|Trade Founding Fathers|
|Trade||Exploration||Military||Political||Religious||Sent in Tips|
Adam Smith allows factory level building to be built in colonies. This means that for every unit of raw material in you get 1.5 units of finished product out. This of course means you make more money when selling goods, however commodity prices will drop quicker negating this. So it is a good idea to sell about half of your goods as raw materials to maintain prices. This can be done by having only one worker in a factory, thus saving food as well. You may also get an overload of tools, so get a gunsmith to turn these into muskets. These always sell for a high price and are also good for arming your Indian allies, who can help you kerb the power of European rivals. Excess tools may also be shipped to new colonies which don't yet have an iron working industry. It should be noted the arsenal improvement gives a 50% increase in production but requires a 50% increase in supply, as the iron works already provides the 1.5 bonus. It is best to wait until you have built other more important building before you get Smith as factories take a lot of resources to build. Also more shipping or custom houses will be required to deal with the increased output.
Jakob Fugger erases the Crown's memory of parties you've had protesting taxes. In other words, you no longer owe back taxes before you can resume trading goods. So if you throw a lot of tax parties Fugger is your man. As back taxes are 5000 gold pieces per a commodity he can be quite useful. I however don't throw many tax parties as I like to trade in most commodities all the time and don't like losing 100 of something in the sea. However if it is an 6% or 8% rise it can be worth it. The best commodities to choose are food and tools (once you have a good iron working industry).
Peter Minuit makes all Indian land free. I think it would have be more realistic if Microprose had kept it at the original half price. I used to select him a lot until I realised it just made the Indians really angry. They act just like when you steal land, so it not a good idea to choose him EVER! Also it is better to place your colonies where there are as few Indian squares as possible anyway, as your proximity to them makes them uneasy.
Peter Stuyvesant allows construction of the custom house in your colonies which can streamline trade with Europe. Once you start to build a major industry and have a lot of goods to move you will need a custom house. It is best to select Stuyvesant a bit early so you are prepared. Otherwise you may find your warehouses become full and goods are being thrown away. It should be noted if a frigate from a nation you are at war with or privateer is near one of your ports with a custom house it will not operate. The custom house also allows you to trade with other Europeans during the Revolution at a 50% tariff.
Jan de Witt allows trade with foreign colonies (by ship and wagon train). In addition, your Foreign Affairs report will now tell you more information about your European rivals. I never trade with Europeans as I think it only makes them stronger. The Foreign Affairs report however is very useful. It gives each Europeans military strength, naval power, merchant marine, population and number of colonies. This helps you to decide whether a power is too strong to make war against or weak and ready to be taken over. It allows you to work out how many undiscovered colonies there are. When you get Jan, look up the Foreign Affairs Report immediately, or you may forget.
If you find a colony without a stockade, raise an Expeditionary force (if you can) of a dragoon (two if it is a hostile landing), 4 or 5 artillery and 2 galleons (one for the troops and another for the loot and POW's). Colonies without a stockade have a weak defence and can be liquidated. You can expect to find one or two soldiers / dragoons in the colony, and if it has been there a while an artillery piece as well. The more force you have the better, as if it takes more than one turn to take the soldiers will rearm with spare muskets and horses and reinforcements may arrive by road or sea if there is no blockade in force. Stop it in embryo or not at all! I know its a pain but IT'S WORTH IT! Sell the muskets, horses and trade goods to local Indians - thus saving you cargo holds, making you tax free money and strengthening Indians resistance. Look at the Indian report to see how many muskets and horses they have. If they have more than 500 of one they won't buy it. They pay about 800 for the first batch and 400 for the second batch of either. Capitals pay more. You might also want to rearm damaged dragoons or raise new ones from the POW's, remember a dragoon only takes one hold but consists of a colonist, 50 muskets and 50 horses ie. really two holds worth. Also make a POW a pioneer, so he takes the tools thus saving more space. You may also gain new skills from captured POW's. And if you want to cheat, do a save before hand and then you can try again or retreat with your forces in tact. It should be noted then sometimes you will get the same outcome no matter how many times you reload it - I don't think Microprose like cheats!