Sid Meier's Colonization (Classic)

Sid Meier's Colonization (Classic)

Is there any time limit/year to end the game?
So I am playing with French and I am wealthy and strong in my region but I am trying to fight English and Dutch that are annoying me being around. I was successful with English but Dutch are around 2 colonies all the time attacking and they always have dragoons and soldiers. They have a wealthy colony close to me and despite I can win the game right now by declaring independence, I want to give those Dutch a lesson so I want to coordinate a siege with frigates, dragoons and artillery. I am now at 1760s I think... so can I set aside historically accuracy for a moment to enjoy the game fighting against other Europeans? Is there any time limit in this game to declare the independence? The main problem is that I have a tax of 72% and I can't make business but I can afford to make soldiers, dragoons and frigates by myself so we may say I am now self-sufficient. However, having such high tax is annoying...
< >
Showing 1-6 of 6 comments
Skleedle Oct 20, 2019 @ 8:33am 
1. avoid tax by always throwing whatever goods into the sea, and building custom houses.
2. you have until 1850, when your score will be totted up regardless of your status.
HistoryPlayer Oct 20, 2019 @ 11:44am 
custom houses apply taxes? I can't remember right now...
Skleedle Oct 20, 2019 @ 1:36pm 
no.
HistoryPlayer Oct 22, 2019 @ 4:40am 
Originally posted by Skleedle:
no.

Excellent! Too late for this game but I will consider it for the next one with Spanish. Any suggestions to play with Spain? Thanks.
msrachelm52 Oct 25, 2019 @ 5:04am 
As others have told you, there is a time limit at 1850. Concerning the opposing European Nations, is that usually, one of the three withdraws from the New World, in about 1652. I see the Spanish, most often do this and I have seen the French but never the Dutch, still leaving two Europeans. So, Historical is not really possible.

Concerning the defeat of the remaining two, I have never seen either of them, withdraw or defeated them, even after the Revolution. You can trade with them but you can not attack them, after Independence... if you continue to play, after Independence is gained. Your King has accepted your Independence, but to attack them, you are always told you can not attack them, as long as the Revolution is not done yet. But it is.

Historically, the Spanish and French lose their Colonies to England through a series of wars. Not even by 1812-1815 can you defeat the English, in any representation of the "War of 1812". It was the last time, the US had to fight the English again. So, Historically, it is not possible. The so-called Treaty which caused the Withdrawal of Dutch was the "Treaty of Untereicht" but the acceptance of English King was the "Treaty of Paris" and all the Colonies of Spanish, French and Dutch went to England, historically.

I have controlled North, Central and South America with many Colonies as 31; Independent. Of course the creators back then thought Players would just start a new game and play again. I am currently trying a formula of having just 13 Colonies and to gain Independence. I once had 13 but was forced to take several other other European Colonies, which caused me to exceed 13 and so, the number 13 is not possible. I am trying again, as English and currently have 10 Colonies, in South America, It is 1645, so in Seven years, I expect the Spanish to withdraw, but France or Dutch will get control of their Colonies, of course, as usual.

Defeating the Europeans has caused me to adopt an approach of groups of Frigates (one) and Privateers (usually two to three). Even with captured "Man-of-Wars" and a couple from the Dutch and French, there is always one supposed "Tory Force" left and the last Man-of-War of the King keeps returning, but never sunk. The Tory Force never lands and it continues. I could see the English King trying again, around 1812, but the Dutch West Indies became the French West Indies and then the West Indies, after France is defeated, by the English, historically. Thus, not well thought out by the Creators... i.e., no resolution End. So, not possible? Maybe so, but I shall keep trying to succeed. lol!!! :steamhappy:

In the War of 1812, my Great, Great, Great Grandfather was a Creek (Muscogee) Indian, from the Kentucky/Tennessee region and fought in the War of 1812. America won that war and he was a Veteran of that war. His Son, fought as a Confederate, between 1862-1864, even in the Union Army, in 1865. Computer programmers lack a true Historical sense, in supposed "Historical games"... too much 'Computer Creative' with far too less "Historical Fact".

Try as many approaches, as you can think of and as the Spanish, I doubt you would be forced to withdraw from the New World, but remember, Spain came for the "Gold of Cirbola" or "Seven Cities of Gold" and Ponca del Leone to find the "Fountain of Youth". They wound up controlling the West Coast region; California, Arizona and New Mexico until the Gadsen Purchase and the "Bear Flag Revolt" from California, in 1850. Poncho Villa in the Mexican War in about 1909 or was it 1919, I believe it was 1909.

Poor programming causes these results of Naval Combat:

1. Damaged (sent to Home port)
2. Sunk
3. Evade

This reveals a serious lack of understanding of Naval Warfare and the Type of ships offered. Frigates are usually 42 Gun ships and Man-of-War is around 100 guns with Privateers have 1 to 4 Cannons. The Man-of-War is heavy, huge and very slow with thick wood. Privateers are Sloops and Frigates are Medium sized ships. Merchantman had 1 to 2 Guns and Carvels usually 1 Gun. They forgot or just omitted Cruisers, Cutters and other types used in that period. In the Middle to Late 1800s the advent of River Gunboats or "Ironclads", in the Civil War of America. Also, the first submarine (only one) was built and run by two Colonist; a Sergeant of the Colonial Army with a builder of the submerged vessel. Much of history is overlooked by the creative process of Computer Gaming. Maybe, one day, so Content Creator will 'Correct' these and the game might even become popular again, without "Enhancement Technology"?

Any way, does any of this help? :steamhappy: Good Luck!!!

ms_rachel_m_52 :steamhappy:
[EH] Genie Mar 15, 2020 @ 12:43pm 
ms_rachel: i find the bulk of your posts most informative. Allow me to reply though for some inaccuracies

Concerning the opposing European Nations, is that usually, one of the three withdraws from the New World, in about 1652. I see the Spanish, most often do this and I have seen the French but never the Dutch, still leaving two Europeans


One European nation will always withdraw the moment you reach 50% Rebel sentiment (not based on year). It's just that as you grow your colonies, inevitably you will reach 50% rebellion at some point

Which nation withdraws, I am not 100% sure. I believe the weakest at the time joins with the second weakest.


1. Damaged (sent to Homeport)
2. Sunk
3. Evade

This reveals a serious lack of understanding of Naval Warfare and the Type of ships offered. Frigates are usually 42 Gunships and Man-of-War is around 100 guns with Privateers have 1 to 4 Cannons. The Man-of-War is heavy, huge and very slow with thick wood. Privateers are Sloops and Frigates are Medium-sized ships. Merchantman had 1 to 2 Guns and Carvels usually 1 Gun. They forgot or just omitted Cruisers, Cutters and other types used in that period

I'm not sure if you wanted to just educate us of the historical accuracy :) It's a game :) They kept to just a few ship types to avoid making it more complicated
The fight resolution is indicated by attack strength. The caravels usually.. sink. Merchantmen sometimes evade but usually sing to privateers with drake. Galleons tend to evade or even sink privateers unless they got cargo. They designed it that way to make the game easy to understand.

Game-wise, I like the fact they didnt add twenty different types of ships. As a result each ship in Colonization feels distinct
Last edited by [EH] Genie; Mar 15, 2020 @ 12:44pm
< >
Showing 1-6 of 6 comments
Per page: 1530 50