Ending The Game And Winning

A game of Colonization may be ended in several different ways. You may quit or retire at any time, attempt a revolution (which you can either win or lose), or play until the game ends automatically.

Ending Play

Quitting: You may quit during your turn by choosing "Exit" from the game menu on the map display (see Game Menu). When you quit you are given a chance to change your mind before the decision is irrevocable. Your score will not be calculated, and you will not be entered into the Hall of Fame if you quit.

Retiring: You may retire from play during any turn by choosing "Retire" from the game menu. Again, you are given a chance to change your mind. If you proceed, your score is calculated and shown, and you may be entered into the Hall of Fame if you qualify.

The Revolution: If you declare your nation's independence, then back up that claim with a convincing show of military strength that results in victory, the game ends with a celebration, and you receive a hefty bonus to your score. If you fail to establish your sovereignty, you do not receive a bonus.

Automatic Ending: The game ends for scoring purposes in the year 1800 if you're not fighting the War of Independence. At this time, your score is calculated and the end of game sequence is shown. You may continue to play after 1800, but no further scoring will occur. The game ends automatically in 1850 if you're fighting the War of Independence in 1800 and you don't win the war first. It also ends if you lose your last colony (for any reason) and it is the year 1600 or later.

Winning

You win by successfully gaining independence from your mother country. Any other result is considered inferior. While you may receive a good score, you will never achieve true greatness without declaring and winning independence.

Scoring

Your Colonization score is a sum of the following points:

Colonization scoring

Population Score: You score points for the colonists in your nation at game's end according to the following schedule:

+1 for each petty criminal or indentured servant (see Colonists and Skills). +2 for each free colonist (see Colonists and Skills). +4 for each skilled colonist (see Colonists and Skills). Continental Congress Score: +5 for each Founding Father in your

Continental Congress (see Continental Congress). Treasury Score: +1 for every 1000 gold in your treasury. Rebel Sentiment Score: +1 for each point of rebel sentiment (see Liberty Bells).

Indian Destruction Penalty: -(difficulty +1) for each native settlement you destroyed.

Revolution Bonus

If your people achieve their independence before any other European powers do, your Colonization score is doubled. If one other power declares before you, your bonus is 50%, and if two other colonial powers become independent ahead of you, your bonus is 25%. In addition, you get one point per liberty bell produced after foreign intervention (see Liberty Bells During the Revolution).

Additionally, if you've declared your independence before 1780, your score is increased; the sooner you declare, the better your Bonus.

Your Epitaph

At the end of every game, the people of the world remember you for your accomplishments—great or small. They will give your name to some item for which you will forever be remembered.

Hall of Fame

The Hall of Fame records the best colonial empires you have built, listed in order of ranking. The ranking is derived from the Colonization score modified by a difficulty factor (derived from the Level of Difficulty you chose when starting the game).

You can examine the Hall of Fame when starting a new game from the pre-game options menu. When you retire or reach the end of a game, you are shown the Hall of Fame even if you don't qualify to carve your name there.

The New World in which you establish your colonies is the newly-discovered Americas. If you chose "Start a Game in America" from the world menu, it is the "real" Americas—geographically accurate. If you chose "Start a Game in New World," it is an imaginary world— historically plausible, but imaginary. If you wish to experiment and, to some extent, customize the New World, you can choose "Customize New World" from the world menu.

Regardless of the setting you chose, the eastern and western edges of the New World map connect to your home country, so a ship can reach your home port by sailing off either the eastern or western edge of the known ocean (although it takes longer to reach Europe from the western edge). The northern and southern map edges are bounded by polar ice which cannot be penetrated.

When the game starts, you have no knowledge of what lies over the horizon; you only recognize the area immediately surrounding your ship. The Native American tribes and other European powers remain hidden until you encounter them directly. As you move and explore, you discover more and more of the New World. Once revealed, an area remains visible for the remainder of the game.

The map is divided into squares, which are illustrated according to terrain type. Each terrain has its own economic usefulness, effect upon movement, and effect upon combat (see the Terrain Chart).

The economic usefulness of underlying terrain is important when considering where to build a new colony, since the area surrounding a colony can be worked by the colonists to produce commodities such as food, tobacco, cotton, fur, and so on. The inhabitants of the colony need to grow food to eat and to increase their population; other commodities can be sold or processed to produce goods for sale (see Working the Colony). Most terrain on the map may be "improved" by clearing the forest, plowing, and building roads to make it more productive (see Other Orders and the orders menu).

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