Colonization чит-файл №2

Creating your nation
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In a conquest game you actively carve your boundaries by attacking and pillaging
native settlements. There is no need to worry yourself about the positioning of
native settlements or about buying land from the Indians - settlements can just
be wiped out and built on and the stolen loot provides you with a ready supply
of cash. The downsides are that for every native settlement destroyed you lose
points; you need to strongly defend all you colonies; the cost of building and
maintaining an effective army can be crippling; and you won't be able to rely on
gifts; training or trade.
A settlement game takes a more peaceful approach by having you co-existing with
the locals: the idea is to compromise. You must concentrate on building a strong
self-supporting network of colonies. Developing them politically and religiously
and creating the stable trade that's vital to success. You also recieve gifts
trade; training and converts but have to spend a lot of thought and worry
keeping the natives happy. Only to find (quite often) that their settlements
occupy the exact spot that you wanted to build on.

Colonies and Colonists
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Try to provide each colony with a carpenter; lumberjack; statesman and priest
along with a miner; blacksmith (for a supply of tools) and soldier (with cannon)
The first colonist in a newly founded colony should be assigned to food
production and the next switched between tree chopping and carpentry. It might
be a good idea to make them pioneers too. Coastal colonies should also be
supplied with a dock - a coastal ocean square cannot be blockaded as easily as
land and cannot be put to any other use than fishing anyway. Next go for a
stockade or a warehouse. As for the colonists themselves it's always best if
each one is a specialist. Some careers (such as fishing) can be home-grown
virtually from the start whereas others (such as the job of statesman) are worth
buying direct from the Royal College.
                               
Trade
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Because you don't have to pay for the production; conversion or transporting
making money is actually a bit of a doddle. Variety is imperative as is
converting as much raw material as possible into its refined version and trading
with the natives and other European powers.

Indipendence
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Keep at least one Elder Statesmsn per colony to keep the Sons Of Liberty
membership high. Maintain an interest in tool and horse production. Have at
least four cannons and preferably some fortresses too. Experienced soldiers and
Dragoons into the surrounding forests and mountains. The last thing to bear in
mind is that when you declare independance the Royal force will attack. They do
so en masse concentrating on a single target until they take it then moving on
to another. Men 'O' War will continue to ferry troops to the site of the battle
until they win or you wipe them out. As you have no way of knowing which city
will be set upon it's important that you defend them all as well as possible.