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Player Guides

How Sid Meier's Colonization (Windows) really works, read out of the game's own code.

These guides are for players, not reverse engineers. Each one explains a part of the game with exact numbers, tables and tips. Each one also points out where the game does something different from what the manual or the Colonopedia says.

Guide What it covers
How the New World Is Generated World options, landmasses, climate, rivers, the hidden resource and rumour pattern, native and European starting positions
Terrain and Production What every square produces, plowing, roads, rivers, special resources, fishing, the colony square, movement and defence
Units and Colonists Unit statistics, colonist types, specialists, teaching, professions, pioneers, scouts, ships, movement and sight
How Europe Works Market prices and how they move, taxes, boycotts, buying and training, immigration, sailing to and from Europe
How Combat Works How a fight is decided, every bonus and penalty, colonies and fortifications, ships, natives, the War of Independence
What Each Founding Father Does All 25 fathers: what the code actually does, when they are offered, the bell cost
How Difficulty Affects the Game Every number that changes between Discoverer and Viceroy, including the hidden help the AI gets

All figures come from the reconstructed source in matched/game/. Each guide lists the files it is based on. The guides describe the Windows release. The DOS version is believed to behave the same, but this has not been checked line by line.

An independent research project. Sid Meier's Colonization belongs to its rights holders; nothing here is affiliated with them.

Figures come from the reconstructed code of the 1995 Windows release · styled with web-ui v1.2.0 · source on GitHub · 2026