Civilization 4 Colonization Mods

среда 01 апреляadmin
Civilization 4 Colonization Mods 3,5/5 8566 reviews

A collection of mods for Civilization IV: Colonization.The purpose of joining multiple mods into a collection is to make them share the source code. This allows joined work without the time consuming and bug prone process of moving modpacks between source codes.This mean the source code is made up of multiple features, which can be tweaked by XML and as a result it is possible to make total conversion mods without knowing how to program.What this is NOT is a bunch of nearly identical mods. The design goal is to make each mod so unique that the average player should not notice that the source code is shared.

Uncross those fingers, unfurrow that brow and breathe a big, candle-snuffing sigh of relief: Firaxis hasn't mucked up. The ball has not been dropped, the pooch has not been screwed, the baby's bathwater has been disposed of carefully and without any grievous consequence. Yes, it's my happy duty to report that one of strategy gaming's most sacred relics has been brought kicking and screaming into the 21st Century with minimal loss of brilliance.

The Huge Western Hemisphere (Americas) map that came with Civilization IV: Colonization had one major letdown: Aside from the easternmost tip of Latin America, there were a large distance between the coasts and the high seas. If you started in Florida, it would take a Caravel more than 8 turns to make the trip to. 2017-10-8  Dear Folks, As I recently recognized Colonization 2 is available on Steam and some of the new player here mentioned the same things which have mentioned in the past in all the relevant gaming forums, I think it make sense to give a hint that there exists a great forum (Civfanatics) which offer some great mods which have been published in the past.

But first: time for an obligatory history lesson. It was in The Year Of Our Lord Nineteen Hundred and Ninety Four that Messrs Sidney Meier and Brian Reynolds unveiled their near-perfect Civ semi-sequel. Turn-based, tile-mapped, and as lovable as a chipmunk in a Pilgrim Father costume, Colonization was all about dispossessing American Indians. Starting mid-Atlantic with a shipload of supplies and emigrants, players scrambled to grab and grow New World colonies. Independence from an increasingly greedy motherland was the ultimate goal.

En route, resources had to be reaped and processed, goods traded, indigenous tribes befriended or butchered, European rivals outstripped. Where Civ was a surreal history-mangling marathon, Colonization was a tech-tree-free 3000m steeplechase. The shorter span and tighter focus gave it a more rooted, more realistic feel. Some connoisseurs even dared to claim it was the better game.

For those familiar with the original, the news that Firaxis was readying a new version was cause for both celebration and consternation. More than a decade on, could it capture the same magic and subtlety? Would the fact that it was being built with Civ 4 code lead to compromises? Were we going to wind-up with an awkward Beyond the Sword-style mod? Nerves jangled.

Colonization

Happily, it turns out we were all worrying for nothing. One of the first things that hits you about the reassuringly magnetic Civ IV: Colonization ('Colonization II' would have been so much neater) is just how similar it is to its ancestor. There's the lone ship surrounded by sea and darkness. There's the beige settlement screen with its unshowy building illustrations. There's the eager emigrants waiting on the resolutely 2D dockside. Wisely, Firaxis has resisted the urge to meddle. There are no pointless graphical embellishments, no new, nailed-on concepts. Yes, there are changes - a sleeker interface, Civ IV-quality visuals, multiplayer, borders, unit promotions.. 2020 my country cheat. - but none of them upset or over-burden the expertly stacked Colonization applecart.

Not that the Colonizations are humble applecarts. Groaning fruit-and-veg stalls is what they are, veritable Covent Gardens of choice, colour, and succulence. Every turn is chock-a-block with the kind of dilemmas and opportunities that make sleep, food and friends seem desperately unimportant. Take a look at my current game for evidence.

It's 1551 and I'm playing as Dutch coloniser/fag brand Peter Stuyvesant (English, Spanish and French personages are also playable). Things are going swimmingly, but there's still plenty to ponder and lots to do. Issues currently stacked in my mental in-tray include a warehouse bursting with furs in New Amsterdam, an idle settler in Dontgiveadam, and an imminent starvation situation in Claudevandam (Yes, you can name your own settlements).

The overflowing warehouse situation is easily sorted. All I have to do is check a couple of export/import checkboxes and my automated fleet of cargo vessels will swing by regularly to pick up surplus pelts. Rather than ship the skins direct to the Old World, I'm going to drop them off at Tarmacadam where an expert furrier will transform them into valuable coats. The good people of Holland love their mink cagoules and beaver parkas.

The idle settler situation requires a bit more thought. Right now I'm torn between employing him in a cigar factory (cheroot prices in Europe are sky-high at the moment) and turning him into a missionary and packing him off to a nearby Indian village to convert braves. Actually, scratch that. I think I'm going to send him north to mine silver in Rightlittlemadam. There's a lot of money buried in those hills.