Sid Meier's Civilization IV: Colonization

Sid Meier's Civilization IV: Colonization

nightinggale Apr 7, 2023 @ 9:51am
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The mod "We The People" version 4.0.2
First release in almost two years and it's big. In lack of a workshop, you need to get it yourself from GitHub release page[github.com].

The changelog is in the download link and it is gigantic to a level where you might call it a new game. One change I will point out here is multiplayer support. There have been postings here about out of sync issues and I have personally spent ages chasing down all sorts of obscure causes of OOS triggers. To my knowledge there are none left so it should be stable by now.
Last edited by nightinggale; Oct 12, 2023 @ 5:21am
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Showing 1-15 of 57 comments
raystuttgart Apr 7, 2023 @ 11:46am 
Finally after 2 years we did it again and published another major release. :)
Thanks to all team members and supporters.
Schmiddie Apr 8, 2023 @ 12:11am 
This is definitely one of the best and biggest releases ever made. A "milestone" which every WTP player (and also any other player as well :steamhappy:) should test and have fun...
gungadin22000 Apr 8, 2023 @ 12:54pm 
So, does this make automation a bit less awkward than in the last version? I really liked the economic aspects of this mod, but the gargantuan number of resources and professions made logistics very micro-managey.

Edit: oh Christ, it added MORE resources. Not sure this is really what the mod needed.
Last edited by gungadin22000; Apr 8, 2023 @ 12:57pm
hawkeye Apr 8, 2023 @ 2:09pm 
Originally posted by gungadin22000:
So, does this make automation a bit less awkward than in the last version? I really liked the economic aspects of this mod, but the gargantuan number of resources and professions made logistics very micro-managey.

Edit: oh Christ, it added MORE resources. Not sure this is really what the mod needed.

I suspect that April might have something to do with it.
raystuttgart Apr 9, 2023 @ 2:01am 
Well, maybe simply give it a try and judge then. ;)
gungadin22000 Apr 9, 2023 @ 10:44am 
I am getting a "The map is missing terrain to produce critical goods" error message when launching a new game, but the game still allows me to play. Any way to fix this?
gungadin22000 Apr 9, 2023 @ 11:09am 
Nevermind, deleting old mod folder and reinstalling new one fixed it.
nightinggale Apr 9, 2023 @ 11:17am 
We released 4.0.1 with some bugfixes.

As for the warning about terrains, it's one I added. It triggers if the map doesn't provide the resources, which are viewed as needed to provide a proper gameplay experience. The goal is precisely what happened: you noticed it, did something and then started a new game without the warning.
gungadin22000 Apr 9, 2023 @ 1:02pm 
Sweet Christ, that's a lot of stuff added. Any guides on build order and whatnot?
Schmiddie Apr 10, 2023 @ 2:53am 
This is still a beta version! You will already find most of the required explanations in the "colopedia"! More will be added over time and of course in the final version.
gungadin22000 Apr 10, 2023 @ 12:55pm 
I'd actually be interested in the rationale for adding SO, SO MANY new types of resources.
gungadin22000 Apr 12, 2023 @ 12:05pm 
I found a giant, smelly bug. If the barrack is full, you CANNOT unload new units from Europe from your ships. This includes goods - took me ages to work out why I couldn't unload my sheep from Europe to the city since the goods apparently count as a unit.
hawkeye Apr 12, 2023 @ 12:50pm 
I don't think much has been tested. I couldn't load soldiers on a galleon, which was actually designed to carry extra troops to defend the ship from potential pirate boarders. It would be realistic to carry 6 treasure or 2 soldiers rather than 2 and 0. The size of a soldier unit is about 300 men. Galleons were known to carry more than 400. Carrying 2 units of cavalry or artillery would be a totally different proposition. In many ways a galleon is the equivalent of today's combat support ship.
Last edited by hawkeye; Apr 12, 2023 @ 12:54pm
Sgt.Johnson Apr 12, 2023 @ 2:09pm 
Originally posted by hawkeye:
I don't think much has been tested. I couldn't load soldiers on a galleon, which was actually designed to carry extra troops to defend the ship from potential pirate boarders. It would be realistic to carry 6 treasure or 2 soldiers rather than 2 and 0. The size of a soldier unit is about 300 men. Galleons were known to carry more than 400. Carrying 2 units of cavalry or artillery would be a totally different proposition. In many ways a galleon is the equivalent of today's combat support ship.
Ships were changed. Galleons are for cargo only. Colopedia is full of new information and is helpful
hawkeye Apr 12, 2023 @ 2:48pm 
Originally posted by Sgt.Johnson:
Originally posted by hawkeye:
I don't think much has been tested. I couldn't load soldiers on a galleon, which was actually designed to carry extra troops to defend the ship from potential pirate boarders. It would be realistic to carry 6 treasure or 2 soldiers rather than 2 and 0. The size of a soldier unit is about 300 men. Galleons were known to carry more than 400. Carrying 2 units of cavalry or artillery would be a totally different proposition. In many ways a galleon is the equivalent of today's combat support ship.
Ships were changed. Galleons are for cargo only. Colopedia is full of new information and is helpful

https://sidmeierspirates.fandom.com/wiki/Combat_Galleon_Class
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