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13 Colonies Simulation

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13 colonies simulation

13 Colonies Simulation


13 colonies simulation

Imagine that you live in England in the year 1607. It is an exciting time for you. Your country has emerged as a world leader; your navy dominates the ocean; you have a new king; and you hear wonderful stories of a land of possibilities. There’s a new world to explore—a world where hunting is easy and gold is plentiful. You’ve read pamphlets, letters, and advertisements about the new world—how land, forests, and precious metals are abundant.

You think about the new world and all its possibilities. Your life in England doesn’t offer you much hope for improvement. You’re not going to rise much above your station in life, the cities are getting crowded, your religion is not accepted, or your family is suffering because you can’t get out of debt. Maybe you are the younger son of a wealthy family—you’re not going to inherit lands or titles because you have older brothers. The new land offers you chance to succeed.

For whatever reason, you are planning to start a colony in America. You will be involved in all stages of your colony—from planning the voyage to choosing the crops to determining the governmental structure. Plan carefully.


13 colonies simulation

Ships:

Choose the ship that will take your colonists to the new world. Choose the ship numberand underline your choice.

Ship #1

Fast speed

(8 weeks)

1000 lbs. of cargo

1 cannon

50 people

Ship #2

Sturdy, medium speed

(12 weeks)

2000 lbs. of cargo

2 cannons

100 people

Ship #3

Sturdy, slow speed

(16 weeks)

3000 lbs. of cargo

4 cannons

200 people


13 colonies simulation

Landing Locations

Choose the landing location. Calculate departure date and arrival date.

Plymouth

You must land by September 1.

Departure Date: _____

Jamestown

You must land by October 1.

Departure Date: _____

Savannah

You must land by November 1.

Departure Date: _____

To calculate your departure date, find the date by which you must land at your colony location. Then count backwards from the arrival date the number of weeks it takes your ship to arrive at its destination. Subtract an additional week to account for bad weather, pirates, etc.

Example: We are going to build our colony in Savannah. We must land by November 1. We are in Ship #2 and it takes 12 weeks to get to its location. That’s roughly 3 months. We should leave by August 1. Let’s push the date back one more week so that we have extra time in case of bad weather. Our departure date is July 24 or the last week of July.


13 colonies simulation

Captain

Choose your captain and then copy and paste the information you are given about him. Then make the changes to the slides as needed before going on.

Captain Jones

Captain Smith

Captain Bly


13 colonies simulation

Passengers Underline the number of passengers for your ship 50 100 200

Choose the passengers that will be on your ship. You must have the full amount your ship is allowed. Hint: It is easier to keep track of your passengers if you write the numbers on the line rather than a check. Remember that you need many different people to survive in this new country.

_____ doctor & family (6) ______ teacher

_____ carpenter & family (6) ______ surveyor

_____ family (5) ______ city planner

_____ soldiers (10) ______ indentured servants

_____ farmer & family (10) ______ fisherman

_____ landed gentry (5) ______ baker

_____ seamstress ______ single males

_____ weaver ______ single females

_____ potter

_____ mason People added because of the

_____ miner captain: __________

_____ convicts

_____ blacksmith

_____ minister

_____ butcher


13 colonies simulation

Cargo

• You must have 50 lbs. of food and 2 barrels of water per 25 passengers you have.

• You must also allow 25 lbs. of personal belongings per 25 passengers you have. (Each passenger has the following items: 1 chest/bag containing personal clothing money; 1 cast iron pot; 1 cast iron skillet; blanket; tools of their trade; and 5 candles.)

• You do not have to provide food for any indentured servants added because of your captain.

How many pounds of cargo does your ship hold? ________ lbs.

How many pounds of food must you take? (subtract) --________ lbs.

How many pounds of water must you take? (subtract) --________ lbs.

How many pounds of personal belongings? (subtract) --________ lbs.

Total amount of pounds remaining: = ________ lbs.

Choose the cargo you wish to take on your journey.


13 colonies simulation

Choose cargo from the list below. You may “spend” the amount of pounds you have remaining on the cargo listed below. Stock your ship carefully. The new world is a vast wilderness and the nearest stores are an ocean away. Plan for all emergencies. (The actual weights of the items have been simplified to make the math easier and faster.) You will cross out the supplies as you use them. Plan out carefully the supplies you will need to survive.

_____ vegetable seeds—25 lbs. (barrel) ______ cat – 5 lbs.

_____ cow—50 lbs. ______ medical supplies – 25 lbs (barrel)

_____ pigs—10 lbs. ______ tools – 25 lbs. (barrel)

_____ goats—10 lbs. ______ building supplies – 100 lbs.

_____ grain-- 25 lbs. (barrel) ______ salt – 25 lbs (barrel)

_____ bribery gifts—25 lbs. (barrel) ______ limes – 25 lbs (barrel)

_____ weapons—25 lbs. (case) ______ household goods – 25 lbs (barrel)

_____ water—25 lbs. (barrel) ______ loom – 25 lbs

_____ horses—50 lbs. ______ lye – 25 lbs (barrel)

_____ alcohol—25 lbs. (barrel)

_____ cloth—10 lbs. bolt

_____ ammunition—50 lbs (barrel)

_____ food—100 lbs.

_____ cat—5 lbs.


13 colonies simulation

Round One

Before the voyage: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1

Choice 2

Choice 3

Choice 4

Choice 5

Choice 6

Choice 7

Gained

Lost


13 colonies simulation

Round Two

The voyage: Click on the number of your choice. Choose 2. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1Choice 8

Choice 2Choice 9

Choice 3Choice 10

Choice 4Choice 11

Choice 5Choice 12

Choice 6Choice 13

Choice 7Choice 14

Gained

Lost


13 colonies simulation

Round Three

The landing: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1

Choice 2

Choice 3

Choice 4

Choice 5

Choice 6

Choice 7

Gained

Lost


13 colonies simulation

Designing the community:

You have 30 days to build your colony. It takes 5 days to build each structure. It takes 2 days to prepare the land for a garden. It takes 5 days to build a wall. Each item must be clearly labeled to count.


13 colonies simulation

Round Four

Building the community:

Click on the number of your choice. Choose 2. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1Choice 8

Choice 2Choice 9

Choice 3Choice 10

Choice 4Choice 11

Choice 5Choice 12

Choice 6Choice 13

Choice 7Choice 14

Gained

Lost


13 colonies simulation

Round Five

Planting: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1

Choice 2

Choice 3

Choice 4

Choice 5

Choice 6

Choice 7

Gained

Lost


13 colonies simulation

Round Six

The Natives: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1

Choice 2

Choice 3

Choice 4

Choice 5

Choice 6

Choice 7

Gained

Lost


13 colonies simulation

Round Seven

The first winter: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1Choice 8

Choice 2Choice 9

Choice 3Choice 10

Choice 4Choice 11

Choice 5Choice 12

Choice 6Choice 13

Choice 7Choice 14

Gained

Lost


13 colonies simulation

Round Eight

Government and Politics: Click on the number of your choice. Copy and paste the information. Then make changes on the slides as needed. Type in what was gained and what was lost.

Choice 1

Choice 2

Choice 3

Choice 4

Choice 5

Choice 6

Choice 7

Gained

Lost


13 colonies simulation

After the first year:

How many survived?

Total the amount of supplies you have remaining. Salt, limes, vegetable seeds, and food count in the food category. Divide the food amount you have remaining by 20. The number you get tells you the total number of colonists you can afford to feed. Total the number of colonists you have remaining.

Use the following formula to help you determine the number of survivors.

__________ + __________ + __________ = __________

amount of animals amount of food amount of water Divide by 20 to get remaining (pounds) remaining (pounds) remaining (pounds) the number of

colonists you can feed

__________ - __________ = __________

number of number of number of

colonists remaining colonists you can survivors

feed


13 colonies simulation

  • Was your colony successful?

  • What would make a colony successful?

  • What factors impacted your survival?

  • What factors could you plan for?


13 colonies simulation

Time Management

Determine how many hours in a day a typical colonist spends on the following activities. Make a pie graph using all the following activities (remember your hours must equal 24 hours).

Hunting

Preparing food

Preserving food

Farming

Reading

Praying

Writing

Building a shelter

Making clothes/blankets

Tending to livestock/poultry

Laundry

Weaving

Baking

Guarding the colony

Sleeping


13 colonies simulation

Time Management Graph


13 colonies simulation

What environmental, technological, and social considerations do you need to factor into your decisions?

What did you learn about settling a new country. Don’t forget to include the number of settlers, type of settlers, possible dangers, etc. Sometimes, no matter how well you’ve planned, accidents happen and the colony fails.


13 colonies simulation

Captain Jones overloads the cargo bay by adding 25 indentured servants thus slowing down the trip by 5 days.

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13 colonies simulation

Captain Smith is a smuggler; adds 4 cases of rum to the manifest. This slows the trip by 3 days.

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13 colonies simulation

Captain Bly has a well-armed crew able to defeat pirates if necessary. Add one cannon.

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13 colonies simulation

Before the voyage – choice 1

The King orders your captain to court. Your trip is delayed one week.

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13 colonies simulation

Before the voyage – choice 2

Your captain has a wealthy family—his ship is extremely well-stocked. (extra food and ammo if lose part of cargo.)

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13 colonies simulation

Before the voyage – choice 3

Your captain removes 5 passengers and adds 200 lbs of food.

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13 colonies simulation

Before the voyage – choice 4

Your captain has the king’s favor—he is rewarded with an extra cannon.

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13 colonies simulation

Before the voyage – choice 5

A wealthy family of 8 buys tickets on your ship. You are forced to add them to your passenger list. They overload your ship slowing you down one week.

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13 colonies simulation

Before the voyage – choice 6

Your captain removes 10 passengers and adds a cannon.

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13 colonies simulation

Before the voyage – choice 7

Your captain adds 200 pounds of ammunition slowing your ship down 1 week.

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13 colonies simulation

The Voyage – choice 1

There is an outbreak of cholera on your ship. Unless you brought two doctors, you lose 5 women, 3 children, and 2 men.

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13 colonies simulation

The Voyage – choice 2

A terrible storm blows your ship off course adding 5 days to your trip time.

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13 colonies simulation

The Voyage – choice 3

Your trip is delayed by 2 weeks due to poor weather conditions.

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13 colonies simulation

The Voyage – choice 4

A severe storm blows your ship off course by 300 miles to the North. You will now be landing at another colony site.

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13 colonies simulation

The Voyage – choice 5

You have rats on your ship. Unless you brought a cat, you lose half of your food supply.

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13 colonies simulation

The Voyage – choice 6

You have great sailing weather—your voyage is reduced by 3 days.

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13 colonies simulation

The Voyage – choice 7

A pirate ship attacks your ship—if your have 2 cannons or more, you fight and win.

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13 colonies simulation

The Voyage – choice 8

Your food supply is damaged during a storm. You lose ½ of your supplies.

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13 colonies simulation

The Voyage – choice 9

Unless you packed limes, you lose 10 passengers due to malnutrition.

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13 colonies simulation

The Voyage – choice 10

You lose all of your livestock during a mutiny attempt.

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13 colonies simulation

The Voyage – choice 11

Two horses are blown overboard during a storm.

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13 colonies simulation

The Voyage – choice 12

A storm destroys half of your ammunition.

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13 colonies simulation

The Voyage – choice 13

Your sailors attempt a mutiny and accidentally kill 10 of your male passengers.

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13 colonies simulation

The Voyage – choice 14

There is an outbreak of mumps on your ship. You lose 5 passengers including a doctor.

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13 colonies simulation

The Landing – choice 1

20 passengers die trying to get to shore.

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13 colonies simulation

The Landing – choice 2

If your trip was delayed for any reason, you lose ½ of the children due to drowning and malnutrition.

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13 colonies simulation

The Landing – choice 3

Your ship has a perfect landing. You lose nothing.

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13 colonies simulation

The Landing – choice 4

Your ship is off course and you land 500 miles from your intended location. You have to reload your boat and sail 2 more days before you are in the right place.

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13 colonies simulation

The Landing – choice 5

Although your ship has a safe landing, you lose 2 passengers due to illness.

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13 colonies simulation

The Landing – choice 6

The ship cannot get close to the coast due to the reefs. You lose 10 passengers and ½ your animals due to drowning.

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13 colonies simulation

The Landing – choice 7

Your ship suffers damage during the landing and takes on water. Half o your food supply and building materials are damaged beyond saving.

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13 colonies simulation

Building the Community – choice 1

You landed on a beachfront area and are struggling to find freshwater and building materials. You lose 20 settlers.

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13 colonies simulation

Building the Community – choice 2

Your settlement is built smoothly.

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13 colonies simulation

Building the Community – choice 3

Unless you brought a barrel of tools, you are delayed building your settlement by one month.

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13 colonies simulation

Building the Community – choice 4

An accident causes your first settlement to burn down—you must rebuild. (3 weeks)

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13 colonies simulation

Building the Community – choice 5

The first location you chose to build on has several sinkholes. You must rebuild ½ mile away. (1 month)

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13 colonies simulation

Building the Community – choice 6

Fire destroys your main town building. Unless you also have a church, ½ of your colony is without shelter and dies.

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13 colonies simulation

Building the Community – choice 7

The location for your settlement is between 2 warring native tribes. You lose 5 people.

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13 colonies simulation

Building the Community – choice 8

You have difficulty building places for people to live. You lose 10 people unless you have a carpenter.

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13 colonies simulation

Building the Community – choice 9

Your settlement increases by 3 families. One of the men is a doctor.

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13 colonies simulation

Building the Community – choice 10

You lose 2 families due to weather.

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13 colonies simulation

Building the Community – choice 11

You lose 5 settlers due to disease.

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13 colonies simulation

Building the Community – choice 12

You lose 25 settlers.

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13 colonies simulation

Building the Community – choice 13

You gain 25 settlers from a nearby colony that failed.

.

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13 colonies simulation

Building the Community – choice 14

Three men refuse to work and a jail must be built to hold them. This delays your settlement by 2 weeks.

.

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13 colonies simulation

Planting– choice 1

Your leader insists that you plant tobacco rather than food. You lose 10 people due to exhaustion and lack of food.

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13 colonies simulation

Planting– choice 2

The crops you planted do not grow in this climate. Unless you have 2 barrels of bribery gifts, you lose 20 settlers to malnutrition/starvation.

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13 colonies simulation

Planting– choice 3

Planting goes smoothly.

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13 colonies simulation

Planting– choice 4

A horrible storm destroys your garden. You must have another barrel of seeds in order to replant. If you can’t you lose 10 settlers.

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13 colonies simulation

Planting– choice 5

Your garden is destroyed in a battle with the natives—unless you have a barrel of bribery gifts, you do not get replanted and lose 10 settlers.

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13 colonies simulation

Planting– choice 6

You are unsuccessful in your garden. There are rumors of cannibalism—you lose 10 settlers.

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13 colonies simulation

Planting– choice 7

Planting goes extremely well.

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13 colonies simulation

The Natives– choice 1

You make a good deal with the natives and double your food supply.

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13 colonies simulation

The Natives– choice 2

You are almost out of food. An Indian tribe shows you how to plant corn. They also provide you with food.

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13 colonies simulation

The Natives– choice 3

You are trapped between 2 warring tribes. One befriends you and gives you food but the other one kills 2 of your settlers.

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13 colonies simulation

The Natives– choice 4

The natives in your area do not help or hurt you in any way.

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13 colonies simulation

The Natives– choice 5

You make a treaty with the local tribe—in exchange for 2 barrels of bribery gifts, they feed you for the winter.

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13 colonies simulation

The Natives– choice 6

Your leader offends the chief of the local tribe. You lose 5 settlers in a war before there is peace.

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13 colonies simulation

The Natives– choice 7

The native tribes in your area provide you with food and additional shelter. Double your food supply.

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13 colonies simulation

The First Winter– choice 1

Horrible storms destroy ½ of your town. You lose 10 settlers, ½ of your animals, and your garden.

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13 colonies simulation

The First Winter– choice 2

A terrible storm destroys your settlement. Unless you have 2 carpenters, you do not get rebuilt before winter. You lose ½ of your colony to winter.

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13 colonies simulation

The First Winter– choice 3

You lose ½ of your settlers to starvation.

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13 colonies simulation

The First Winter– choice 4

An early storm blows in—if you built at least 2 shelters, you don’t lose any settlers. You lose 5 settlers if you don’t.

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13 colonies simulation

The First Winter– choice 5

If you built a wall around your settlement, you are safe during an Indian attack. If not, you lose 10 people.

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13 colonies simulation

The First Winter– choice 6

Cholera breaks out. If you have a doctor in the settlement, you don’t lose any settlers. If you don’t, you lose ½ the women, ½ children, and 10 men.

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13 colonies simulation

The First Winter– choice 7

Hunting supplements your food supply—if you brought at least 2 barrels of ammunition. If you didn’t, lose 10 colonists.

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13 colonies simulation

The First Winter– choice 8

If you have a city planner in your settlement, then your settlement does not have sewage drainage problems. If you don’t, you lose ½ of your women and children.

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13 colonies simulation

The First Winter– choice 9

You are almost out of food. Two of your men turn out to be great hunters. If you have a barrel of salt to cure the meat then your food problems are solved. If not, lose 5 settlers.

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13 colonies simulation

The First Winter– choice 10

You are almost out of food. If you have a family of landed gentry, a ship comes to restock your food supplies. Double your food supply.

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13 colonies simulation

The First Winter– choice 11

You cannot keep enough wood stocked to heat the settlement. You lose half of your colony.

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13 colonies simulation

The First Winter– choice 12

You need 50 blankets to survive. If you have a loom and a weaver, your problem is solved. If not, 10 people die.

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13 colonies simulation

The First Winter– choice 13

You are almost out of food. You lose 5 settlers before the problem is solved.

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13 colonies simulation

The First Winter– choice 14

You lose 10 settlers due to bad weather.

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13 colonies simulation

Government and Politics– choice 1

The landed gentry refuse to accept your chosen leader—fighting breaks out; you lose 10 men.

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13 colonies simulation

Government and Politics– choice 2

Your settlers are not please with the government but all they do is complain.

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13 colonies simulation

Government and Politics– choice 3

Your government functions well.

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13 colonies simulation

Government and Politics– choice 4

Your first leader is killed in an Indian attack. There is a power struggle—unless you have a minister to mediate, you lose 10 men due to internal struggles.

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13 colonies simulation

Government and Politics– choice 5

Your government functions well and prospers. Add 6 settlers.

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13 colonies simulation

Government and Politics– choice 6

Add 6 settlers because of good planning.

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13 colonies simulation

Government and Politics– choice 7

Your government functions well and prospers. Add 8 settlers.

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