How to Play New World Colony - Starting Up
Startup Colony Tips & Tricks & Mechanics!
This article outlines 4 important factors to think about when starting up a colony in the popular App-game "New World Colony".
Part of the territory of such a highly addictive and strategic game of course is differing views, but the ones included in this hub are vital mechanics to the game - things that will be true in every game as opposed to in specific situations.
So do not fear! Use these tips and start winning some games!
Good luck and Have Fun! (GL HF)!
Expand To the Best Parts ASAP
Quite obviously, you want to try to take the best spots on the field before anybody else can. Therefore, you need to plan how many resources you will need to make an expansion to a new area, and whether or not you will be able to get there if another player races for it.
Part of the game is to try and guess which direction your opponent will go for first. Whilst a lot of the time this is very obvious - he's never going to try and grab all of the ore hexagons, for example - at other times it's very difficult to be sure.
Will he go for that nearby Mineral patch first, or will he realise that he could just get that later and expand into your territory first?
Pacific Mode - Aggression Happens Early!
The point of aggressive expansion is really important in the Pacifist mode in particular - since a hex is your opponent's - it's your opponent's for good. Whereas most of the aggression will happen in the mid to late game in all of the other modes, the aggression must happen in the early game in Pacifist mode.
And even though you cannot actually take land that is not yours or neutral, you can build a Shipyard and take over territory that your opponent thought would be his but now isn't.
You should also try to block paths for your opponent so that he has to go different (and worse) routes to get to particular special hexes. Sometimes, you can force a player to buy a Shipyard just so that he can gain a few more hexagons (which will eventually pay off).
A Good Example of Successful Expansion
In Non-Pacifist Mode - Play Defensively and Take to the Sides
- Like I showed you above, taking the centre is important in Pacifist mode.
- It is the worst tactic you can implement in any normal mode where your land could be conquered later on.
- Obviously, if your land neighbours with three other players' land you will always be at risk of attack from all sides.
- Yes, it's not 100% certain that those players will take your territory right away instead of fighting around the outskirts.
- It is certain however, that any good player upon realising that you are starting to win the game, will focus all of his efforts to slow you down.
- By limiting the amount of players who can do this to just 1 or 2, you maximise your chances of success.
- By taking the territories on the outsides of the map, you also abuse the imbalances that come by playing a board game. If you take a normal hexagon, in order to fully defend it you need 6 walls.
- By taking one on the outskirts you can reduce the number of walls needed to just 3 or 4
- Hint: there are 6 corners to a hexagon and it is these corner hexagons that only need 3 walls to defend.
- Plus, after you get one corner hex, you can expand along the sides and only need 3 more walls to defend those new hexes.
Making the Worst out of a Bad Situation
One of the best things about the game New World Colony is that even if players have outwitted you in the above starting strategies, leaving you with an awful beginning setup - you're still not out of the game by far.
Part of everyone's strategy is to pick on the biggest, most successful player, so that they can then take his place. This means that if you're clearly in a bad position, you won't be the one on the bad end of the battles - you won't even be on an end!
By building on the territory that you do have, and defending it fiercely from anyone that might think you're easy pickings to fuel their war, you'll be able to establish yourself a firm chance at winning.
Usually (and hopefully for you), when two or three big players are duking it out, they'll be pretty even: this means that they won't have the resources to fight you as well and it means you can afford to take some of their property and then defend it.
Make sure to do this to both teams however, otherwise you will just let the other big players dominate the board (and then you).
The idea is to slowly tiptoe your way into more territory that you can defend with wooden and iron walls.
Island Life - Maybe Not So Bad
© 2013 DK