Colonialism 1600AD: World at War is a global rework of the Colonialism 1600AD, that changes almost every aspect of the mod and the vanilla game itself.



Mod Features:

  • Campaign's time frame: Starting date - 1618 - the beginning of the Thirty Years of War. End of the campaign - 1714 - end of the War of the Spanish Succession, which was the last war of Louis XIV. For Russia, Denmark, Sweden and Poland long campaign ends in 1721. Short campaign ends in 1648 for all factions.
  • The geopolitical situation is as close as possible to historical realities.
  • Unlocked many factions with victory conditions for them.
  • The Kingdom of Bohemia and Circassia factions are emergent at the beginning of the game. There is also a fix of Hetmanat - it will appear in Ukraine instead of Greece (still, there will be flags of Greece). In the future, there will be more emerging factions.
  • Activated the ability "sabotage army" for spies and assassins.
  • New technologies for most factions.
  • New effects from buildings.
  • New interface: based on BaroqueUI from Quintus Hortensius Hortalus and interface from division7x.
  • Improved graphics from the Terrestria Orbem sub-mod.
  • New historical portraits and names (WIP).
  • Rebalance of characteristics and number of units. Pikemen are the main ones on the battlefield, but without infantry cover, they are vulnerable to missile cavalry and artillery. Almost all cavalry have carbines, but they are inaccurate and not very effective. The accuracy and range of firearms depends on the type of weapon (matchlock of flintlock), as well as (to a greater extent) on technology.
  • New recruitment system (WIP): now some units will be available only in a certain region, but they can be recruited by the factions that own the region. For example, Polish pikemen are available for recruiting only in Eastern Europe and can be immediately hired by Poland. Sweden, Russia, Prussia and Transylvania can also recruit Polish pikemen if they research the technology of mercenary armies and capture the region where these pikemen are available. In addition, Polish pikemen (like other home units) will have slightly less morale and a lower maximum number for all factions except Poland.
  • Added new foreign units for other factions (WIP). Thus, Austria can hire Spanish infantry as mercenaries, France - Dutch musketeers, etc.
  • Integrated sub-mods for new units: Hetmanat, Units of the East from adrian74, Warpath Natives in Grand Campaign, Historical Units for Iran, Afghanistan and Mughal.
  • New icons for units.
  • Fixed some bugs.
  • Integrated VDM (PLEASE READ THE DESCRIPTION) Twcenter.net

Instalation

1. Unzip the files to the data folder of the game. Unpack VDM_Start and VDM_saves to the main game directory (NOT DATА). Unpack user.empire_script to AppData / Roaming / The Creative Assembly / Empire / scripts

Suggestions, problems and solutions

Suggestions

The difficulty level for campaigns is best set to medium or hard (if you are not a fan of full hardcore). For Great Britain, France and Prussia, you can set it to a very hard one. For battles, it is best to set it to a very hard - although the battles are quite intense, it will not be difficult even for inexperienced players to win.
I also recommend not to chase the enemy, but to end the battle after the message about the win. It's much more interesting to play this way.

I do not recommend playing for the eastern factions, as they are poorly developed yet.

The archive contains a settings folder with my graphics and gamma settings. There's disabled SSAO, because it distorts smoke, and HDR, because it looks bad. Also reduced some minor settings, because 400 pikemen can cause frame drops. In addition, there is a changed gamma which, in my opinion, gives the game an atmosphere of the 17th century. Also, there is disabled advisor, moves of AI in campaign map and enabled minimized battle UI.

I don't know why, but at the beginning of the game, VDM gives many countries huge inflation - taking into account that at that time the consequences of the price revolution were still felt, I think this is a feature, not a bug. However, remember that already at the beginning of the game your prices will be higher than they should. To remove inflation, click on the question mark near the head of the finance minister.

The disease script in the game is disabled, as some players wrote about crashes due to it. But this might not be the case because of the script, as because of my changes. Now they are not there, but I disabled the script anyway. To enable it, go to data / campaigns / main / scripting and write true instead of false next to DeseaseScript.

One more important thing - when you play for Austria - don't go to Bohemia and Silesia at the beginning of campaign, and DON'T BEAT REBELS - let them to capture both provinces and then you can recapture them. If you beat rebels before they capture Bohemia and Silesia, there will be more and more rebellions, but if you let them to capture their provinces, the happiness of population will stabilize and there will no more rebellions after you recapture provinces.

Problems and solutions

VDM doesn't work as it should. In the description, there is written: “When you make dip offer to AI, AI always looks at money offer, not for your military and economic strength. That's why you will get dip money (1 mln) that is used for script dip offers (when you see money offer with 1 mln). You can accept or decline these offers. Dip money that received AI will be taken from him." But in this mod, VDM simply offers all the money that faction has, and they do not receive. So if the mod makes such an offer, click on cancel. In general, I do not recommend agreeing to any deals that VDM makes because they make the game easier.

Before making a turn, you should open the icons in upper-left and choose some options. The effects of your choices will appear at the next turn. If you can't open these icons - click on the government panel (crown) and then click on the question mark near the head of your leader. There will appear the advisor, close him and then you can open the icons. If you can't click the question mark(s) - call the advisor and close him.

There can be a CTD during the turn. This usually happens during Georgia's turn. I don't know why is it happens, but after restarting even the same autosave, the problem disappears.

Crashes during the game are also possible. If this happens, go to data / campaigns / main / scripting and put false next to DeseaseScript. If it doesn't help, put false in front of all the options in the same column.

There is a folder Additional content, where are some sub-mods for smoke, blood, battle-map for 30 units, music etc. Just put them into data. The "Updated" folder will contain some new files, i'll write about updates.

Download

Link

There is an "Updated" folder, where are the new files for mod. From time to time i will put there some updated files and write about this.


You can support me on Patreon - Patreon.com


There is folder "Without VDM" - you can download folder "campaign" and put it into Data if you don't want to play with VDM. It also can decrease risk of crash. Drive.google.com


Mod has been temporary frozen. Now i'm working on XVII century Pike and Shot Total War mod to Napoleon: Total War which will have many features from this mod but also a lot of new stuff. New information, answers to questions and screenshots are on Discord.

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Colonialism 1600AD: World at War 0.3 Patch

Colonialism 1600AD: World at War 0.3 Patch

Patch 6 comments

Fixes crash during attack on Bosnia. This was a critical crash that didn't allow to play later than 40 turns.

(OBSOLETE - Do not download) Colonialism 1600AD: World at War 0.2 Patch

(OBSOLETE - Do not download) Colonialism 1600AD: World at War 0.2 Patch

Patch

A little update that adds unique generals and officers models on stratmap and fix cost and construction time of buildings. It also unlock many factions...

Colonialism 1600AD: World at War 0.1 Base/Standalone

Colonialism 1600AD: World at War 0.1 Base/Standalone

Demo 34 comments

Global rework of the Colonialism 1600AD which changes almost every aspect of the game.

Comments  (0 - 10 of 258)
dabababooey
dabababooey

installed the mod with the latest version of colonialism, followed all instructions, and just breaks the game. i don't know why but it constantly crashes every time i try to start a new grand campaign as any playable faction. everything is in place, i've double checked my files, and re-installed the entirety of etw.
play battle and tutorial works fine but the campaign just constantly breaks and breaks and is getting on my nerves, and this was from a clean install with ONLY base colonialism installed. i don't know what to do with this mod to make it work anymore. if you can help, help. thanks.

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franksmith199999
franksmith199999

do you have to install the older version before downloading this one?>

Colonialism 1600AD: World at War 0.3 Patch

please need help, instructions is terrible

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England_Expects
England_Expects

any word on unit cards update? atm they're just blank - apart from that top mod ... made empire playable again!

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KinoBlitz
KinoBlitz

Is a new version/update coming out soon? Awesome mod.

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Sar_Meister
Sar_Meister

I was wondering, does this also increase the number of provinces within certain countries like France and Spain?

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Guest
Guest

Sadly, this is not possible due to hard-coding within the game files.
The campaign map for Empire Total War will always remain the same.

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Guest
Guest

Ottoman units are invisable on the map! can you fix this?

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Eyepet2010
Eyepet2010

I got Darthmod installed,however, i desactivated all the DME mods and submods and activated all the mods from this one, i can play it just fine but the general and some units are wearing still XVIII century uniform.
Any Solution?

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Guest
Guest

Hello, I am playing with Ottomans and I noticed that some units such as Janissary, Sipahi and other units are not visible, and I tried to make some changes in the graphics that might solve the problem, but it did not work, please help me

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Guest
Guest

Hi Danylo28 there is a problem with Ottoman army. Ottomans soldiers are not visible!. For example we can see janissaries rifles or flags but soldiers not visible. But this problem is not exist for vanilla unit.

Is there any solution for this interesting situation?

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