Sid Meier's Civilization V

Sid Meier's Civilization V

Colonies!
40 Comments
JEELEN 18 Oct, 2019 @ 5:32pm 
Just use the Fortress Borders mod. Build fort, extend borders, no maintenance cost or unhappiness.
cuboidal 17 Jan, 2019 @ 2:25pm 
Nope, game crashes after the main menu.
HellPanda 20 Sep, 2018 @ 6:11pm 
has anyone ever got this to work?
K&L 24 Oct, 2017 @ 8:36am 
There isn't the unit "colony" to build in the cities, it doesn't work or I don't know how to create that unit.
1 Sep, 2017 @ 3:26pm 
I just got this mod, once you get the colonist, how do you make a colony?
Comrade Gman 28 Feb, 2017 @ 12:28pm 
great mod !!!
Apostle Peter 15 Dec, 2016 @ 12:55pm 
Time to see
kyle1000 23 Aug, 2015 @ 7:02pm 
now poland can into colonies, awesome!
tk166 24 May, 2015 @ 6:55pm 
this is pretty cool i hope you update soon!
Chef Tony 3 Mar, 2015 @ 4:39am 
cant make colonys
Deph Pyro 27 Feb, 2015 @ 12:58pm 
Kala,I know one thats similar to what you want. The Revolution mod.
aeron salt 7 Jul, 2014 @ 11:39pm 
Great mod, thanks so much for making it. My suggestion is to make the colonist available earlier in the game, the Vikings had colonies in Greenland and even North America in the 10th century. I think you could make the colonist available at the start of the game. Alternatively at the latest it should be available when units can embark (Optics).
﴾﴾ۣۜkala 11 Jun, 2014 @ 6:49pm 
i wish i could find a mod that reworked happiness to affect only 1 city--after all, if your colonies are being burned, then why should your capitol's pop worry?
xxx78 25 Mar, 2014 @ 8:46am 
Follow up:
To use homestead in CEP add homestead as requirement for CEP.
xxx78 25 Feb, 2014 @ 1:05pm 
Great mod..thanks for sharing it :)
Have anyone tested this mod with Communitas Expansion Pack or Community Call to Power project? I can't get it to work...
A Rather Bad Username  [author] 7 Nov, 2013 @ 10:56am 
Colonies are untested in Brave New World, but should work

@BLÀde In the next update (which will include a lot of new features if I manage to get it to work) I will use some art (Explorer unit graphics from the scenarios and I'l ask somebody to make a new icon)
BLÀde 20 Oct, 2013 @ 10:14pm 
is it possible to make the colonists a different color or unit? i keep thinking their workers and send them off to build improvements :P
BLÀde 19 Oct, 2013 @ 4:04am 
wow even the Ai uses colonies to steal your land! :P
BLÀde 18 Oct, 2013 @ 10:43pm 
i am using this now with bnw. this is great want that coal just out of reach of your border...BAM colony!
Dittersdorff 9 Oct, 2013 @ 12:07pm 
does it work with BNW?
Andy da Alpaca 18 Aug, 2013 @ 11:32pm 
does it work with BNW?
A Rather Bad Username  [author] 5 Jul, 2013 @ 4:12am 
@ ReckonerKnight09
I am currently working on an Improvement Colony System and yes, I am using that idea
AumtimHeimer 11 Jun, 2013 @ 8:35pm 
what if there was a way to lower the unhappiness by placing a military unit in the colony...public order you know
A Rather Bad Username  [author] 6 Jun, 2013 @ 12:17pm 
Yes, you talked about that earlier. Thank you. and yes, I will use that code for further development, now that I lreant the basics of Lua. again Thank You. :)

- Genghis.Khan
framedarchitecture 5 Jun, 2013 @ 10:51pm 
We included a similar feature in our Andes scenario. We have a mechanic that releases the tile from ownership and destroys the remote improvement as soon as another civ claims adjacent territory. This gets around the exploit of human stealing territory from other civs. Feel free to use our code.
A Rather Bad Username  [author] 26 May, 2013 @ 4:29am 
@Komari. I have to fix that Bug (copied from a Vannila file instead of a G&K one). I will release a small update with G&K resources on that file. Thanks for bringing this to my attention.

@EUGENE. Coding the AI would require DLL Modding, but if there are people willingly to contribute, I don't think the code would be too complex. The AI can always raze your Colonies. If you play with Gedemon's Cultural Diffusion Mod, the AI can conquer your plots, so they are able to capture your improvements. I made only a quick pre-release test with this Mod, only full-game tests with the current UnOfficial Expansion: Rise and Fall of Empires build, which includes Cultural Diffusion.
Lorofish 2 May, 2013 @ 11:06am 
Thanks for the mod I have enjoyed it, especially when playing as a small/tall civ it really helps with getting vital reasources without the need to mass tiny cities. However, the AI doesn't seem to understand how to use it. And the fact that AIs have no way to conquer my colonies seems a bit OP.
Negimeister 20 Apr, 2013 @ 5:09pm 
@Therub Wow, thanks for that quick fix, tiles are being claimed now. I think I might have figured out the resource problem as well. I built it on copper, but copper is not listed in the Improvements_Colonies.xml. I have added it but haven't had the chance to test it yet.
A Rather Bad Username  [author] 20 Apr, 2013 @ 12:39pm 
@ Komari. A New Version was Uploaded, fixing a Bug sometimes causing no Tiles to be Acquired. About the Unhappiness and Resources, I double-checked the code, and verified that there are no Errors. Perhaps that is related to the Fixed Issue.
Please Note this Modification requires the Gods and Kings Expansion, as it requires a Boolean defined in the Expansion Dynamic Link Library
Negimeister 20 Apr, 2013 @ 8:48am 
I can build colonies but they don't do anything. no tiles, no resources, no unhappiness
A Rather Bad Username  [author] 25 Feb, 2013 @ 1:36am 
New version with 3 GPT Manentaince cost. @Fry I have the screenshots, I can show you them. You can also do that with cities, and the AI can do the same to you. And in terms of History that happened too. @ Shadowfire. If the CSs have more influence than you, than that is just an (accurate) effect from using another mod
Fry McFly 24 Feb, 2013 @ 12:44am 
Where are the screenshots from the unit and from the colony?
Whats with the balancing-problem? With this Mod i can make "colony towers" near the enemy and he can do nothing against it. - Only declare war or "back-towern".
Its maybe ok if colonys can only build on resources and nothing where else!
Yellow 22 Feb, 2013 @ 5:32pm 
Version 4 is stiill glitch or it doesent work with a mod. When I build a colony I still dont own it. The city states around me are providing influince with the cultural influance mod. Please fix
A Rather Bad Username  [author] 20 Feb, 2013 @ 9:44am 
Fixed a bug. There was defiantly a mistake in code, I am sorry to say. Uploaded a New Version. I apologize, but I uploaded a wrong version of the file, the one before BETA testing.
-- Genghis.Khan
Yellow 18 Feb, 2013 @ 5:58pm 
Glitch, built a colony outside borders it does nothing, it wont give me the land.
A Rather Bad Username  [author] 18 Feb, 2013 @ 10:09am 
I say this and it was pretty much my idea. I agree with some of the ideas, except with the -2 resource penalty. Creating manentaince for Colonies is something I will probably include in the next version, as it adds realism and balance to the Game.
SG-17 17 Feb, 2013 @ 8:19pm 
I came up with something similar. Do you think any of the ideas are something you'd implement in this mod?
http://www.reddit.com/r/civ/comments/18q5pv/colonies_and_civilization_v/
A Rather Bad Username  [author] 17 Feb, 2013 @ 8:17am 
@ Cool Beans I would like to implement that but it is difficult, and will require other changes. Anyway, I recoomend you to use Gedemon's Cultural Diffusion with this ModMod, as it will cause Colonies to acquire new tiles (probably with the diffusion system)
@Hadrian Atius Regillius RFE is a Work in Progress. The complete Mod has not been released yet, only small parts of it: ModMods. So, the awnser is no, you don't need RFE to use this Mod. Even when it is released, this ModMod will not be discontinued and you will be able to download it without RFE
Princeps 15 Feb, 2013 @ 2:27pm 
do you need rfe to use this mod?
Cool Beans 14 Feb, 2013 @ 2:55pm 
the colonies should be able to grow into cities though. otherwise settlers are still a better choice if you want to spread your empire