Sid Meier's Colonization

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Sid Meier's Colonization
Colonization cover.jpg
Developer(s) MicroProse
Publisher(s) MicroProse
Designer(s) Brian Reynolds, Sid Meier
Composer(s) Allister Brimble (Amiga)[1]
Series Civilization
Platform(s) Amiga, DOS, Windows, Macintosh, Linux
Release 1994-1995
Genre(s) Turn-based strategy
Mode(s) Single player

Sid Meier's Colonization is a computer game by Brian Reynolds and Sid Meier released by MicroProse in 1994. It is a turn-based strategy game themed on the early European colonization of the New World, starting in 1492 and lasting until 1850. It was originally released for DOS, and later ported to Windows 3.1 (1995), the Amiga (1995), and Macintosh (1995).[citation needed] American video game publisher Tommo purchased the rights to this game in 2015 and digitally published it through their Retroism brand.[2]

Colonization is much like a more developed version of Sid Meier's previous game Civilization (1991) in visual design and handling, but the two have marked differences in gameplay. Instead of forging a nation from nothing, the player manages the cross-Atlantic expansion of an established one in the service of the Crown. As the colonies become more self-sufficient their subservience shifts from boon towards bane, and to win the player must ultimately declare independence and defeat the Royal Expeditionary Force in battle.[3]

Gameplay[edit]

The main map (DOS version)
A colony producing furs, tobacco, coats, and cigars, among other things (DOS version)

The game begins in 1492. The player controls the colonial forces of either England, France, The Netherlands, or Spain; the other powers are then played by the computer. Each nation has unique abilities that favor certain strategies. There is a choice between a historical map (America) or a randomly generated map (the New World).

The journey begins with a ship and two units arriving at the new world; as the ship moves into the unknown, the map is revealed. Subsequently, the player makes landfall, explores the New World, meets the indigenous Indians, builds colonies and buildings, and improve and work the surrounding land. The ship can return back to Europe to collect more colonists and sell items.

The colonist can work the immediate land around the colony. Different map squares can yield different resources; for instance, most squares can produce food, while only forests can yield lumber. Harvested resources from the land, such as cotton or tobacco, can be manufactured and converted into commodities, such as cloth and cigars, and either used or sold (usually back in Europe). The prices of commodities in Europe fluctuate depending upon supply and demand. With money, the player is able to buy goods, fund faster building construction, recruit new colonists, or buy ships and artillery.

The player is also required to protect their colonies from potential invasion by equipping and stationing soldiers. Moreover, the player manages their citizens, educating them in various skills to increase their productivity in areas such as farming, gathering of resources, or manufacturing.

Each colonial power has certain bonuses that make them unique and different from each other. Aside from European colonial powers, the NPC powers include eight Native American tribes, in four main categories. Each Native American settlement can convert one regular colonist into a specialist. More advanced tribes (Incas and Aztecs) live in larger cities. Analogous to technologies in Civilization,[clarification needed] social and industrial advances are achieved by the addition of "Founding Fathers" to the "Continental Congress", which are gained by generating a sufficient number of "Liberty Bells" through the colonial pride of settlers. These are all named after real historical figures, such as Francisco Vásquez de Coronado and Pocahontas.[citation needed]

One main driving impulse in Colonization is the harvesting of natural resources, such as lumber (for building), ore (for manufacturing), and food (for population growth). Squares on the map have basic values of resource output (depending on the type of terrain and if a river runs through it), but certain 'prime' squares have double or higher output values.

Development[edit]

Computer Gaming World' "The Rumor Bag" column reported in April 1994 that "MicroProse is working on a game like Sid Meier's Civilization that covers the Age of Colonization".[4]

Reception[edit]

In 1996, Colonization was ranked the fourth best game of all time by Amiga Power.[5] It was named the 52nd best computer game ever by PC Gamer UK in 1997.[6]

Remakes[edit]

FreeCol released in 2003, is an open source and fan-made remake of Colonization.[7][8] Is under continued development.

The 2008 release Civilization IV: Colonization is a Firaxis remake of the original Colonization for Microsoft Windows. It uses the upgraded Civilization IV engine and features the original gameplay, 3D graphics, an updated AI, and multiplayer support.

References[edit]

  1. ^ http://allisterbrimble.com/allister_portfolio.pdf
  2. ^ "Purchase Agreement between Atari, Inc. and Rebellion Developments, Stardock & Tommo" (PDF). BMC Group. 2013-07-22. 
  3. ^ https://www.gog.com/game/sid_meiers_colonization
  4. ^ Swyfte, George Bernard (April 1994). "Pot Of Hops". The Rumor Bag. Computer Gaming World. p. 186. 
  5. ^ Amiga Power magazine issue 64, Future Publishing, August 1996.
  6. ^ Flynn, James; Owen, Steve; Pierce, Matthew; Davis, Jonathan; Longhurst, Richard (July 1997). "The PC Gamer Top 100". PC Gamer UK (45): 51–83. 
  7. ^ Get Ur FreeCol by Alec Meer on Rock, Paper, Shotgun "it’s an remarkable accomplishment, and I’m very glad it’s out there. [...] FreeCol, though, is here right now, it’s free, it’s stable, it’s pretty much feature-complete and unlike its parent it has multiplayer" (June 12, 2008)
  8. ^ A Brief History Of Modern Retro by Alec Meer on Rock, Paper, Shotgun "You may be better off with the open source fan remake, FreeCol." (March 01, 2010)

External links[edit]