MobyRank MobyScore
DOS
87
4.0
Amiga
90
3.7
Macintosh
...
...

Trivia

Although Sid Meier's previous Amiga strategy games, Civilization and Railroad Tycoon, were system-friendly and could run on a multitasking system, they kept their custom user interfaces from the PC versions. Colonization, on the other hand, made use of the normal AmigaOS GUI, making for movable and resizable windows. This also meant that you could run Colonization on the Workbench screen, by starting the game with WORKBENCH as an argument.

Contributed by Игги Друге (31893) on Feb 20, 2008.

An interesting change in dialog occurs in relation to Indian wars after your colony gains its independence. When you interact with other European countries before independence, you merely ask them if you want them to war against the Indians. After the independence, you ask them if they will you (or vice versa) place the Indians in reservation camps, a bit of sarcasm from the developers.

Historically, the relations between the native Indians and the invaders are gruesome, if not down right degrading. The first arrivals from Spain and Portugal introduced various diseases to the local populace.

The United States of America traded small pox infested blankets with the Indians, introducing biological warfare before the concept was established and sold whiskey to a nation of people who, surprisingly did not have the genes to break down the alcohol naturally. Which now is know surprise why alcohol consumption is a major problem in Indian reservations. In retribution, the Native American Indian gods introduced lung cancer through smoking. :)

Contributed by Indra was here... Bronze Star Contributing Member (13176) on Nov 29, 2003.

Colonization was considered somewhat controversial by the press at the time of the release because it portrayed the European conflict with the American Indians but completely excluded the issue of slavery from the game's model.

Contributed by PCGamer77 Bronze Star Contributing Member (3025) on Jan 21, 2001.

Because Colonization underwent many significant changes during playtesting, Sid Meier cites the game as proof that designers can (and perhaps should) continue to make changes and improvements up until the last possible minute.

Contributed by PCGamer77 Bronze Star Contributing Member (3025) on Jan 21, 2001.

Colonization was the fourth game that Sid Meier protege Brian Reynolds worked on with MicroProse. The game began as a "spare time" project for Reynolds until it was noticed by the rest of the company.

Contributed by PCGamer77 Bronze Star Contributing Member (3025) on Jan 21, 2001.

In 1995 Colonization for Windows were release. With better graphics. And with window interface.

Contributed by MajorDad (482) on Nov 22, 1999.

 

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