Sid Meier's Civilization IV: Colonization is a remake (a total conversion using Civilization IV engine) of the 1994 turn-based strategy game Sid Meier's Colonization.
This unofficial patch addresses various bug-fixes and makes several changes to the game. Check file details. Made by Dale and snoopy369.
Snoopy and I have been working on a PatchMod to resolve the bugs in the game, rebalance certain parts, and make the game the 5/5 it deserves.
This is separate to the unofficial patch which addresses bug-fixes only.
Current version 1.06
Please download the latest version from here.
Installation:
1. Download the patch.
2. Open the actual game folder (default is C:\Program Files\Sid Meiers Colonization\) not the "My Games" folder.
3. Create a folder called "Mods".
4. Open the Mods folder (C:\Program Files\Sid Meiers Colonization\Mods).
5. Unzip the PatchMods to there (it should create a new folder in there called PatchMod: \Mods\PatchMod\).
6. Open the new PatchMod folder and you will see an Assets, PublicMaps and CvGameCoreDLL folder, and the ini file.
7. Start Civ4 Col and load the mod by selecting ADVANCED --> LOAD A MOD and selecting PatchMod.
8. C4C will restart, and you'll know you're in the patch as top-right will indicate the mod's name.
List of changes:
Code:
PatchMod 1.06:
Fixes and Changes:
REF:
* Added iKingUnitThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF increases to be modified by an XML edit. This will currently be left at 100% (normal), until further testing can be done to determine appropriate levels. Increases base incremental percent (10%) by fraction of (value/100).
* Added iKingGoldThresholdPercent xml tag to Civ4HandicapInfos.xml and implemented. This allows the REF to change due to paying King money demands to be modified per difficulty (default == 50). This effects the REF threshold, rising it in relation to the amount of gold given to the King. This slows REF growth by kissing his pinky.
* King no longer increases taxes after WoI.
* King no longer increases REF after WoI.
NEW * King no longer requests gold after WoI.
NEW * Tax rises less often in Marathon and Epic games.
NEW * King's navy cannot enter native settlements.
NEW * Only coastal cities with specified good mentioned in party text.
AI:
* AI will now use King's Transports after turn 90 for treasures if it doesn't have a galleon
* AI will load and take treasure to Europe from uncolonised continents (before they just sat there forever).
* AI now arms units in Europe and transports them to become standing defenders of the colonies.
* AI now correctly pursues massive armament during lead-up to revolution (previously only did this on declaration of independance meaning it only got one turn to buy an army).
* AI is now capable of winning Indian wars and the War of Independance
EDUCATION:
* Reduced education threshold increase from 20% to 10%.
NEW * Multiple colonists can graduate each turn.
MAPS:
* AI start locs no longer in order from top to bottom of map (randomised).
* Humans no longer start in the same start loc.
* Europe Sea Zone fix to one third of the way in from the map edge and 4 tiles from coast
* Regenerating map now resets REF (previously, every regeneration increased REF by initial size. EG: 8/4/4/4 to 16/8/8/8).
* Europe sea zone now removed from map when plot erased (noticeable in Map Regeneration).
* Start locations on random maps spread out more (increased iRange index from 10 to 40 in CvPlayer::startingPlotRange()).
* Can now sail to the east or west coast (if known) from Europe.
* AI will settle correctly in user-made custom scenarios.
UNITS:
* Colonists can now join cities after moving (like founding cities). Does not include outside jobs such as scout, military, pioneer, missionary.
* Can now set profession after moving (like clear profession).
* Converted native can no longer be educated at Indian settlements (can be trained at school as normal).
* Converted natives can no longer become missionaries.
* Units cannot be made a soldier/dragoon and attack the same turn (eliminates an exploit).
* Terrain double movement from promotions now works fully (eg: Swamp Fox II wasn't applying to marsh even though it was set to).
* Units unstack when entering native training (eliminates screwy behaviour).
* Units unstack when going to/from Europe (eliminates screwy behaviour).
NEW * Easier to get Great Generals in Marathon and Epic games.
NEW * Units on the way to, or in Europe get intercepted by the King when you declare independance.
NEW * Defensive bonus for armed natives fixed to match unarmed natives (mounted/unmounted reversed).
NEW * Docks hurry costs have a set maximum (currently 2000, will change).
TRADE:
* European horses tripled in price.
* Blockaded goods no longer counted against tax rise threshold.
NEW * Warehouse expansion sales now count towards total traded amounts (not previously counted).
NEW * Natives only change desired good when supplied with that good (previously was any good would reset desired good).
INTERFACE:
* Warnings: Out of raw good for processing warning.
* Warnings: Almost out of space warning.
PEDIA:
NEW * GG concept entry no longer talks about free upgrades and retaining full experience when doing so.
NEW * FF's and Traits boosting native relations now correctly mentions auto-peace with natives.
* Renamed to Colonizopedia as it was in Col1.
MISC:
* Cargo now takes the number of berths in ships as defined in Civ4UnitInfos.xml via tag iBerthSize. (EG: Treasure now fills 6 berths of a ship)
* Can't declare war against another European Civ for the first 20 turns.
NEW * Missionaries now produce converts for a PLAYER not a NATION (eliminates converts confused which player to go to when two players same nation).
NEW * Exploration points now correctly scale for gamespeed.
NEW * Pilgrim king gives you a free ship if you lose your final ship (regardless of gold remaining).
NEW * Establishing missions now have an increasing failure chance based on success missions and difficulty.
Getting an XML error when trying to load the mod.
XML Error
There are more siblings than memory allocated for them in
the CvXMLLoadUtility::SetVariableListTagPair
Current XML file is: xml\Civilizations/CIV4LeaderHeadInfos.xml