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''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). The DOS version ran at 320x200 resolution, the others in 640x480, but were otherwise identical and added no new features. ''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.〔(Colonization at Apolyton Civilization Site ) Accessed 11 May 2007〕 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. Tommo Inc. purchased the rights to this game and digitally publishes it through its (Retroism ) brand in 2015. ==Gameplay== 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. The choice of nation is important, as 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 randomly generated map shifts the focus of the game toward exploration—in this mode the game has considerable replay potential. The journey begins with two units traveling on a ship to the new world; as the ship moves into the unknown, the map is revealed. Subsequently, the New World is discovered, the Indians are met, a colony is built, colonists begin to change the land to be more productive, the ship is sent back to Europe to collect more colonists, any superfluous items are sold and the exploration of the world begins. The game revolves around harvesting food and manufacturing and trading goods. Resources gleaned from the land are converted into commodities and either used or sold (usually back in Europe). The prices of commodities fluctuate depending upon supply and demand. The more of a commodity is sold by the colonial powers, the less the markets will be willing to pay for them. With money, a player is able to buy goods, recruit new colonists, or buy ships or artillery. While maintaining an income, the player is also required to protect his colonies from potential invasion by equipping and stationing soldiers. Moreover, the player is required to manage his citizens effectively, educating the populace in various skills to increase their productivity in areas such as farming, gathering of resources, or manufacturing. There are three areas of employment in the ''Colonization'' world: primary resource gatherers, secondary resource manufacturers, and the more specialized units such as soldiers, statesmen, pioneers, Jesuit missionaries, and preachers. The geography of the land determines the productivity of a colony. For instance, some squares produce great amounts of food, while others may produce greater amounts of ore or silver. Thus it becomes necessary to link various colonies together via roads (roads grant increased mobility of units) or sea trade routes, to transport goods from colonies where there is excess to those where there is demand. The basic civilian is a free colonist with no particular skill. He may be employed in any profession and with enough time ''may'' become highly skilled at it. In addition, players can receive criminals and indentured servants from Europe. These people are ineffective at any skilled job, but may eventually become a free colonist through labor or military service (criminals become indentured servants first before turning into free colonists). More often, colonists become more productive by being educated at a schoolhouse, college, or university. Those same buildings can also be used to promote a criminal to indentured servant or an indentured servant to a free colonist. Additionally, some skills can be learned from the natives, though this is very limited. A given Indian settlement will only train in one skill, and will only train one colonist ever, unless it happens to be a tribe's capital. Also, Indians will not train criminals. Specialist buildings and special squares, as in ''Civilization'', have greater output. Specialists, who produce more per turn, can be trained or recruited. Horses can be bought and sold, but they also multiply in any colony that has two or more of them and a food surplus. They add to military strength when assigned to soldiers, and allow Scouts to be created to explore the world and meet with native settlements and foreign colonies. Ships of several types (Caravel, Merchantman, Galleon, Privateer, and Frigate) can be purchased or built (a larger ship, the Man-O-War, can only be acquired during the War of Independence, and then only by recruiting a European power to join your revolution). They move goods, horses, and colonists around, and some can attack. Wagon trains (which are built in colonies) move goods and horses on land, and can be used to trade with the native tribes. Trade routes for each kind of unit (sea routes and land routes) can also be created. This command allows automatic loading and unloading of goods from one colony to another or to Europe. Relationships must be carefully maintained with Indians and other colonial powers, from waging war and maintaining strategic defences to offering tributes or "recruiting peacemakers" (Benjamin Franklin and Pocahontas). Destroying native settlements yields a quick profit and makes land available, but prevents the substantial long-term gains to be made by friendly bargaining and trading. Destruction of native settlements also counts against the player's final score. The king of the player's home country meddles in colonial affairs from time to time, mostly by raising the tax rate. Occasionally they also force colonies into wars with rival empires' colonies (unless the player has Ben Franklin). The player must also pay attention to political developments and the recruitment of Founding Fathers (roughly corresponding to the Civilization Advances of ''Civilization''), to ensure the best possible chance of success. On the easiest level, the action essentially takes place at the speed in which the player wants it to. With each increase in difficulty level, the restrictions that bound successful endeavors become more pronounced. The game is eventually won by seceding from the motherland, signing the declaration of independence and defeating the armies which are sent to prevent secession (note: losing the war of independence loses the game). Successful navigation through the game requires the player to strategize and to effectively make use of what resources are provided, to explore and cultivate the land and to negotiate between rivals. While the military aspect of the game is important, it is less so than in the ''Civilization'' series, focusing more heavily on aspects of trade and the inter-relationships between peoples and colonies which make up the New World community. In doing all these things the player is required to develop certain fundamental notions which influence both the game world and the real world, such as: infrastructure restrictions and requirements, methods for increasing productivity, the importance of economic and civic growth, the centrality of trade, that some natural resources are more useful and more valuable than others, the importance of education, that newspapers and diplomats influence public opinion, that religion can affect people's allegiances, that it’s more sensible to use the colonists who aren’t proficient in a trade or profession as soldiers, the influence of historical figures on colonial New World societies, and so on. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Sid Meier's Colonization」の詳細全文を読む スポンサード リンク
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