A colonist is the main kind of productive "unit" (meaning "person"!) in Sid Meier's Colonization.
"Free Colonists" are the ordinary sort, with no special skills but no handicaps. They generally produce three units per turn in any activity in the central tile of a colony but increase that to 4 or 5 if the colony has production bonuses.
Any free colonist can acquire a specialist skill, which usually doubles his productive capacity in that field but makes no change for other kinds of work. Ways to acquire skills:
- Education
- Experience
- Living with natives for a turn, if they are willing to teach
- Training in the Royal University while still in Europe
Unit | Requires | Cost | Attack | Moves | |
---|---|---|---|---|---|
Elder Statesmen | University | 1900 | 1 | 1 | |
Expert Farmers | Schoolhouse | 1100 | 1 | 1 | |
Expert Fishermen | Schoolhouse | 1000 | 1 | 1 | |
Expert Fur Trappers | Schoolhouse | N/A | 1 | 1 | |
Expert Lumberjacks | Schoolhouse | 700 | 1 | 1 | |
Expert Ore Miners | Schoolhouse | 600 | 1 | 1 | |
Expert Silver Miners | Schoolhouse | 900 | 1 | 1 | |
Firebrand Preachers | University | 1500 | 1 | 1 | |
Free Colonists | None | N/A | 1 | 1 | |
Indentured Servants | None | N/A | 1 | 1 | |
Indian Converts | None | N/A | 1 | 1 | |
Master Blacksmiths | College | 1050 | 1 | 1 | |
Master Carpenters | Schoolhouse | 1000 | 1 | 1 | |
Master Cotton Planters | College | N/A | 1 | 1 | |
Master Distillers | College | 1100 | 1 | 1 | |
Master Fur Traders | College | 950 | 1 | 1 | |
Master Gunsmiths | College | 850 | 1 | 1 | |
Master Sugar Planters | College | N/A | 1 | 1 | |
Master Tobacco Planters | College | N/A | 1 | 1 | |
Master Tobacconists | College | 1200 | 1 | 1 | |
Master Weavers | College | 1300 | 1 | 1 | |
Missionaries | University | 1400 | 1 | 2 | |
Petty Criminals | None | N/A | 1 | 1 | |
Pioneers | Schoolhouse | 1200 | 1 | 1 | |
Veteran Soldiers | College | 2000 | 3 | 1 |