools are fundamental to successful colonial endeavors. You need tools to
create {pioneers,} and only pioneers can {build roads, clear forests, and
plow fields.} Additionally, tools are necessary to complete many
{buildings} you construct inside your colonies. Finally, tools are
converted into muskets by {gunsmiths.}

{Tools may be bought in Europe or manufactured by blacksmiths, who
convert ore into tools.}


CARGO15
{MUSKETS}
Muskets are necessary for defense of your colonies and for building a
substantial military force. You need muskets to create soldier
units. {Any colonist} may be given muskets to create {soldiers} and {any
scout} may be given muskets to create {dragoons.}

{Muskets may be purchased in Europe or manufactured at an armory,
magazine, or arsenal.} Any colonist working as a gunsmith can convert
tools into muskets.



3. *** UNIT TYPES ***



UNIT0
{COLONISTS}
These represent the various people that come to the New World. A single
colonist in the game represents a number of people in real life, perhaps
100-200. There are four general types of colonists, each with different
capabilities: petty criminals, indentured servants, free colonists, and
specialists. Any of these colonists can do any job available in the
settlement, but the experts do their particular jobs very well.

Another type exists: Indian Converts. These represent Native Americans
that join your settlements and become colonists. They're very effective at
outdoors jobs, but are little suited for manufacturing.


UNIT1
{SOLDIERS}
Soldiers are created when you give a colonist {muskets.} A
soldier may become a {veteran} as a result of winning battles or of
education in a {college}. Additionally, {Expert soldiers (veterans)} may
immigrate to the New World from Europe upon occasion, and may be hired
from the {Royal University.}


UNIT2
{PIONEERS}
Pioneer units are created when you give a colonist {tools.}
Pioneers have several important functions: they {clear woods, plow
fields, and build roads.} In general, {Hardy Pioneers} perform their tasks
faster than ordinary colonists working as pioneers.


UNIT3
{MISSIONARIES}
A missionary may be created at any site where there is a {church or
cathedral.} This may be on the {Docks of Europe} or in a colony where a
church or cathedral has been built. Missionaries perform the following
important special functions: {create missions in native settlements} to
counteract Indian anger; {denounce another European's mission} in a
native settlement (which can result in the destruction of that mission),
or {incite Indians to attack} another European power. {Jesuit
Missionaries are particularly effective at these tasks.}


UNIT4
{DRAGOONS}
Dragoons are {soldiers mounted on horseback,} the colonial equivalent of
cavalry. Any soldier may be converted into a dragoon if he is given horses.
Dragoons can move farther during a turn, and they fight more effectively.
{Veteran dragoons are more effective in battle than normal mounted
soldiers.}


UNIT5
{SCOUTS}
Any colonist can become a scout if he is mounted on {horses.} Scouts
can perform many valuable services to your cause: they {reveal}
unexplored terrain faster, {move farther} in a turn, have better luck
when {exploring Lost City Rumors,} can meet with and {talk to Indian
chiefs,} {infiltrate enemy colonies} to see what's going on, and meet with
enemy mayors in their colonies. {Seasoned scouts are better at all these
tasks than regular colonists working as scouts.}


UNIT6
{REGULARS}
European regular infantry units are the Crown's regular army troops.
They enter the game against you if you declare independence. Their only
weakness is lack of training in the rough, wilderness terrain of the New
World.


UNIT7
{CONTINENTAL CAVALRY}
Continental Cavalry is one step above your veteran dragoons in combat
effectiveness. They know the backwoods, are veteran soldiers, and have
received some military training.


UNIT8
{CAVALRY}
European regular cavalry units are the Crown's regular mounted soldiers.
They enter the game against you if you declare independence. Their
weakness is lack of training in the rough, wilderness terrain of the New
World.


UNIT9
{CONTINENTAL ARMY}
Continental Army infantry is one step above your veteran soldiers in
combat effectiveness. They know the backwoods, are veterans, and have
received some regular military training.


UNIT10
{TREASURE TRAIN}
This wagon train carries {plunder,} usually gold and silver, precious
stones, and rare fabrics. Treasure trains are used to cart away the
plunder gleaned from a native settlement or lost city. A {Galleon} is
always required to transport the contents of a treasure train by sea.


UNIT11
{ARTILLERY}
Artillery may be bought in {Europe} or constructed by the armories
within your colonies. Artillery is very effective at {attacking and
defending colonies,} and also at attacking fortified units and Indian
settlements. However, when defending in unprotected terrain it is
extremely vulnerable, and when attacking there it is ineffective. An
artillery unit that is defeated in battle is damaged and loses some of its
firepower; if defeated again, it is destroyed.


UNIT12
{WAGON TRAIN}
Wagon Trains are used for hauling goods and commodities {over land.} In
order to trade most profitably with the Indians you should enter their
settlements with wagons full of goods. A wagon train can transport any
cargo a ship can, except colonists and artillery. Wagons have 2 cargo
holds and can be assigned to {trade routes.} You may never build more
wagon trains than you have colonies.


UNIT13
{CARAVEL}
A Caravel is an exploration ship designed to carry a small crew
and adequate cargo for a few months of provisions.


UNIT14
{MERCHANTMAN}
A Merchantman is a medium-sized cargo ship. Its main function is to
carry cash commodities to port for trade. It is a little larger than a
caravel with more sail.


UNIT15
{GALLEON}
A Galleon is a large cargo vessel designed for long voyages and heavy
transport. It is as large as a ship of the line, but not armed.


UNIT16
{PRIVATEER}
A Privateer is a ship owned by an individual that has obtained a "Letter of
Marque" from his government, giving him the "right" to prey upon
foreign shipping. Privateers can be very dangerous to your commerce
because they observe no code of international behavior; the countries
sponsoring them will likely claim no knowledge of their actions.


UNIT17
{FRIGATE}
Frigates are dangerous gunships, capable of sinking or damaging
enemy vessels.


UNIT18
{MAN-O-WAR}
These powerful vessels appear in American waters when the War of
Independence develops. Your mother country will send them against your
forces, and, if foreign intervention occurs, you'll receive some to support
your cause. They are heavily armed with cannon and capable of carrying
large invasion forces or cargoes.


UNIT19
{BRAVES}
Braves are small groups of Native Americans. They represent Indians in
their natural state, before receiving guns and horses from Europeans.


UNIT20
{ARMED BRAVES}
Native Americans become increasingly dangerous as they learn to use the
deadly weapons of the Europeans. When a native tribe obtains guns from
the Europeans, some braves will be armed with them. {This, combined
with their knowledge of the wilderness, make them formidable opponents
in the woods, hills, and mountains.}


UNIT21
{MOUNTED BRAVES}
Native American peoples did not have access to horses until the Spanish
brought them in the late 15th century. In some cases, Indian culture
changed considerably to incorporate the horse as a vital element. {Horses
increase the mobility and combat power of the Indians.}


UNIT22
{MOUNTED WARRIORS}
Tribes that have horses and muskets are very dangerous. They are as good
as any colonial dragoons -- even better when fighting in the wilderness.


UNIT23
{Colonists}



4. *** TERRAIN TYPES ***



TERRAIN0
{TUNDRA}
This rather cold, open land can produce a minimal amount of food, but
little other agriculture; however, you often find ore here.


TERRAIN1
{DESERT}
These dry, sparse areas are difficult places to grow food (although it is
possible). You can sometimes mine ore here, though.


TERRAIN2
{PLAINS}
These are areas good for growing a wide variety of foods. You can
grow a little cotton here as well.

{Food grows most abundantly here.}


TERRAIN3
{PRAIRIE}
This is relatively flat, open land, ideal for production of cotton; you can
also grow food crops here.

{Cotton grows most abundantly here.}


TERRAIN4
{GRASSLAND}
Fertile soil in temperate areas, this is perfect for tobacco growing; you
can also harvest food here.

{Tobacco grows most abundantly here.}


TERRAIN5
{SAVANNAH}
Rich, moist soil specially suited for growing sugar cane; this land is
good for food production, as well.

{Sugar cane grows most abundantly here.}


TERRAIN6
{MARSH}
A wet, briny area, this is where the sea meets the land. You can grow
some foods here, and you can find ore in abundance.


TERRAIN7
{SWAMP}
These low wetlands often harbor bog deposits of ore. You can grow a
little food and some sugar cane here, as well.


TERRAIN8
{BORREAL FOREST}
This is cold wooded country that is good for fur trapping and
woodcutting.

{Becomes Tundra (good for ore) if cleared.}


TERRAIN9
{SCRUB FOREST}
This is dry barren country with scattered vegetation. Some ore may be
found in these areas.

{Becomes Desert (good for ore) if cleared.}


TERRAIN10
{MIXED FOREST}
This is temperate wooded country that is good for fur trapping and
woodcutting.

{Becomes Plains (good for food) if cleared.}


TERRAIN11
{BROADLEAF FOREST}
This is temperate wooded country that is good for fur trapping and
woodcutting.

{Becomes Prairie (good for cotton) if cleared.}


TERRAIN12
{CONIFER FOREST}
This is temperate, wooded country that is good for fur trapping and
woodcutting.

{Becomes Grassland (good for tobacco) if cleared.}


TERRAIN13
{TROPICAL FOREST}
This is humid wooded country that is good for woodcutting and trapping
fur.

{Becomes Savannah (good for sugar) if cleared.}



TERRAIN14
{WETLAND FOREST}
This is tropical wooded country that is good for woodcutting, trapping fur,
and mining ore.

{Becomes Marsh (good for ore) if cleared.}


TERRAIN15
{RAIN FOREST}
This is Tropical jungle country that is good for woodcutting, some
sugar, and ore.

{Becomes Swamp (good for ore) if cleared.}


TERRAIN16
{BORREAL FOREST}
This is cold wooded country that is good for fur trapping and
woodcutting.

{Becomes Tundra (good for ore) if cleared.}


TERRAIN17
{SCRUB FOREST}
This is dry barren country with scattered vegetation. Some ore may be
found in these areas.

{Becomes Desert (good for ore) if cleared.}


TERRAIN18
{MIXED FOREST}
This is temperate wooded country that is good for fur trapping and
woodcutting.

{Becomes Plains (good for food) if cleared.}


TERRAIN19
{BROADLEAF FOREST}
This is temperate wooded country that is good for fur trapping and
woodcutting.

{Becomes Prairie (good for cotton) if cleared.}


TERRAIN20
{CONIFER FOREST}
This is temperate wooded country that is good for fur trapping and
woodcutting.

{Becomes Grassland (good for tobacco) if cleared.}


TERRAIN21
{TROPICAL FOREST}
This is humid wooded country that is good for woodcutting and some fur.

{Becomes Savannah (good for sugar) if cleared.}


TERRAIN22
{WETLAND FOREST}
This is Tropical wooded country that is good for woodcutting, some fur,
and ore.

{Becomes Marsh (good for ore) if cleared.}


TERRAIN23
{RAIN FOREST}
This is Tropical jungle country that is good for woodcutting, some
sugar, and ore.

{Becomes Swamp (good for ore) if cleared.}



TERRAIN24
{ARCTIC}
Cold and icy, the arctic is almost incapable of supporting life.


TERRAIN25
{OCEAN}
This is the wide open water of the sea. It is useful for fishing,
especially along the coasts, and in fisheries.


TERRAIN26
{SEA LANE}
This is open ocean that leads to standard sea routes from the New World to
Europe, and vice-versa. To return to Europe, a ship only has to enter a
sea lane then move toward the east (if exiting east) or west (if exiting
west).


TERRAIN27
{MOUNTAINS}
These are large areas of mountainous terrain, difficult for travel, but
likely sources of ore and silver. Colonies cannot be established in
mountain terrain.

{Silver and ore are abundant in these areas.}


TERRAIN28
{HILLS}
A gently rolling area that offers easy access to ore; you can also develop
some agriculture here.

{Ore is abundant here.}



5. *** COLONIST PROFESSIONS ***



JOB0
{EXPERT FARMERS}
Some of your people have a knack for growing food crops and an
understanding of weather and seasons. These experts can be found in
Europe as immigrants or trained at the Royal University. Some Native
Americans are excellent farmers, as well, and can teach free colonists
and indentured servants the secrets of agriculture. The best place for
farming is in the plains.

{Expert farmers grow 2 more food in a square than other farmers.}


JOB1
{MASTER SUGAR PLANTERS}
Planting and tending of sugar cane is a complicated job that takes
planning and special techniques. Only the Native Americans are
knowledgeable enough to be called experts, and only they can teach your
people to do it. However, a colonist that works at it long enough may
become a master himself.

{The best place for sugar cultivation is in the savannah.}

{Master sugar planters are twice as productive as others.}


JOB2
{MASTER TOBACCO PLANTERS}
Tobacco is found in great abundance in the New World. It is cultivated and
used by the Native Americans for many ritual as well as leisure purposes.
Some Indians have great knowledge of this mysterious weed and will help
your people become masters at cultivating it.

{The best place for tobacco cultivation is in the grasslands.}

{Master tobacco planters are twice as productive at growing tobacco than
others.}


JOB3
{MASTER COTTON PLANTERS}
The cotton found in the New World is of high quality, capable of being
spun into fine fabrics and garments. Master planters of cotton must be
trained by the Native Americans who have learned through years of
experience the best ways to cultivate this staple crop.

{The best place for cotton cultivation is in the prairie.}

{Master cotton planters are twice as productive at growing cotton than
all others.}


JOB4
{MASTER FUR TRAPPERS}
The New World is abundantly supplied with fur-bearing mammals whose
pelts can be sold for a handsome profit in Europe. Native Americans have
long studied and trapped these creatures for their fur and meat. Your
people can learn the ways of the forest creatures and become master
trappers only from the Indians.

{The best place to find fur is in wooded country, especially in colder
climates.}

{A master trapper is twice as productive as other trappers.}


JOB5
{EXPERT LUMBERJACKS}
Lumber has long been a necessity in both New and Old Worlds. Expert
lumber men can be found on the docks of Europe or trained there.

{The best places for lumber cutting are forests and woodlands.}

{Expert lumberjacks are able to yield twice as much lumber as others.}


JOB6
{EXPERT ORE MINERS}
Since the Iron Age, mining has been an important occupation in the Old
World. There are many experts there who understand minerals and
deposits, veins and mine construction. You can get expert miners from the
European Docks or from training them.

{The best places to find ore are mountains, hills, and swamps, especially
where
there are mineral deposits.}

{Expert ore miners are twice as productive as others.}


JOB7
{EXPERT SILVER MINERS}
Like ore mining, silver mining is an important and lucrative skill that is
widely understood in Europe.

{The best place to find silver is in the mountains, especially where there
are deposits.}

{Expert silver miners are twice as productive as others.}


JOB8
{EXPERT FISHERMEN}
Fishing has long been a lucrative business in Europe, and many of your
immigrants come with expertise in this area -- an understanding of the
habits and habitats of fish. The best places to fish are along the coasts of
the oceans and in the lakes.

{In general the more land that borders the square in which a fisherman
works,
the more productive he is.}

{Expert fisherman are twice as productive as others.}


JOB9
{EXPERT DISTILLERS}
The craft of transforming raw {sugar into rum} and other spirits is as old
as civilization itself. Some of the immigrants that come to your shores
will have knowledge of these techniques.

{An expert distiller is twice as productive as an ordinary colonist
working as a distiller.}


JOB10
{MASTER TOBACCONISTS}
After observing the Indians smoking tobacco and learning the many
nuances of pipe and cigar construction, a small industry has risen in
Europe to take advantage of this new market. Tobacconists convert
{tobacco into cigars.} Master tobacconists appear on the Docks in Europe
or can be trained there.

{A master tobacconist is twice as productive as an ordinary colonist
working as a tobacconist.}


JOB11
{MASTER WEAVERS}
Weaving is an age-old craft that dates back as far as human memory.
Weavers convert cotton into cloth and appear in Europe as immigrants, or
can be trained there.
                               
{Master weavers are twice as productive as others at weaving cotton into
cloth.}


JOB12
{MASTER FUR TRADERS}
The abundance of fur in the New World has vitalized the fur industry in
Europe, and many expert furriers are coming to the New World to make
their fortunes. Fur traders convert furs into coats and you get expert fur
traders from the docks, or you can train them.

{Master fur traders are twice as productive as other colonists working
as traders converting fur into coats.}


JOB13
{EXPERT CARPENTERS}
The timberland of the New world provides the raw materials for a host of
construction projects. A master carpenter is essential to the development
of your colonial society. Master carpenters appear on the docks in Europe
or can be trained there.

{They are twice as productive as an ordinary colonistS working as
carpenters,
converting lumber into buildings.}


JOB14
{EXPERT BLACKSMITHS}
Metal working is an essential ingredient to successful colonization.
Blacksmiths can repair metal implements and create new ones.
Blacksmiths transform {ore into tools.} Expert blacksmiths appear on the
docks in Europe or can be trained there.

{Expert blacksmiths are twice as productive as ordinary colonists
working as blacksmiths.}



JOB15
{MASTER GUNSMITHS}
The ability to arm your people with weapons is fundamental in your
journey towards independence. Gunsmiths transform {tools into muskets.}
Expert gunsmiths appear on the docks in Europe or can be trained there.

{They are twice as productive as an ordinary colonist working as a
gunsmith.}



JOB16
{FIREBRAND PREACHERS}
Religious unrest in Europe is a catalyst for immigration to the New
World and is increased by preachers in the new world. Preachers produce
crosses, representing religious freedom in the New World. The more
crosses produced in America, the faster immigrants flock to the docks in
Europe.

{A firebrand preacher produces twice the number of crosses as another
colonists preaching in a church or cathedral.}


JOB17
{ELDER STATESMEN}
Politicians are valuable members of your society, for they
build your political infrastructure. Statesmen produce Liberty Bells,
representing governmental sophistication and patriotic fervor. Elder
statesmen can be trained in Europe or found on the docks there.

{Elder statesmen produce twice the number of Liberty Bells as ordinary
colonists working as statesmen in the Town Hall.}



JOB18
{Student}


JOB19
{FREE COLONISTS}
Free Colonists are immigrants desiring to go to the New World as free
men and women and willing to work for the good of their communities.
Free colonists are productive in all spheres of work -- in the fields and
in the cottages. Short of being specially trained in a trade, they are the
most productive members of your society.


JOB20
{HARDY PIONEERS}
A special breed of men and women come to the new world and carve a
civilization out of the wilderness. Your pioneers are the advance guard of
your new society. They build the roads, clear the land, and plow the fields.
A pioneer can be created by giving any colonist tools, but hardy pioneers
can be found on the docks of Europe, or trained.

{Hardy pioneers perform all pioneer functions faster than ordinary
colonists working as pioneers.}


JOB21
{VETERAN SOLDIERS}
Any colonist can become a soldier if given muskets, but only experience in
combat or training can create veterans. Veterans of European wars
occasionally immigrate and appear on the docks, or you can train them in
the Royal University. Additionally soldiers that win battles eventually
become veterans.


JOB22
{SEASONED SCOUTS}
Any colonists mounted on horses may act as scouts. They see farther, move
faster, and have the ability to gather information about foreign
settlements, including Indian towns and villages. Seasoned scouts do all the
above more effectively and safely. Seasoned scouts sometimes appear as
immigrants on the Docks in Europe. Other times, scouts become seasoned
after visiting Indian settlements.



JOB23
{VETERAN DRAGOONS}
Until the rise of your Continental Army, your veteran dragoons are the
best military units you have. Dragoons are like soldiers in all respects
except they are mounted on horseback and are thus slightly more
powerful. They attain veteran status, like soldiers, through training or
experience.


JOB24
{JESUIT MISSIONARIES}
The Jesuits are zealous christians who will gladly enter the lands and
villages of the natives, establish missions, and live among them to teach
the ways of Christianity. They serve as ambassadors to the natives and can
often convince them to go to war for your cause against rival Europeans.
Their main function is to asuage the anger of the native tribes and create
converts.

{Jesuit missionaries are much more effective at all missionary tasks than
ordinary colonists that have been blessed as missionaries.}


JOB25
{INDENTURED SERVANTS}
Indentured Servants are people desiring to come to the New World but
who cannot afford to pay their own way. They, accordingly, put
themselves into bondage and agree to work off their passage in the New
World. They, like petty criminals, are useful workers in the fields and
mines, but are less productive than free colonists in manufacturing and
processing jobs. But, through education or military experience, they can
become free colonists.


JOB26
{PETTY CRIMINALS}
Petty Criminals have been ordered to the New World as punishment for
their crimes. In general, criminals are the {least productive members of
your communities.} They make good laborers but are almost totally
ineffective in manufacturing or processing jobs. But, through education
or military experience, they can become servants.


JOB27
{INDIAN CONVERTS}
Missionaries working among the native population are able to convince
some of the Indians of the veracity of Christianity. These converts are
good outdoorsmen -- good at all the outdoor professions. However, they
are not well suited to manufacturing or processing jobs.



6. *** BUILDINGS ***



BUILDING0
{STOCKADE}
A stockade is a low wooden barricade made of poles, sharpened at the top,
with loop holes for firing muskets, and crude inside shelves for gunners.

The construction of a stockade around a settlement represents a
significant effort from the community and is a symbol of a willingness to
stay for a while. Construction of a stockade may be started when the
colony is still quite small (population 3). Once the stockade is completed,
the population of the colony may not voluntarily be reduced to less than 3.

{A unit defending a colony inside a stockade has its defense strength
increased by 100%%.}


BUILDING1
{FORT}
A fort is a substantial improvement over the stockade and can be
built when the {population reaches 4} and already has a stockade in place.
The stockade is reinforced with metal braces, artillery is installed to
cover exposed approaches, and substantial defensive planning is evident. A
fort overlooking the ocean will slow the progress of foreign vessels and
open fire on them if they venture too close.

{The defense strength of a unit defending a colony in a fort is increased
by 150%%.}


BUILDING2
{FORTRESS}
A fortress is an upgraded fort that can be built when the {population of the
colony reaches 8} and already has a fort in place. The stout wooden
barricade is reinforced and, in critical spots, replaced by stone masonry.
Embrasures now house the artillery, which is more extensively used.
Well-planned, overlapping fields of fire characterize the exterior
approaches. A fortress overlooking the ocean will slow the progress of
foreign vessels and open fire on them if they venture too close.

{Units receive a 200%% defense bonus inside fortresses.}


BUILDING3
{ARMORY}
Your people can construct an armory, a metal-working facility which
allows the steady construction of muskets out of tools.

{The armory allows your carpenters to make artillery units, and your
gunsmiths to convert tools into muskets.}


BUILDING4
{MAGAZINE}
An armory can be upgraded into a magazine when the colony's population
reaches 8.

{A magazine doubles the output of muskets if the required tools are
available.}


BUILDING5
{ARSENAL}
A magazine can be upgraded into an arsenal when the colony's population
is 8.

{An arsenal doubles the output of muskets, if the required tools are
available.}


BUILDING6
{DOCKS}
Docks are the moorings and wharves necessary to process fish garnered
from the various fishing beds and fisheries scattered along the coasts of
the New World.

{Docks allow your colonists to work as fishermen in any ocean or lake
square adjacent to the colony.}


BUILDING7
{DRYDOCKS}
Drydocks include facilities and equipment for repairing ships and boats
that have been damaged in naval combat. There is a drydock in your
mother country at all times, but your people can construct a drydock in
any coastal colony which already contains docks and has a population of 6.
Whenever a naval unit is damaged, it is placed automatically in the
nearest drydock for repairs.

{The presence of drydocks in a colony enables that colony to repair
damaged ships, instead of having them returned to Europe.}


BUILDING8
{SHIPYARD}
Shipyards are facilities that contain all equipment necessary to build
ships.

{The presence of a shipyard in a colony enables carpenters to construct
ships.}


BUILDING9
{TOWN HALL}
A town hall is one of the first structures the founders put together. It
provides a place where the colonists from the surrounding area can gather
to discuss issues facing the community. This is the first inkling of
colonial government. A colonist in the meeting house produces Liberty
Bells, which represent growing nationalism and colonial government. An
elder statesman in a meeting house produces many Liberty Bells.


BUILDING10
{TOWN HALL}


BUILDING11
{COLONIAL ASSEMBLY}


BUILDING12
{SCHOOLHOUSE}
To begin educating your citizenry, you must build a schoolhouse. It can be
built when your population is 4. {The schoolhouse allows the following
specialists to teach their skills to other colonists:}
• Expert Farmer
• Expert Fisherman
• Expert Silver Miner
• Expert Ore Miner
• Expert Lumberjack
• Master Fur Trapper
• Master Carpenter
• Hardy Pioneer
• Seasoned Scout


BUILDING13
{COLLEGE}
A Schoolhouse can be upgraded to a college when the population reaches 8.
It functions identically to the schoolhouse, except: {Two specialists may
teach simultaneously, and the following additional skills may be taught.}
• Master Sugar Planter
• Master Cotton Planter
• Master Tobacco Planter
• Master Distiller
• Master Weaver
• Master Tobacconist
• Master Fur Trader
• Master Blacksmith
• Master Gunsmith
• Veteran Soldier


BUILDING14
{UNIVERSITY}
A college may be upgraded to a university when the {population reaches
10.} It functions like a college, except:

{Three specialists may teach simultaneously, and the following additional
skills may be taught:}
• Jesuit Missionary
• Firebrand Preacher
• Elder Statesman


BUILDING15
{WAREHOUSE}
Normally, the storage facilities in each of your colonies can hold up to
100 of each cargo type. Your carpenters can construct a larger
warehouse.

{A warehouse can hold up to 200 of each cargo type.}


BUILDING16
{WAREHOUSE EXPANSIONS}
Normally, a warehouse can hold up to 200 of each cargo type. Your
carpenters can construct an expansion to the warehouse, which adds
another 100 to the total capacity. A warehouse with an expansion looks
exactly like the normal warehouse, but a "2" is superimposed on it.


BUILDING17
{STABLES}
Stables are built in a colony to {increase breeding of horses.} Once the
stables are completed, {horse reproduction is doubled.}


BUILDING18
{CUSTOM HOUSE}
After {Peter Stuyvesant} has joined the Continental Congress, your
carpenters may construct custom houses. A custom house serves as a
permanent arrangement between the colony that constructs it and the
mother country. {Once completed, you sell goods and commodities on a
regular basis to Europe,} and the logistics are taken care of for you.
You no longer have to load and unload cargo or move the ships.

{A custom house also allows trade with Europe to continue after the
Rebellion has begun; otherwise, access to European markets is closed.}


BUILDING19
{PRINTING PRESS}
Printing presses and newspapers provide a forum for public expression.
This public forum can create a sense of community and brotherhood which
generates feelings of patriotism within a colony.

{When the the printing press is completed, Liberty Bell production
within the colony is increased by 50%%.}


BUILDING20
{NEWSPAPER}
Newspapers provide a forum for public expression of concerns facing the
people. This public forum can create a sense of community and
brotherhood which generates feelings of patriotism within a colony.

{When the the newspaper is completed, Liberty Bell production within
the colony is increased by 100%%.}


BUILDING21
{WEAVER'S HOUSE}
A new strain of cotton is used by the Indians in America, and some
colonists work with it to weave a fine grade of cloth. {A colonist working
in the weaver's house can produce cloth} if there is cotton available to
work with. Any cloth produced accumulates in the warehouse.


BUILDING22
{WEAVER'S SHOP}
A weaver's shop in a colony {increases the output of cloth by any
weavers}. The colony must have a {population of at least 4} to begin
construction of a weaver's shop.


BUILDING23
{TEXTILE MILL}
A weaver's shop may be upgraded into a textile mill. A textile mill
dramatically increases the efficiency of operations and thus produces
{more cloth per unit of cotton.} Your Continental Congress must contain
{Adam Smith} and the {population of the colony must be at least 8} to
begin construction of this facility.


BUILDING24
{TOBACCONIST'S HOUSE}
Some of the colonists have discovered tobacco from the natives and are
already learning how to cure and dry the weed and to make cigars from it.
Someday, this crop may grow into a major industry.

{A colonist working in the tobacconist's house can produce cigars if there
is tobacco available.} Any cigars produced accumulate in the warehouse.


BUILDING25
{TOBACCONIST'S SHOP}
A tobacconist's shop in a colony {increases the output of cigars} by any
tobacconists. The colony must have a {population of at least 4 } to begin
construction of a tobacconist's shop.


BUILDING26
{CIGAR FACTORY}
The tobacconist's shop may be upgraded into a cigar factory. A cigar
factory dramatically increases the efficiency of operations, and thus
produces {more cigars per unit of tobacco.} Your Continental Congress
must contain {Adam Smith} and the {population of the colony must be at
least 8} to begin construction of this facility.


BUILDING27
{RUM DISTILLER'S HOUSE}
In some areas, fine cane sugar can be cultivated; some of the natives
cultivate large fields of it. The colonists know that it can be processed to
produce rum.

{A colonist in the distiller's house can produce rum if there
is sugar on hand to work with.} The rum is bottled and stored in the
warehouse.


BUILDING28
{RUM DISTILLERY}
A rum distillery in a colony {increases the output of rum} by any
distillers. The colony must have a {population of at least 4} to begin
construction of a distillery.


BUILDING29
{RUM FACTORY}
A distillery may be upgraded into a rum factory. A rum factory
dramatically increases the efficiency of operations, and thus produces
{more rum per unit of sugar.} Your Continental Congress must contain
{Adam Smith} and the {population of the colony must be at least 8} to
begin construction of this facility.


BUILDING30
{CAPITOL}


BUILDING31
{CAPITOL EXPANSION}


BUILDING32
{FUR TRADER'S HOUSE}
One of the first things your colonists notice when they get to America is
the incredible abundance of fur-bearing mammals and the tremendous
use that some of the Indians make of these pelts. They also realized the
profit that can be made from selling the fur or making clothing from it.

{A colonist working in the fur trader's house can produce coats,} if there
is fur available to work with. The coats will accumulate in the warehouse.


BUILDING33
{FUR TRADER'S SHOP}
A fur trader's shop in a colony {increases the output of coats} by any
traders. The colony must have a {population of at least 4 } to begin
construction of a fur trader's shop.



BUILDING34
{COAT FACTORY}
A fur trader's shop may be upgraded into a coat factory. A coat factory
dramatically increases the efficiency of operations, and thus produces
{more coats per unit of fur.} Your Continental Congress must contain
{Adam Smith} and the {population of the colony must be at least 8} to
begin construction of this facility.


BUILDING35
{CARPENTER'S SHOP}
The community builds a carpenter's shop because of the obvious need for
constructing all sorts of items for the good of the community. A colonist
working in a carpenter's shop {produces hammers,} which accumulate
{to construct buildings} and structures in the settlement. Note, however,
that the carpenter {needs lumber to create hammers.}


BUILDING36
{LUMBER MILL}
The humble carpenter's shop can be improved and upgraded to make those
working there more effective. You may upgrade a carpenter's shop into
a lumber mill when the {population of the colony reaches 3.} It {doubles
the output of hammers} from any colonists working there (but requires
an equal amount of lumber, of course).


BUILDING37
{CHURCH}
A church may be constructed almost immediately upon landing on the
shores of the New World. The {population of a colony need only be 3.} This
causes {increased cross production} instantly, but putting colonists to
work in the new structure creates many more.


BUILDING38
{CATHEDRAL}
A church may be upgraded to a cathedral when the {population reaches 8,}
dramatically {increasing the colony's cross production} and that of any
colonists preaching there.


BUILDING39
{BLACKSMITH'S HOUSE}
The Colonial community helps build the blacksmith's house for much the
same reasons as the carpenter's shop. They realize the need for basic
metal goods -- tools, repairs of existing implements, and so on. {A
colonist working in the blacksmith shop can produce tools,} which
accumulate in the settlement's warehouse. The blacksmith {needs ore} to
produce tools.


BUILDING40
{BLACKSMITH'S SHOP}
A Blacksmith's House may be expanded into a larger facility that
{increases the production of tools.} You may begin the project when the
colony's {population reaches 4.}


BUILDING41
{IRON WORKS}
Your colonists may construct an Ironworks when the {population of the
colony reaches 8.} It is a major facility for metal-working/production
and dramatically {increases tool output.} The Ironworks is a factory level
building and may not be built until {Adam Smith} joins your Continental
Congress.