Sid Meier's Civilization V

Sid Meier's Civilization V

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DickinsonCollege1492
 
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0.051 MB
Jan 23, 2015 @ 8:57am
Jan 30, 2015 @ 10:35am
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Description
The Dickinson College 1492 historical scenario with research by Patrick Schlee, coding by Edwin Padilla, and advised by Professor Webb is an exciting way to explore the different forces at play which allowed for the colonization of the continent in the 1880s. Extensive research was done to make the game as accurate as possible the notes for which you can at the link, bit.ly / 1xa9dnA. Based on Conquest of the New World and originally done for a college project, 1492 lets you experience the “Conquest” in far more realistic terms. The game includes a map of Western Europe, North and West Africa, the Caribbean, Mesoamerica and South America, with the Americas altered slightly to fit in a Huge map size. Each civ has a realistic depiction for that time period. Instead of making it so that the American civs have barely any technology or defensive fortifications, 1492 provides them with an informed estimate of what they had at the time. The point, in general, is to balance the game far more around actual civilization-crafting rather than just attempting to conquer people presented as being far less developed than they were in reality.
All civs included are playable, including the two new ones, and numerous city-states were created and added just for this. Other important aspects including the role of religion and the Atlantic slave trade are also included. The map is based on a combination of historic and contemporary maps showing the geography, era-specific borders, resources and production locations. Resources, besides a few discrepancies noted in the readme, are balanced and located where they were in real life. It’s also designed with certain historical events in mind, particularly wars in Italy, Portuguese invasions of Morocco, and constant competition between England, France, and Spain.

Here’s the list of features:
- 13 Playable Civs: Songhai, Morocco, Spain, Portugal, England, Netherlands, France, Venice, Quiche Maya, Incans, Aztecs, and custom civs the Tarascan Empire and the Papal State.
- significantly larger but geographically reasonably accurate representation of the Americas for larger competition.
- Atlantic Slave Trade option: through getting Open Borders with an African civ or an alliance with an African city-state, players can activate a significant boost to their colonial productivity.
- Play from 1492 to 1715, for a total of 446 turns!
- Atlantic ocean adapted to make travel lengthy while maintaining playability.
- New policy trees for the era: Renaissance, Monarchy, Reformation and Counter-Reformation, all with notable bonuses.
- Civ-specific religions, including Catholicism, Islam, Cult of Tlaloc etc.
- Experience the Reformation or start the Counter-Reformation
- 26 new city states covering Italy, Africa, and the Americas
- 2 new playable civs and leaders: Pope Alexander VI de Borgia of the Papal State, and Cazonci Zuangua of the Tarascan Empire.
- New units/buildings for those new civs: Pirinda Guards, Frontier Walls, Swiss Guards, and Franciscan Monastery

Players interested in research based historical mods may want to also check out our mod on the colonization of Africa, http://steamcommunity.com/sharedfiles/filedetails/?id=336750907

For those interested in the research behind the mod, a ReadMe file with citations is available here, docs.google.com/document/d/1g6PJcAcXz9nG7fzqZYuwWFFobaqhJu2zIE7pQQ-JNvI/edit?usp=sharing

Important
-The map is huge and the scenario will not run on many machines. We created and tested on machine with 8 GB of RAM and an Intel i5 processor. Computers with 4 GB or RAM and one year older could not load the game. If the game doesn’t load or is very slow, first try lowering the graphics in the Options area of Civ V.
-Requires Civ V Complete Edition or BNW, G&K, and Isabella and Pachacuti's Incan Empire DLC.
- After downloading from CivFanatics or Steam, be sure the entire mod folder is in your \Documents\My Games\Sid Meier's Civilization 5\MODS directory and you'll need to copy the map from the map folder to \Documents\My Games\Sid Meier's Civilization 5\Maps. You need to have both to play the full scenario.
-Once you start playing, save and reload the game. This will prevent a known bug where the user is not given the dialogue box after conquering a city with the option to create a puppet, http://forums.2k.com/showthread.php?178936-No-option-to-puppet-cities-post-patch
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36 Comments
Gabriel Florian Féraud Dec 21, 2018 @ 1:09pm 
Thanks for your effort, and congratulations for your work.
On the other hand, I detected something that does not work correctly, the Aztec Empire develops Physics in 20 turns and Powder in 31 turns, while the Spanish Empire for Powder takes 91 turns.
Lucius, the Heavenly Dragon Nov 10, 2018 @ 3:50pm 
What luck, those are exactly the specs of my PC.
todd927  [author] Oct 29, 2018 @ 6:39am 
Thanks, @fox. If we update, it will probably be on Civ VI or later. Fall of Andean Civ is a nice tip, though. we were certainly short on art work.
fox Aug 5, 2017 @ 5:44am 
A nice mod, can be played well (i play Spain-Tarascans).
What I would hope for would be some changes in the game (If not anyway planned). The unit models of the Inkas instead of European longsword is it possible here impinge some existing models to see in civfanatics civ5 folder units (Inka worker....) / tarascan has the same Picture as Montezuma, for example, you can not insert the Olmec from Leugi (if the developer agrees)and adopt this Unit models.
Also i would like to point your attention to the mod Rise and Fall of Andean Civilization there would be good unit models,research,buildings available which can to appoint if the developer agrees.
Please do not take as a critic it is a request thank you.
Excuse me my insufficient englisch but i hope you can understand.
todd927  [author] Dec 6, 2016 @ 11:40am 
To the last few comments, it sounds like you guys aren't using the map. Be sure to put the map in your maps folder after you download it. Then select it when setting up the scenario.
cit96 Jun 19, 2016 @ 3:12pm 
As a follow up to my previous comment, I'll add that as England I ended up losing a lot of money per turn rather quickly. I think (though I am not certain) that this started before I settled my first colony overseas, and I think it was due to having many underdeveloped cities without the size and infrastructure to bring in enough money, not sure on that either though. This was likely also due to me annexing Wales and Ireland, which should really have been either not puppet states or city states, especially considering the historical Irish oppistion to England, which featured war and direct dealings and alliances with foreign opponents of England during the era that this scenario takes place.
cit96 Jun 19, 2016 @ 11:39am 
I know it's unlikely that this mod will get updated ever again, but, as someone's said previously, the lack of iron is a bit stupid when playing as England, as it stops you from being able to make Ship Of The Lines, and Caravels are very expensive, doesn't help that it took me about 20 turns to remember that land units could travel over oceans after Astronomy whereas Galleas' couldn't. Also, the fact that the Spanish founded Anglicanism is weird, I needed to found it for religion score too, and obviously the Anglican Church (I think) was started due to Henry VIII creating Protestantism, so me playing as England hoped that it would be some random special event in the game in 1538, and having seen that the above description says 'Civ-specific religions' since, I find it somewhat strange that anyone except the English can found it. Anyway, overall this mod looks great so far.
Sgt.Johnson Apr 30, 2016 @ 5:56pm 
When I start the game, all my civ's have random start positions with settlers, no cities
Rahbi Lightbringer Dec 12, 2015 @ 10:58am 
Wow. Quite the description. Can't wait to play this.
todd927  [author] Nov 5, 2015 @ 12:55pm 
Hi Hugo, are you moving the map from the mod download and adding it via the Scenario option when you load the mod? On the first turn, religions are founded and assigned since that has to happen via scripting in Civ V instead of the XML files. These religions are the ones they had in history, so you're using the scenario, Spain wouldn't have taoism etc. We're also not getting those errors for the techs, so make sure you have the 1492 map in your My Games/Maps folder and select it after loading the mod in the setup area.