Sid Meier's Civilization V

Sid Meier's Civilization V

Dickinson College Colonization of Africa Historical Mod
30 Comments
Миротворец Nov 2, 2019 @ 6:01am 
Надеюсь что не профессор...
todd927  [author] Nov 5, 2015 @ 12:58pm 
Hi, that's how much military the Zulus actually had, check the ReadMe file. We realize that they aren't able to hold out as they did in history, but that's part of the lesson for the students is to discern other factors not included in Civ that helped them.

I get it, but to make numbers line up for population, production etc for each of the countries and still fit on the map, the borders of the European countries had to move. Since the movement happens within Africa, or it should if European powers follow the agreements they made in the late 1800's, then the borders don't effect the simulation.
black eagle Oct 24, 2015 @ 2:46pm 
great job......but just to things ...... 1 zulus a little bit underpowered......2 need better Europe map.......playing with this one doesn't make it feel real......don't know if you get it........
todd927  [author] Sep 3, 2015 @ 1:56pm 
Check the link to the ReadMe file linked above for more information.
todd927  [author] Sep 3, 2015 @ 1:54pm 
continued...

Portugal already maintained a presence on the African continent because of its colonies of Mozambique and Angola. Portugal failed to expand (reasons noted below), but its colonies still played a significant role. The Zulu were mostly included because of the formidable challenge that they presented to their British and Boer adversaries, although the Zulu could have also expanded as well during early colonization through settlement. Still, it was critical to include the Zulu because they were one of the few African civilizations that was able to win some battles against the powerful British military. The Boers were included because of their historical significance as well. The Anglo-Boer War was a critical point in colonization, as it drew some of the first major European, humanitarian critiques of colonization. Morocco is included because it nearly survived colonization. This may have been largely due to geographical advantages.
todd927  [author] Sep 3, 2015 @ 1:54pm 
Young Master Boose, this was the students criteria for including the civilization,

"Inclusion of empires - Fitting with the larger goal of the project, I chose to include civilizations as empires if they had a significant impact on colonization and had a chance of expanding their empires during the 1876-1912 time period. Nations that were successful in expanding their empires were obvious choices. These included Great Britain, France, Belgium, Italy, Spain, Ethiopia, and Germany.

I also included Portugal, the Zulu, the Boers, and Morocco."
todd927  [author] Sep 3, 2015 @ 1:45pm 
Jozeppi, sorry it took forever, but the new map has been uploaded.
Magister Boosium May 17, 2015 @ 2:58pm 
Why is there no Dutch nation in Europe?
jozeppi Mar 7, 2015 @ 12:51pm 
I'll take a look at it, thanks. I will warn you though, I consider myself an expert on Colonial Africa, but not so much on late Rennesaice or early Exploration eras, so my input may be less valuable.
todd927  [author] Mar 3, 2015 @ 2:52pm 
Hi Jozeppi, thank you very much for your comments. I wrote the student who did the research, and she still has to go through her notes for some things, but we will make some of the changes for sure. She was pretty firm on the Zulu numbers, so not sure how to rectify. We could alter the "flavor" or civs to expand more in Africa, but that would shorten the likely survival period of the Zulus. She was going to check on the reasons for ivory and railroads, so that's a maybe. Everything else is yes.

If you're interested in historical mods, we'd love to get feedback on the 1492 mod as well, http://steamcommunity.com/sharedfiles/filedetails/?id=379961933
jozeppi Feb 26, 2015 @ 4:35pm 
Also, not sure if just in my game, but Zulu got wiped, like, right away. Perhaps they are a bit underpowered? Of concern to me also was that the AI did not seem interested in colonizing Africa: Spain, Italy, Germany, and England created no new cites the entire game. Finally, the terrain in central Africa is poor for production, consider adding some hills? In any case, although I had many individual criticisms, I consider this an excellent mod, and I hope you consider improving it further with my comments. Thank you for making the excellent mod.
jozeppi Feb 26, 2015 @ 4:31pm 
Some city-state names could easily be changed (Liberia to Monrovia would be more accurate). Disabling the ability to raze cities present at the game's begining might be nice too. In my game, Italy went crazy and burned up Algiers and most of mainland France, while Spain burned Porto down. Those events, in my opinion, should not be able to happen in this mod. I would also suggest adding Egypt as a civ and eliminating British control from that area, simply to provide for more African nations with whom to interact.
jozeppi Feb 26, 2015 @ 4:27pm 
Railroad construction should be enabled. City and civ names are also something to consider fixing. For example, USA and Brazil could easily be changed to custom civilizations I imagine, with accurate names for cities the colonial Belgian Congo and the Boer Republics contained. Also the default new city names should be updated too (it doesn't make much sense to have the French found the medieval-era city of Orleans in the middle of the Sahara).
jozeppi Feb 26, 2015 @ 4:27pm 
I've played this a bit, and I think it's one of the best mods I've seen in terms of historical accuracy. I also have some minor tweaks I would strongly recommend in order to make it even more realistic. Firstly, I'll begin with the things I really liked. The malaria and livestock extinction are very cool idea. I also liked that you didn't sacrifice historical accuracy for game balance (I played as Belgium, took 30 turns to reach the congo to buid a second city). My criticisms... First and foremost, why is there no ivory in Africa? That was one of the major driving forces behind the scramble. Ivory is needed for sure. Secondly, no railroads is not cool, especially when paired with the malaria issue.
jozeppi Feb 25, 2015 @ 7:46am 
Thank you.
todd927  [author] Feb 24, 2015 @ 9:24pm 
If you subscribe via Steam, it will download the full mod to My Documents/My Games/Sid Meier's Civ 5/mods folder. Within the folder that it downloads, there is a map folder. Copy the map file from there to Sid Meier's Civ 5/maps
jozeppi Feb 23, 2015 @ 3:34pm 
"Copy the maps to your Maps folder." I do not know what this meams; where is the map folder and by what means do I copy the map there?
Cozzie livs Dingus Jan 13, 2015 @ 8:56am 
thank you for fixing it!
todd927  [author] Jan 13, 2015 @ 5:35am 
@combo9765, the Steam files have been updated. When you launch the game and go into the Mods area, you should see a button next to this mod to update. Thanks again.
todd927  [author] Jan 12, 2015 @ 5:55pm 
@Jeleen, the students made some changes to the map after we were done testing, so it made me nervous. I included the "original" file in case we later found bugs. The map seems to be fine though, so I'd use the "final" version.
todd927  [author] Jan 12, 2015 @ 5:54pm 
@Atpa the thug 5, I may have missed a txt key, but not sure why it would change. I assume it's after a save? Try enabling the mod and scenario before opening the save. If not, I'm out of ideas. The units should still have the properties of the mod, though.
todd927  [author] Jan 12, 2015 @ 5:52pm 
@combo9765, you found a bug, thank you very much. Steam isn't showing my updates, I'll try again tomorrow. If you want to try it now, just overwrite the XML using the civfanatics post here, http://forums.civfanatics.com/showthread.php?t=538103 , Thanks again and sorry for the frustration.
Cozzie livs Dingus Jan 11, 2015 @ 2:54am 
when I fire the barbrette battleship I crash Pls hlep
ZahZuhZay Jan 10, 2015 @ 3:31pm 
Some times the nations will revert to there original names and Uniques
For example, Italy will revert back to rome with the legions and Ballistas.
I did load in the scenerios
JEELEN Jan 9, 2015 @ 1:52pm 
@todd927 Why are there 2 maps in the Maps folder?
todd927  [author] Jan 8, 2015 @ 5:59am 
Thanks, Narditi. Let me know how it goes.
Cheeselord319 Jan 5, 2015 @ 4:55pm 
Looks GREAT!
todd927  [author] Nov 19, 2014 @ 11:22am 
You can also download as a zip here. Maybe that's easier. http://forums.civfanatics.com/showthread.php?t=538103
todd927  [author] Nov 19, 2014 @ 11:17am 
Can you be more specific? You should just download to your Mods directory. Also, be sure to copy the map from the Maps folder into your Maps area.

The location for your Mods area depends on your machine, but it's usually under My Games. Email if you need help, bryantt@dickinson.edu
IceFisherman Nov 12, 2014 @ 11:41pm 
This scenario looks really interesting, but I can't quite seem to figure out how to load it. Is there a process that I have missed?