Colonization Cargo & Goods
Your colonies will flourish as long as you keep the goods flowing. There are sixteen cargo types in Colonization:
Food is one of the most valuable commodities your people produce. The survival of your colonies depends upon it. The best places to grow food are in plains, grasslands, prairie, and savannah. Plowing the land also increases food yield. Fishing is an excellent source of food, and fisheries are particularly productive. Each colonist working inside a colony eats 2 food every turn. For efficient food production, use Expert Farmers and Expert Fishermen.
Sugar is a cash crop that can be sold in Europe for a handsome profit or converted into Rum by a distiller for sale at a better price. Sugar grows most abundantly in Savannah, especially in Prime Sugar Land. For maximum sugar production, use the Master Sugar Planter.
Tobacco is a cash crop that can be sold in Europe for a handsome profit or converted into Cigars by a tobacconist for sale at a better price. Tobacco grows most abundantly in Grassland, especially in Prime Tobacco Land. Master Tobbaco Planters are the experts in this area. Trading tobacco with the larger native capitals is often very lucrative.
Cotton is a cash crop that can be sold in Europe for a handsome profit or converted into Cloth by a weaver for sale at a better price. Cotton grows most abundantly in Prairie, especially in Prime Cotton Land. To produce a lot of cotton, use the Master Cotton Planter.
Fur is abundant in the Americas and there is a hungry market for it in Europe. Your fur traders can convert furs into coats for an even greater profit. Woodlands of all sorts are good for trapping, but even better are game and beaver squares in colder climates. Additionally, a road in a forest square increases fur output. Fur is found most abundantly in all forested areas, but especially in colder terrains where there is Beaver. The Master Fur Trapper is the most efficient colonist for this task.
Lumber is one of the most valuable commodities you can produce. Your carpenters need lumber to build buildings, ships, artillery, and fortifications. Lumber is collected whenever your pioneers clear a forested square or when you have lumberjacks working the forests. Woodland of all sorts is good for wood cutting, and roads in forests and Prime Timber increase lumber production.
Ore is one of your most useful resources. It can be sold in Europe or converted into tools by your blacksmiths. Tools may then be changed into muskets, by gunsmiths. Ore is found in hills, mountains, and swamps. The most efficient colonist for mining ore is the Expert Ore Miner.
Silver is one of the most valuable metals found in the New World. Silver can be mined from mountain squares, and some native civilizations have it in great quantity. Some mountains have abundant silver resources, but these will soon run dry if mined. The best colonists for mining silver are the Expert Silver Miners.
Horses are useful for aiding travel in the New World. Scouts and Dragoons move significantly faster than do colonists on foot. Any colonist may be mounted to create scouts and any soldier can be mounted to create dragoons. Horses can be obtained only in Europe, but once brought over, they may be bred. If you have two or more horses in a colony and extra food stored in your warehouse, your colony will produce more horses. If you construct stables, your horses will breed twice as fast.
Rum is the product of sugar processing in a distillery. It is usually of much greater monetary value than raw sugar. Any colonist working as a distiller can convert sugar into rum, but the most effective producer of rum is the Expert Distiller.
Cigars are the product of tobacco processing in a tobacconist's house or shop. Cigars are usually of much greater monetary value than raw tobacco. Any colonist working as a tobacconist can convert tobacco into cigars, and Master Tobbaconists are the experts in this area.
Cloth is the product of cotton processing in a weaver's house or shop. It is usually of much greater monetary value than raw cotton. Any colonist working as a weaver can convert cotton into cloth. Most efficient at cloth production is the Master Weaver.
Coats are made from fur in a fur trader's house or shop. They are usually of much greater monetary value than unprocessed pelts. Any colonist working as a fur trader can convert fur into coats. Master Fur Traders produce the most coats.
Trade Goods can be obtained only in Europe or from other European settlements. These represent manufactured goods such as small tools, jewelry, and clothing, which the Indians may want to trade for. Most native tribes will gladly take trade goods, at least at first.
Tools are fundamental to successful colonial endeavors. You need tools to create pioneers, and only pioneers can build roads, clear forests, and plow fields. Additionally, tools are necessary to complete many buildings you construct inside your colonies. Finally, tools are converted into muskets by gunsmiths. Tools may be bought in Europe or manufactured by blacksmiths, who convert ore into tools.
Muskets are necessary for defense of your colonies and for building a substantial military force. You need muskets to create soldier units. Any colonist may be given muskets to create soldiers and any scout may be given muskets to create dragoons. Muskets may be purchased in Europe or manufactured at an armory, magazine, or arsenal. Any colonist working as a gunsmith can convert tools into muskets.