Each of these countries may have special abilities and different starting
units. In the original game, these abilities and units were tied to
particular nations. FreeCol, however, optionally allows you to select your
At the moment, FreeCol defines the following eight advantages, and also
allows you to select no advantage at all:
No advantage: You start with two Free Colonists and a Caravel, and no
special abilities. This is mainly intended for multi-player games, as it
removes a potential imbalance between players.
The trade advantage: You can buy and sell twice as many goods in Europe
before prices change. You start with two Free Colonists and a Merchantman.
The cooperation advantage: You generate only half as much native alarm as
the other European nations. You start with a Free Colonist, a Hardy Pioneer
and a Caravel.
The immigration advantage: You need to generate only two thirds as many
crosses as the other European nations in order to attract new immigrants. You
start with two Free Colonists and a Caravel.
The conquest advantage: You have a 50% advantage when attacking natives and
capture twice as many “converts” when destroying native settlements.
You start with a Free Colonist, a Veteran Soldier and a Caravel.
The naval advantage: All your ships can move one tile further than those
of other European nations. You start with two Free Colonists and a
The building advantage: Your lumberjacks produce two units of lumber and
your carpenters produce two hammers more than those of other European
nations. You start with an Expert Lumberjack, a Master Carpenter and a
The agriculture advantage: Your farmers produce two units of food more
than those of other European nations. You start with an Expert Farmer, a Free
Colonist and a Caravel.
The fur trapping advantage: Your fur trappers produce two units of fur and
your fur traders produce two coats more than those of other European nations.
You start with an Expert Fur Trapper, a Master Fur Trader and a Caravel.
In the original game, the Dutch had the trade advantage, the French had the
cooperation advantage, the English had the immigration advantage and the
Spanish had the conquest advantage. In FreeCol, this is also the default,
although you can optionally select different advantages. By default, the
Portuguese have the naval advantage, the Swedish have the building advantage,
the Danish have the agriculture advantage and the Russians have the fur
trapping advantage. This is likely to change in the future, however.
6.1 Your Home Port 你的母港
The Home Port is a port city in your home country, where you can trade Goods,
and train, recruit and buy Units. If you have not built a Drydock in any of
your colonies, your damaged ships will also return to the Home Port for
As you generate Crosses in your colonies, colonists will appear at the docks
of the Home Port. Unless William Brewster has joined the Continental
Congress, many of these colonists will be Indentured Servants and Petty
Criminals. Once William Brewster has been elected, these units will no longer
appear at the docks, and you will be able to select the next colonist to
emigrate from the recruitment list.
The recruitment list is a list of three colonists who are thinking about
emigrating to the New World, but have not yet reached a decision. You can
recruit them by offering gold as an incentive. At the beginning of the game,
this is a good way of increasing the population of your colonies. However,
the amount of gold required will greatly increase during the game.
If you have enough gold, you can also train colonists at the Royal Academy.
In exchange for the education you provide, they will also emigrate to the New
World. Not all types of colonists can be trained at the Royal Academy,
Ships and Artillery can also be purchased in the Home Port. You can also
build these units in your colonies, as soon as you have built a Shipyard and
an Armory, respectively.
For further information about the actions available in your Home Port, please
refer to the section on the europe panel.
6.2 Your Monarch 你的國王
Your Home Country is ruled by a Monarch whose actions can have a profound
influence on your colonies and your relations to other nations present in the
From time to time, the Monarch may decide to raise the Taxes you pay on all
goods you sell in the Home Port. You may refuse to accept these taxes,
however, in which case your colonists will stage a protest similar to the
Boston Tea Party and throw some goods into the harbour. The Monarch will not
be amused and will boycott this type of goods. This means that you will no
longer be able to trade these goods in the Home Port until the Boycott is
You can end a Boycott by paying the outstanding tax arrears. As soon as Jacob
Fugger II joins the Continental Congress, all Boycotts will be lifted, but
the Monarch may declare further Boycotts later on. As soon as Peter
Stuyvesant joins the Continental Congress, you will be able to build Custom
Houses in your colonies. The original Colonization game contained a bug which
made the Custom House ignore all Boycotts, and this behaviour is available as
a rule variant (see ignoring boycotts).
Naturally, the Monarch does not trust your colonists, some of which are
nothing but Petty Criminals, and some of which even support the infamous Sons
of Liberty. For this reason, the crown maintains the Royal Expeditionary
Force, which is to put an end to insurrections in the New World. From time to
time the Monarch may inform you that further units have been added to the
Royal Expeditionary Force, just so that you don’t get any ideas.
The Monarch may also declare war on any nation present in the New World, both
European and native. This will also affect your relations with this nation,
unless Benjamin Franklin has already been elected to the Continental
Congress. In this case, the Monarch’s wars do not affect you anymore, except
that the Monarch may still use the war as an excuse to raise your taxes.
If you are already at war with some nation, either due to the Monarch’s
actions, or your own, the crown may offer you some cheap Mercenaries. If you
agree to their price, these units will appear at the docks in your Home Port,
ready to set sail for the New World.
Several dozen different units are available in FreeCol, but not all units are
available to all players. Some units are available only to Indian Players,
some units are only available to European Players, and other units are
available only to the Royal Expeditionary Force.
The most basic unit of the European Players (including you) is the Free
Colonist. The Free Colonist is quite good at any task, but has no special
skills. At the beginning of the game, many of the colonists will not be
volunteers, but Indentured Servant, or Petty Criminal, who are deported to
the New World. Indentured Servants are pretty bad at all jobs within the
colony, but just like Free Colonists, they can be sent to native villages to
learn a skill from the natives. Petty Criminals are very bad at all jobs
within the colony and can not learn anything from the natives. However, both
Indentured Servants and Petty Criminals can become Free Colonists through
Many early colonies failed due to a lack of food. In order to avoid a similar
fate, you must ensure adequate food production from the very beginning. All
your colonists can produce some amount of food, especially on the more
fertile terrain types, but the Expert Farmer and the Expert Fisherman will
greatly increase your food production. But note that the Expert Fisherman
requires a Dock to moor his boat to, and that this requires at least one
ocean tile adjacent to your colony.
Four types of units are not available in Europe because they possess skills
that can only be learned from the native population. These are the Master
Sugar Planter, the Master Cotton Planter, the Master Tobacco Planter, and the
Expert Fur Trapper. These units are able to greatly increase your production
of Sugar, Cotton, Tobacco, and Furs, respectively.
In the beginning of the game, you will most likely export a great deal of
these goods to Europe, but beware, prices will drop! However, all the raw
materials of the New World can be used to produce luxury goods that will sell
for higher prices in Europe. Sugar can be used to distill Rum, Cotton can be
used to produce Cloth, Cigars are made from Tobacco, and Coats are made from
Furs. All your colonists can do this, but the Master Distiller, the Master
Weaver, the Master Tobacconist, and the Master Fur Trader are the experts who
will really rev up your production.
The New World also has two mineral resources, Ore and Silver, to offer.
Again, all your colonists are able to mine these resources to a certain
extent, but you will need the Expert Ore Miner and the Expert SilverMiner to
make the most of them.
Lumber can be produced in all forested tiles, and can also be exported to
Europe, although prices are low. However, you will need vast amounts of
lumber in order to upgrade your colonies, and no colonist is more skilled at
cutting down forests than the Expert LumberJack. Nor is any colonist more
skilled at turning the lumber into buildings than the Master Carpenter.
The more advanced buildings you can construct in the your colonies require
not only lumber but also Tools, which are produced from Ore. This is the job
the Master Blacksmith excels in. Tools are also used by your Pioneer to clear
forests, to plow fields and to build roads, but none of your other colonists
can match the outdoors skills of your Hardy Pioneer. And finally, Tools are
required for the production of Muskets, a demanding task best left to the
All your units are able to explore the New World, but the colonist most
suited to this dangerous endeavour is the Scout, a mounted colonist. A Scout
may become a Seasoned Scout through experience, either by visiting native
settlements, or by investigating Lost City Rumours. The Seasoned Scout is
much more skillful at these jobs, but beware, they are dangerous!
Another colonist able to visit native settlements is the Missionary. Any
colonist can be converted to a Missionary by blessing him in a colony with a
Church, or in the Home Port, which is sure to have several churches and maybe
even a Cathedral. Missionaries are able to establish a Mission in the native
settlement, and to convert the natives. The Jesuit Missionary, however, is
much more accomplished at the job.
The converted natives may join your colonies as Indian Converts. They are
unskilled at all jobs within the colony, but more skilled than your Free
Colonists at producing food and New World Goods such as sugar, tobacco,
cotton and furs. Indian Converts can not be upgraded through Education, but
they become Free Colonists as soon as Bartolomé de las Casas joins the
Many colonists come to the New World in search of religious freedom. Thus,
they desire a Church in which to preach and pray. This religious freedom,
which attracts more European colonists, is represented by Crosses. Naturally,
some colonists are more eloquent and inspired than others, and the most
famous of these are known as Firebrand Preacher.
While the preachers are concerned with the spiritual welfare of the
colonists, the colonists concerned with the secular welfare of their fellow
citizens meet in the Town Hall, which generates Liberty Bells. The most
dignified and influential of these citizens are considered Elder Statesman.
Any colonist can be equipped with Muskets, which makes him a Soldier, or a
Dragoon if he is mounted. However, combat-hardened Veteran Soldier and
Veteran Dragoon are much more effective. A dragoon that is beaten in battle
is downgraded to a soldier. A beaten soldier becomes an unarmed colonist.
On the other hand, any soldier or dragoon that wins a battle may be upgraded.
A Petty Criminal will be upgraded to an Indentured Servant, an Indentured
Servant will be upgraded to a Free Colonist, and a Free Colonist to a veteran
unit. Veteran units may be further upgraded to Colonial Regular or Colonial
Cavalry, but only after the Declaration of Independence.
Artillery is most effective at attacking and defending colonies and fortified
units, but is also very vulnerable in the open. Artillery may become damaged,
which decreases its efficiency. Damaged Artillery is still quite powerful,
but it can not be repaired, and further damage will destroy it.
The Wagon Train, which has to be built in one of your colonies, can be used
to transport up to 200 units of goods over land and to trade with native
settlements, and foreign colonies if Jan de Witt has joined the Continental
Congress. There is a limit on the number of wagon trains you can build— it
may not exceed the number of colonies you have (plus the “Settlement limit
modifier” game option which defaults to zero).
The Treasure Train is similar to the Wagon Train, but is used only to
transport treasures. You can find these treasures in Lost Cities, or in the
ruins of native settlements you have destroyed. If you move your Treasure
Trains into a colony with access to the sea, your Monarch will offer to ship
it to Europe for a “reasonable fee”, unless Hernán Cortés has joined the
Continental Congress, in which case it will be shipped free of charge. If you
have a Galleon, however, you can take the Treasure Train to Europe yourself.
The Caravel, the Merchantman and the Galleon are unarmed naval units, with
two, four or six cargo holds, respectively. A cargo hold may contain up to
100 units of goods, or any land unit except the Treasure Train, which takes
up six cargo holds all by itself, and the Wagon Train, which can not be
transported by sea at all.
The Privateer and the Frigate are armed naval vessel with two or four cargo
holds, respectively. The Privateer is unique in that it does not fly the flag
of your country and can attack the vessels of other countries with impunity.
It becomes even more deadly when Francis Drake joins the Continental
The Man of War is the most powerful naval vessel, and has six cargo holds. At
the beginning of the game, only the Monarch has these powerful ships, but
when you gain independence you can also construct them in your colonies.
The Monarch has two types of units that you can never command, however. These
are the King’s Regular and King’s Cavalry, which are roughly as powerful as
your Colonial Regulars and Colonial Cavalry.
The natives also have two types of units that you can not recruit, namely the
Indian Brave and the Indian Dragoon. These are strong fighting units that can
also carry up to 100 units of goods each.
7.1 Equipment 裝備
Most units can be equipped with tools, horses, muskets, or a bible. Most
types of equipment are not compatible with each other, however. If you equip
a unit with tools, for example, then that unit will drop any other equipment
it is currently using. Equipment grants a unit certain abilities, which it
does not possess otherwise. Certain units are particularly skilled with a
certain type of equipment, but without it they have no special abilities:
Only a unit equipped with tools is able to build roads, plow fields and
cut down forests. Even the Hardy Pioneer is unable to do so without suitable
Only a unit equipped with horses is able to scout Indian settlements and
foreign colonies. Even the Seasoned Scout can’t do that without being
Only a unit equipped with muskets is a soldier. Veteran Soldiers are more
effective than other units when equipped with muskets, but without muskets
they have no advantage.
Only a unit equipped with a bible is commissioned as a missionary and able
to establish a mission in an Indian settlement. Even the Jesuit Missionary is
unable to do so without a bible. If a Jesuit Missionary is equipped with
tools, muskets or horses, he loses his bible. If that happens, the Jesuit
Missionary carries his hat, rather than his bible, in his hand.
Of course, units that do not represent people, such as ships, wagon trains
and treasure trains, can not be equipped. The Indian Convert is another unit
that can not be equipped.
You can equip a unit by selecting the appropriate menu item from the context
menu. If the equipment is produced from a single type of goods you can also
equip a unit by dragging a sufficient amount of goods from a warehouse, the
European market, a ship or wagon train and dropping it onto the unit while
holding down the alt key.
7.2 Skills and Education 技能和教育
In FreeCol, your colonists come from all walks of life. Some are unskilled
Petty Criminals, who are deported to the colonies. Others are Indentured
Servants, or Free Colonists with moderate skills. Still others are masters of
their craft, experts at their trade or profession, who were educated at the
Royal College in Europe. If you have enough gold, you can recruit units
directly from the Royal College.
Not all skills, however, can be learned in Europe. Sugar, Cotton and Tobacco,
as well as Furs are apparently unknown in Europe. Thus, Master Sugar
Planters, Master Cotton Planters, Master Tobacco Planters, as well as the
Expert Fur Trappers, can not be recruited in Europe.
At the beginning of the game, these skills can only be learned at Indian
Settlements, or through experience. If you put a Free Colonist to work
outside of the colony for a long time without changing his work assignment,
he may learn the necessary skill and become an expert. This does not work for
the more complicated jobs within the colony, however.
The Schoolhouse and its upgrades, the College and the University, allow you
to train your units yourself by placing a skilled unit in one of these
buildings. If a suitable student exists in the colony it will automatically
appear next to the teacher in the building, as well as continuing to perform
its current task. Note that the Master Sugar Planter, the Master Cotton
Planter, the Master Tobacco Planter, the Master Fur Trader, the Master
Distiller, the Master Weaver, the Master Tobacconist, the Master Blacksmith
and the Master Gunsmith all require at least a College, while the Elder
Statesman, the Firebrand Preacher and the Jesuit Missionary even require a
University to teach their profession.
Usually, units need four turns to learn a profession taught in schoolhouse,
six turns to learn a profession taught in college, and eight turns to learn a
profession taught at university. However, the colony’s production bonus or
penalty is subtracted from this value, so that units in colonies with a
production bonus learn faster, and units in colonies with a production
penalty require more time to learn.
A Free Colonist can learn any skill or profession in this manner, but Petty
Criminals and Indentured Servants can not. However, a Petty Criminal may
become an Indentured Servant, and an Indentured Servant may become a Free
Colonist through education. Any colonist placed in a schoolhouse, college or
university is able to provide this kind of education.
Petty Criminals may also become Indentured Servants, and Indentured Servants
may also become Free Colonists by winning a battle and being promoted. Free
Colonists can be promoted to Veteran Soldiers, and after the Declaration of
Independence, these may be promoted to Colonial Regulars.
Indian units are more productive than free colonists when working outside of
the colony, and less productive when working inside a building. Indian units
can not become free colonists through education, but all Indian units become
free colonists as soon as Bartolomé de las Casas joins the Continental
However, Indian Converts that join your colonies after Bartolomé de las
Casas has been elected to the Continental Congress will always remain
converts and can not be upgraded.
Scouts can explore the New World and enter Indian Settlements in order to
speak with the tribal chiefs. A scout entering an Indian Settlement may
become a Seasoned Scout through experience. A colonist investigating a Lost
City Rumours may also be upgraded to a Seasoned Scout, unless that unit
already has another skill.
7.3 Combat 戰鬥
A tile can only be occupied by units of a single Player. If a unit of another
Player attempts to enter that tile, combat ensues. The combat mechanism of
FreeCol is very simple: Each unit has an attack strength and a defence
strength. Attack bonuses and defence bonuses granted by terrain,
fortifications or Founding Fathers are added to the base values of the units.
A random element is then added to the calculations in order to determine the
winner of the battle. If a tile is occupied by more than one unit, the
attacker will fight against the defender with the strongest defence.
Most units that win a battle may be promoted, and all units that lose a
battle will always be captured, demoted, damaged or destroyed. A Petty
Criminal may be promoted to an Indentured Servant, and an Indentured Servant
may be promoted to a Free Colonist. A Free Colonist may be promoted to a
Veteran Soldier, which in turn may be promoted to a Colonial Regular, but
only after the Declaration of Independence.
A Dragoon that loses a battle will be demoted to a Soldier, and a Soldier
that loses a battle will be demoted to an unarmed colonist. An unarmed
colonist that loses a battle is either captured, if the attacker is a
European Player, or slaughtered, if the attacker is a Native Player. Wagon
Trains and Treasure Trains may also be captured by a European Player and
destroyed by a Native Player. Native units that lose a battle are always
Naval units and Artillery can not be promoted. A beaten artillery unit
becomes a Damaged Artillery, which can not be repaired and will be destroyed
if it loses another battle. Ships are either sunk or damaged when they lose a
battle. In either case all units and cargo aboard the ship are lost, and the
ship automatically returns to the nearest repair location. This may be one of
your colonies with a Drydock or the Home Port.
The Frigate, the Man of War and the Privateer have the ability to capture the
goods aboard an enemy ship they have bested in battle. Naturally, they can
not take more cargo than their holds will allow.
Naval units can also attack colonies on coastal tiles, although their chance
of success is not very high. And colonies with a Fort or Fortress will
automatically fire at enemy ships on adjacent ocean tiles.
7.3.1 Combat Bonuses and Penalties 攻擊加成和懲罰
Bonuses and penalties for naval units:
Cargo Penalty: for each unit of cargo, both the offensive and the defensive
power of the unit are reduced by 12.5%.
Piracy Bonus: after Francis Drake has joined the Continental Congress (see
below), both the offensive and the defensive power of all your Privateers is
increased by 50%.
Bonuses and penalties for land units:
Armed Bonus: the offensive and defensive power of your units increases by
two if they are armed. Native units and the units of the Royal Expeditionary
Force are only granted half this bonus.
Mounted Bonus: the offensive and defensive power of your units increases
by one if they are mounted.
Veteran Bonus: the offensive and defensive power of veteran units is increased
Attack Bonus: the offensive power of attacking units is increased by 50%.
Movement Penalty: the offensive power of units with only two movement
points left is reduced by 33% and the offensive power of units with only one
movement point left is reduced by 66%.
Ambush Bonus: the offensive power of native units is increased by the
defence bonus of the defender’s tile. Your units are granted the same bonus
when attacking units of the Royal Expeditionary Force.
Artillery Penalty: the offensive power of artillery attacking units not in
a colony is reduced by 75%. The defensive power of artillery not in a colony
is also reduced by 75%.
Bombard Bonus: the offensive power of the units of the Royal Expeditionary
Force is increased by 50% when attacking a colony.
Fortified Bonus: the defensive power of fortified units is increased by 50%.
Stockade Bonus: the defensive power of units in a colony with a Stockade,
Fort or Fortress is increased by 100%, 150% and 200%, respectively.
Artillery Bonus: the defensive power of artillery in a colony defending
against an Indian raid is increased by 50%.
Ambush Penalty: the defensive power of your units when defending against
Indians, and of the units of the Royal Expeditionary Force when defending
against your units is reduced by the defence bonus of the defender’s tile.
→ gcobc12632 :一樓帥哥11/04 22:52
推 maple0935 :二樓帥哥11/04 22:52
推 howar31 :二樓帥哥11/04 22:52
→ howar31 :..11/04 22:52
→ maple0935 :五樓吃屎 11/04 22:53
→ maple0935 :幹 可以不要當簽名檔嗎... 11/04 22:53
※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 184.108.40.206
→ o07608:欸欸可以把最後四章一起翻譯完咧～～～ 10/30 22:57
推 CRPKT:皈依是佛教用語, 翻成「歸化」會不會不比較好 10/30 23:01
→ CRPKT:多移動一塊地磚 → 多移動一格? 10/30 23:02
→ o07608:這個看板友喜歡哪種講法好了，FreeCol移動方式挺詭異的 10/30 23:06
推 CRPKT:我一下子也想不到比國父更好的翻法 10/30 23:12
推 andyeva:翻譯推 10/30 23:28
→ PixiuFox:"開國元老"會不會太長？ 10/30 23:44
推 CRPKT:樓上這個不錯 10/31 00:20
推 THC13:舊版是翻成「開國之父」的樣子 10/31 01:02
→ THC13:關於Wagon 每個殖民地一定要有一台 <-- 這句不對 10/31 01:03
→ THC13:應該是說你可以在任一殖民地建造它 10/31 01:03
→ evilcherry:Freecol新加的 車數不可多於殖民地數目 10/31 01:23
→ evilcherry:相信這和某些用貨車囤槍的戰術有關 10/31 01:23
※ 編輯: o07608 來自: 220.127.116.11 (10/31 22:29)
→ o07608:我居然天真到以為後面比較好翻譯...... 10/31 23:15
Your Home Country 你的祖國
Your Home Country is a European monarchy and colonial power. The original
game featured four playable nations, namely Spain, France, England and the
Netherlands. FreeCol optionally adds Portugal, Denmark, Sweden and Russia.
Virtually all players agree that the addition of Portugal corrects a glaring
omission of the original game, but the other three European nations are
controversial. Sweden, Denmark and Russia all had colonies or territories in
the Americas, but were either minor colonial powers or arrived very late.
However, as we wished to make multi-player games with up to eight human
players possible, we had to add further nations. We might well change the
selection at some later date, and you can change the selection by editing the