Jamitar
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Posts: 168
Joined: Thu Aug 11, 2011 11:30 am

random help?

Sat Sep 17, 2011 7:10 am

hi , this isnt very important just that I was getting bored of a few minor problems. 1 was about the colonizing system in GRT BRT . thanks for putting objectves but if I cant even reach of 35 cp and protectorate, the whole system is ruined. 2nd is about prospecting. I cant find nything! sometime it takes 5 unsusseccfull tries and I still only find wood and cotton. especially disapointed with empty australia. it should make all resources discovered OR it should take only 1 turn without fault



by the way, not here but can someone open anew thread with a guide for ever country? i need some thing to pass time during turns.

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Sir Garnet
Posts: 935
Joined: Sat Jul 16, 2011 8:23 pm

Sat Sep 17, 2011 9:06 am

This is an excerpt on colonial strategy from the draft manual for the next patch (work in process - but may be useful)

"You can take a primarily peaceful course, a heavily military approach, or something in between. That different areas favor different strategies is part of the fun. In general outline, the process begins with establishing some initial Colonial Penetration (CP) that allows you to play a wider variety of Colonial Actions that can increase CP, Development, Loyalty and Mlitary Control. Colonial buildings help feed colonial troops that protect construction and preserve your structures and can later be used to assert Military Control. Peaceful accumulation of Colonial Penetration up to 35% is common (often relying heavily on Colonial Actions directed at local chiefs), and if the whole Area is sufficiently penetrated with your presence and the capital is moderately developed you can proclaim a Protectorate and run up the flag – having troops present in the Area’s regions for this, as for many other Colonial Actions, is a precaution against interference by natives or others. Some players seek to achieve as much CP as possible without war, while others feel a need to resort quickly to the sword (a forceful, fast but often more expensive approach).

Troops have an important role. The harder you push colonization, the more likely the natives will suddenly revolt and seek to burn down every unguarded structure, destroying years of work. A military presence helps prevent this, and instead lets you take advantage of the unrest by taking Colonial Actions using troops to build Military Control. The Military Outpost is a key structure as it includes a small automatic garrison that both helps protect and extend your colonial presence with Military Control (but you need some MC present first to build it). Establishing a Fort and its larger garrison is a major bulwark against both unhappy natives and ambitious colonial powers. Notice, however, that troops sheltering in structures in the cityscape can only watch as natives burn those in the countryscape. The relative effectiveness of the military forces of the colonial powers against natives increases over time due to technological, organizational, tactical and medical advances – in the 1850s or even 1860s it is easy to be defeated by the natives on their own ground. This makes a peaceful approach more attractive in the early decades of the game.

Security is a first priority, and then economic development and continued penetration until you are ready to declare a Protectorate as the next step to creating a full Colony. Properly building out military infrastructure in a new Protectorate (Ports, Forts, Depots, transportation) costs substantial resources, so be ready before you act. Declaration of a Protectorate or Colony takes 4 months, and can during that time be contested by another nation playing a Stake if it has moderate penetration or another eligible basis. This has an even chance of provoking a Crisis, with the fate of the colonial area as one of the things in the balance.

At some point, if the natives have not already initiated hostilities, it is likely you will go to war to secure Military Control over the territory in order to have the freedom of action to build military and transportation infrastructure structures and establish a firm grip on the area. In some Areas, however, you can get MC without declaring war on anyone – Gabon, for example.

Colonial Penetration and Military Control are not the only important measures of colonization. Development is also important, but lack of it is rarely a problem if colonization follows a normal course. One thing that is easily left until too late is building local Loyalty to your nation. Many Loyalty-building actions (such as treating with local chiefs) can only be used at a relatively early stage of Colonial Penetration, so rushing ahead focused on CP without considering how you will gain Loyalty can prove awkward later. See the United States Strategy section below (p.150) for some detailed advice on colonizing the Wild West that is also relevant elsewhere in the world."

Also check the sticky regarding strategy guides and you'll find some detailed strategy advice on various countries.

Jamitar
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Posts: 168
Joined: Thu Aug 11, 2011 11:30 am

Sat Sep 17, 2011 11:35 am

conclusion: for most ereas I need war? ugh this feels bullsh***

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Sir Garnet
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Joined: Sat Jul 16, 2011 8:23 pm

Sat Sep 17, 2011 12:45 pm

Jamitar wrote:conclusion: for most ereas I need war? ugh this feels bullsh***


It's a draft and more to be added.

The answer depends. The Western USA can be settled without open war, just colonial action cards including the military pacification expedition action, which does require troops nearby to do the pacification. Sometimes natives don't like being colonized and will revolt. Sometimes they don't. In Africa and Asia there are some peoples who aren't going along without a fight. And some players would just prefer to fight, though unless it's a quick victorious war it costs more. In any case, it's good to have troops nearby to police the area and deter rebels.

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