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North America Strategy - Phase 2

This is Phase 2 of the North America strategy guide for Sid Meier’s Colonization.

Phase 1: Fur for the Future
Phase 2: Expansion & Self-Reliance
Phase 3: Solving the Sugar Shortage


You'll recognize the Fur/Food colony from Phase 1 in the top right corner of the image. The new colonies are situated in terrain suitable for their designated areas of production. The Rum colony only has two squares suited for growing sugar, and that won't do for a highly specialized colony, but we will address this sugar shortage in Phase 4 of this Strategy Guide. Notice that you have passage into the Gulf of Mexico through the Rum colony, which will prove useful later on.

The first two colonies have been developed, and large quantities of fur are now being shipped off to Europe. Hopefully you have been able to secure that income by building a custom house as well, which means you'll be safe from any crazy ideas the king might have. Unfortunately you will not be able to prevent the price of fur from falling like a rock.

If you've chosen the Dutch, prices will remain somewhat stable, but the best way to maintain a healthy economy is to start producing all the different luxury commodities. As luck would have it, the East Coast provides nice locations for cloth, tobacco, and rum colonies.

This next phase calls for a massive expansion along the coast and in the Midwest region. The goal is to establish five new colonies – three along the coast and two inland tools colonies. (See image to the right)

There are many ways to do this. One way is to set up the first colony with a farmer, lumberjack, and a carpenter to get it started on buildings – then move on to the next one and continue expanding like that.

Another way, and this may be better, is to quickly set up five singe-colonist settlements in the desired locations. By doing it this way, you'll get some production from the colony field in all of those settlements. If you've been able to get Thomas Jefferson in your Continental Congress, assigning them to the Town Hall will produce 5 colonies x 6 bells = 30 extra liberty bells per turn – a most welcome increase. Then, at the quickest rate possible, start bringing in experts to specialize each colony for its intended purpose.


You might want to consider giving one of the tools colonies some priority, as the new colonies and pioneers developing the surrounding terrain will be needing a lot of tools during this development phase. When they do, you better have some serious production going, because a tools boycott at this point would be very destructive to your endeavor. Of course, the king tends to be extremely annoying at the "right" moment.

This proves that you have reached a point where you need to become self-sufficient. The foundation for self-sufficiency in Colonization is tools production. You need a lot of tools for buildings and pioneers, and you need tools to be able to produce muskets.

Horses are also needed, and a good tip is to make a rule of quickly moving in a couple of horses in every newly founded colony. This can be done in many different ways:

• In ships.
• In wagon trains.
• Move a dragoon or scout in and make him a soldier/colonist for a turn or two.

Food shortage shouldn't be a problem in North America. In fact, you're likely to have a surplus of food. Two horses and a surplus of food means your horses are breeding, and you won't have to give it another thought.

If you manage to get your first tools colony up and running before the tools boycott, and if you stick to the horse rule, you're pretty much on your way to being self-sufficient.

Phase 3: Solving the Sugar Shortage.