Sid Meier's Colonization (Classic)

Sid Meier's Colonization (Classic)

Increasing colony size
I have two colones. In both colonies if I try to add another colonist I get a bunch of red numbers and I lose production. How do I increase the size? Do I need to build a certain building. The manual only gives basic information.
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Showing 1-7 of 7 comments
El Presidente Oct 14, 2014 @ 12:44pm 
Rats. I was hoping some one would give me a hint to improve my game by now. O well. I guess I will go check my post on SD's GC III forum about a Linux port.
idioch Oct 14, 2014 @ 3:38pm 
Well like any Civ game, you don't have enough food to support more colonists, not too hard to figure out really. I believe it works similar to the other Civs, 2 bushels per person, someone else can correct me if I'm wrong about that.
El Presidente Oct 14, 2014 @ 4:16pm 
I have enough food and all my tiles are being worked. I try to add more colonists to work in the buildings and all of a sudden my production gose down.
wiidad Oct 14, 2014 @ 4:44pm 
Originally posted by El Presidente:
I have two colones. In both colonies if I try to add another colonist I get a bunch of red numbers and I lose production. How do I increase the size? Do I need to build a certain building. The manual only gives basic information.

EASY ANSWER ^^
our colonises can only support so many people who aren't already of the side willing to join the revolution and leave their old nation behind... there is a subsystem where your town generates liberty bells, and more when you place people in there to generate them. colonists are converted from royalists to revolutionaries one by one by the number of liberty bells generated in a city they are living in.

SO, to increase population without drawing the massive red negative numbers , a city must simply generate more liberty bells and convert more of its population from royalists to revolutionaries.

there is a specific # of population that a city may have of royalists before the people become restless and stop working properly. generating more liberty bells will SLOWLY remedy this. However, until then you can simply make additional small towns to toss the extra colonists into.

El Presidente Oct 14, 2014 @ 10:08pm 
I started a new game and I think I am doing better. I have two colonies one wagon to transport stuff between the two and a privateer that I bought from London. I managed to get one colony with one person working in the town hall and I am building a church which should help with immagration. Now I am trying to set up a tool production system though I might have to found a third colony first. I have Pocohantis so the natives should be easeir to deal with. I also have Adams so that will enable me to select which colonist is at the front of the emigration pool. Now I will go play it some more and see if I can get any furthur in the game. Maybe my 4th game will be the one that I figure out a good strategy. Not too bad a game considering its 20 years old! 1994. Not as old as me tho. I watched Mr. Armstrong wallk on the moon when I was 4 and a half!
SPRÆY Oct 18, 2014 @ 3:05pm 
thanks for the thread, will use a lot of tips, my eyes get a little tyred when playing but totally agree , such a great game
[EH] Genie Mar 15, 2020 @ 11:59am 
Hi, to answer your question:

The Max Colony Size is 32
However, the red penalty you experienced kicks in if you exceed "x number" of "unionists" (this number varies based on the difficulty setting => on hardest setting you cannot have more than 5 unionists in a single colony)

Unionists = those who are still loyal to the motherland back in Europe (England, France, Spain, Netherlands)

How do you increase the rebels and reduce unionists? By generating Liberty bells within THAAT colony (each colony maintains its own rebel rating)
Every time you add to a colony a colonist he's added to the Unionist side. In some rare cases due to the rebel % it doesnt have an effect

You will notice each of your colonies has two numbers, those in favour of independence and those in favour of remaining under the rule of the european "motherland"
If Unionists > than limit => -1 BASE production for each colonist
If Rebels > 50% => +1 BASE production for each colonist
If Rebels = 100% => +2 BASE production

The importance of BASE production is that it means it benefits from some of the multiplies (so for some professions +1 may translate to +2 or even +3 etc). Example lumberjacks on prime timber
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