u/SaltyOlivesOfficial

1.0.9 - Branding & Presentation Changes

This update focuses on adjustments to the game’s branding and presentation.

- Updated the game title to 1492: A New World
- Visual and UI adjustments to better reflect the game’s unique identity

These changes are primarily visual and do not affect gameplay or existing saves.

reddit.com
u/SaltyOlivesOfficial — 2 days ago

The store page for 1492: Colonization of the New World is currently unavailable due to a legal notice.

We are reviewing the situation and working to resolve it as quickly as possible. The game will return to the store once this process is complete.

Thank you for your patience and support — we’ll share updates as soon as we have more information

reddit.com
u/SaltyOlivesOfficial — 14 days ago

https://preview.redd.it/jeyveoi8zkxg1.png?width=2108&format=png&auto=webp&s=e5cbc845422ce50dcb477161464782fda0b181c8

One of the original design goals for 1492 was to reduce the frustrating outcomes from Colonization, where strong units (e.g. Veteran Dragoons) would too frequently lose to much weaker units due to high variance in a single roll.

Initial Approach (Playtest)

This was addressed by switching from a single roll to a 3d6 system, reducing variance by averaging three dice instead of one.

However, the system was treated as a uniform 1d16 (values 3–18), ignoring the true probability distribution of 3d6 (which is centered around 10–11).

This caused a mismatch between:

  • Displayed (calculated) odds
  • Actual in-game odds

Example (Medium difficulty):

  • A displayed 20% win chance → ~9% actual wins
  • A displayed 80% win chance → ~96% actual wins

So while variance was reduced, the system became strongly biased in favor of stronger units.

Post-Playtest Rework

After the final playtest update, the combat system was redesigned to ensure:

>Actual win rates match calculated odds

The challenge is that 3d6 only produces 16 discrete outcomes, limiting precision.

Example:

  • P(roll ≥ 10) = 62.5%
  • P(roll ≥ 9) = 74.1%

So multiple different target probabilities collapse to the same threshold.

To address this, a dice “nudging” system was introduced:

  • One die is conditionally increased
  • This allows interpolation between discrete thresholds
  • Result: very accurate probability matching

However, this rework also had an important side effect:

>The system now adheres strictly to the intended odds, which means weaker units win as often as they statistically should.

This is what reintroduced the feeling of “unfair” losses, even though the system itself is now mathematically correct.

Release Bug (1.0.2)

Shortly before release, a bug disabled the nudging system.

This caused:

  • A fallback to raw 3d6 thresholds
  • Systematic underperformance vs displayed odds
  • Outcomes being consistently worse than intended for the attacker

So:

  • The frustration was already reintroduced by the rework
  • The bug made outcomes additionally biased downward

Upcoming Fix (1.0.3)

The fix includes two changes:

  1. Re-enable dice nudging
    • Restores accurate probability matching
  2. Add controlled re-roll mechanic
    • Re-rolls either the highest or lowest die
    • Reduces extreme outcomes further
    • Keeps variance low without distorting expected odds

Concrete Examples

Frigate vs Privateer
Strength: 24 (16 + 50%) vs 9 → 73% expected

  • Playtest (0.4): Roll ≥ 7 → ~90% wins (inflated)
  • Release (1.0.2): Roll ≥ 10 → ~63% wins (too low)
  • Release Fix (1.0.3): Roll ≥ 10 → ~76% wins (close to target)

Frigate vs Merchantman
Strength: 24 vs 6 → 80% expected

  • Playtest: Roll ≥ 6 → ~95%
  • Release: Roll ≥ 9 → ~74%
  • Release Fix: Roll ≥ 9 → ~84%

Veteran Dragoon vs Veteran Colonist
Strength: 6.75 (3 + 50% + 50%) vs 1.5 → 82% expected

  • Playtest: Roll ≥ 6 → ~95%
  • Release: Roll ≥ 9 → ~74%
  • Release Fix: Roll ≥ 9 → ~86%
reddit.com
u/SaltyOlivesOfficial — 18 days ago
▲ 16 r/SaltyOlives+1 crossposts

https://preview.redd.it/z96zmj1jlcxg1.jpg?width=1919&format=pjpg&auto=webp&s=cf9d47744afa7be93661bb1f3a502faef87ef6c6

We are thrilled to announce that 1492 - Colonization of the New World is now (finally) available on Steam!

Inspired by the timeless classic Sid Meier's Colonization1492 reimagines the colonial strategy experience with modern enhancements while preserving the depth and charm that made the original so beloved.

Build Your Colonial Empire

Lead one of eight European nations as you venture into the New World. Establish thriving colonies, explore vast lands, engage in diplomacy, and develop a powerful economy to secure your place in history.

Choose Your Path to Independence

Shape the destiny of your colonies through two distinct victory paths:

  • Revolutionary War: Declare independence and defeat the Royal Expeditionary Force.
  • Peaceful Independence: Achieve economic dominance and negotiate your freedom from the Crown.

Key Features

  • Faithful Reimagining: A modern take on the classic colonial strategy formula.
  • Eight Playable Nations: Each with unique advantages and playstyles.
  • Deep Economic System: Dynamic European markets and evolving trade opportunities.
  • Exploration & Expansion: Discover resources, interact with native tribes, and found prosperous settlements.
  • Diplomacy & Warfare: Form alliances, wage wars, and navigate complex international relations.
  • Strategic Naval Gameplay: Control sea lanes to protect trade and project power.
  • Modern Enhancements: Updated visuals, refined mechanics, and quality-of-life improvements.

Forge a Nation

From humble beginnings to a powerful independent state, every decision shapes your legacy. Will you lead a peaceful economic revolution or fight for freedom on the battlefield?

Get the Game

1492 - Colonization of the New World is available now on Steam. If you enjoy deep strategy and historical simulation, be sure to add it to your wishlist, follow the game for updates, and share your feedback with the community.

https://store.steampowered.com/app/3861100/1492__Colonization_of_the_New_World/

reddit.com
u/Blakeley00 — 19 days ago

In 1492 – Colonization of the New World, your ultimate objective is to transform a fragile colonial outpost into a thriving nation and ultimately gain independence from your European mother country. While this goal remains constant, there are two distinct paths to achieving it, each offering a unique strategic experience.

The Revolutionary Path – Fight for Freedom

https://preview.redd.it/3pgrt9km67wg1.jpg?width=431&format=pjpg&auto=webp&s=6a7d627874f76ddc2de90831aeef8ecef2ab4bf3

The most traditional route to victory is through open rebellion against the Crown.

As your colonies grow and Revolutionary Sentiment rises above 50%, you may declare independence, triggering the War of Independence. The Monarch responds by sending the formidable Royal Expeditionary Force, and only careful preparation will ensure your survival.

Key Steps

  • Build a Strong Economy – Support population growth and sustain military production.
  • Generate Liberty Bells – Unite your people behind the cause of independence.
  • Prepare for War – Stockpile muskets and horses, train soldiers and cavalry, and construct fortifications.
  • Seek Foreign Intervention – Gain powerful allies to help turn the tide of war.
  • Defeat the Crown’s Forces – Drive the Royal Expeditionary Force from the New World to secure independence.

The Economic Path – Independence Through Prosperity

https://preview.redd.it/eips7yvr67wg1.jpg?width=686&format=pjpg&auto=webp&s=f2701c62dfa496edd3bec53628bc7e5e5f82c5e8

For those who prefer strategy over warfare, 1492 also offers a peaceful route to independence. Instead of defeating the Crown on the battlefield, you can reduce its leverage through economic strength, making continued imperial control impractical.

Key Steps

  • Prove Colonial Self-Sufficiency – Produce essential goods such as tools, muskets, and ships without relying on European imports.
  • Demonstrate Colonial Scale – Develop multiple large and productive colonies capable of sustaining an independent state.
  • Ensure European Dependency – Supply Europe with substantial quantities of valuable goods, making your colonies economically indispensable.
  • Negotiate Independence – Once Revolutionary Sentiment exceeds 50% and your economic power is sufficient, the Crown may peacefully grant independence.

From Exploration to Nationhood

Both victory paths are deeply connected to the broader progression of the game:

  1. Phase 1 – Exploration & Settlement Establish your first colonies, explore the land, and begin trading valuable resources.
  2. Phase 2 – Growth & Expansion Build a thriving economy, expand your settlements, recruit Founding Fathers, and spread the idea of liberty.
  3. Phase 3 – Independence Choose your destiny:
    • Revolutionary Path (3a): Win independence through military victory.
    • Economic Path (3b): Achieve independence peacefully through economic dominance.

Choose Your Destiny

Whether you lead your people through the crucible of war or secure freedom through economic mastery, the fate of your nation lies in your hands. Each path offers distinct strategic challenges and replayability, encouraging players to experiment with different approaches to nation-building.

Will you fight for independence—or earn it through prosperity?

reddit.com
u/SaltyOlivesOfficial — 25 days ago

Control of the seas is essential to building a successful colonial empire.

Ships are not just transports—they determine how quickly you expand, how safely you trade, and whether your colonies can be reinforced or cut off. A strong navy can protect your economy, disrupt your rivals, and decide wars before armies ever meet on land.

https://preview.redd.it/q4l8mk4kgtvg1.jpg?width=686&format=pjpg&auto=webp&s=81cb5368628b160bd870c5c53d5386031c0a4d42

Ships

Ship Offense Defense Moves Cargo
Caravel 0 2 4 2
Merchantman 0 6 5 4
Galleon 0 10 6 6
Corvette 7 7 7 2
Privateer 9 9 8 2
Frigate 16 16 6 4
Man o' War 24 24 6 6

Movement and positioning

Ships travel across ocean tiles and sea lanes, moving one tile at a time.
Movement is affected by nearby threats:

  • Enemy warships can slow your movement
  • Ending the turn adjacent to coastal defenses such as forts and fortresses invites bombardment

Sea lanes connect the New World to Europe, allowing ships to travel back and forth efficiently. Where you enter and exit determines where you return.

Transport and logistics

https://preview.redd.it/6pq9zh4qgtvg1.jpg?width=505&format=pjpg&auto=webp&s=006cb671b25a5a622a69762e3234e61c83bcdca9

Ships are the backbone of your empire’s logistics:

  • Transport colonists and military units
  • Move goods between colonies
  • Carry valuable exports back to Europe

Naval transport also enables overseas warfare. To capture distant colonies, you must assemble and move an invasion force by sea—often several ships carrying troops and equipment together.

Without naval control, expansion beyond your immediate region becomes difficult.

Naval combat

https://preview.redd.it/jouua2ysgtvg1.jpg?width=547&format=pjpg&auto=webp&s=2d5a86721e5064e9bf61fdca21faed3d5476a2f5

Naval combat occurs when a warship attempts to enter a tile occupied by another ship.

Only dedicated warships can initiate attacks. Naval combat follows the same combat mechanics as on land but uses simpler bonuses.

Attacking
Carrying Cargo

Some ships will have special bonuses against specific other ships, like the merchant-protecting Corvette, which receives a +50% bonus against Privateers.

Combat outcomes

Naval battles can result in three main outcomes:

  • Evasion - the defending ship evades the attack
  • Damage - the losing ship is sent to repairs, either to a colony with a drydock or to Europe
  • Sinking - exceptional dice rolls can sink the ship outright

The winner claims the spoils - unless the target evades, the winner gets to loot the losing ship.

Commerce raiding

One of the most effective naval strategies is targeting enemy trade.

Intercepting merchant ships:

  • Weakens your rivals’ economy
  • Reduces their access to military supplies
  • Provides you with captured goods

Ships carrying muskets, horses, or tools are especially valuable targets. Capturing these can directly strengthen your army while weakening your opponent.

Privateers carry no nationality flag and can attack at will without triggering war.

Coastal defense

A strong navy protects your colonies before enemies ever reach land.

  • Intercept invasion forces at sea
  • Prevent enemy landings
  • Reduce the risk of surprise attacks

Destroying a transport ship carrying troops eliminates those units entirely, making naval defense extremely efficient.

Blockades and control

Positioning warships near enemy coasts can disrupt movement and trade:

  • Slow ships entering or leaving ports
  • Create opportunities to intercept cargo
  • Restrict enemy expansion and reinforcement
  • Block Customhouse exports to Europe

A well-placed fleet can isolate entire regions and control the flow of goods.

Risk and reward at sea

Naval warfare is a balance between aggression and caution:

  • Loaded ships are valuable—but vulnerable
  • Warships are powerful—but costly
  • Every engagement carries economic consequences

A successful navy does more than win battles—it shapes the entire strategic landscape of the New World.

reddit.com
u/SaltyOlivesOfficial — 27 days ago