Sid Meier's Civilization V

Sid Meier's Civilization V

Colonies!
40 条留言
JEELEN 2019 年 10 月 18 日 下午 5:32 
Just use the Fortress Borders mod. Build fort, extend borders, no maintenance cost or unhappiness.
cuboidal 2019 年 1 月 17 日 下午 2:25 
Nope, game crashes after the main menu.
panda 2018 年 9 月 20 日 下午 6:11 
has anyone ever got this to work?
K&L 2017 年 10 月 24 日 上午 8:36 
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.
2017 年 9 月 1 日 下午 3:26 
I just got this mod, once you get the colonist, how do you make a colony?
Margaret Thatcher 2017 年 2 月 28 日 下午 12:28 
great mod !!!
Apostle Peter 2016 年 12 月 15 日 下午 12:55 
Time to see
kyle1000 2015 年 8 月 23 日 下午 7:02 
now poland can into colonies, awesome!
tk166 2015 年 5 月 24 日 下午 6:55 
this is pretty cool i hope you update soon!
Chef Tony 2015 年 3 月 3 日 上午 4:39 
cant make colonys
Deph Pyro 2015 年 2 月 27 日 下午 12:58 
Kala,I know one thats similar to what you want. The Revolution mod.
aeron salt 2014 年 7 月 7 日 下午 11:39 
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 2014 年 6 月 11 日 下午 6:49 
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 2014 年 3 月 25 日 上午 8:46 
Follow up:
To use homestead in CEP add homestead as requirement for CEP.
xxx78 2014 年 2 月 25 日 下午 1:05 
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  [作者] 2013 年 11 月 7 日 上午 10:56 
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 2013 年 10 月 20 日 下午 10:14 
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 2013 年 10 月 19 日 上午 4:04 
wow even the Ai uses colonies to steal your land! :P
BLÀde 2013 年 10 月 18 日 下午 10:43 
i am using this now with bnw. this is great want that coal just out of reach of your border...BAM colony!
Dittersdorff 2013 年 10 月 9 日 下午 12:07 
does it work with BNW?
Andy da Alpaca 2013 年 8 月 18 日 下午 11:32 
does it work with BNW?
A Rather Bad Username  [作者] 2013 年 7 月 5 日 上午 4:12 
@ ReckonerKnight09
I am currently working on an Improvement Colony System and yes, I am using that idea
AumtimHeimer 2013 年 6 月 11 日 下午 8:35 
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  [作者] 2013 年 6 月 6 日 下午 12:17 
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 2013 年 6 月 5 日 下午 10:51 
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  [作者] 2013 年 5 月 26 日 上午 4:29 
@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 2013 年 5 月 2 日 上午 11:06 
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 2013 年 4 月 20 日 下午 5:09 
@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  [作者] 2013 年 4 月 20 日 下午 12:39 
@ 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 2013 年 4 月 20 日 上午 8:48 
I can build colonies but they don't do anything. no tiles, no resources, no unhappiness
A Rather Bad Username  [作者] 2013 年 2 月 25 日 上午 1:36 
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 2013 年 2 月 24 日 上午 12:44 
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 2013 年 2 月 22 日 下午 5:32 
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  [作者] 2013 年 2 月 20 日 上午 9:44 
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 2013 年 2 月 18 日 下午 5:58 
Glitch, built a colony outside borders it does nothing, it wont give me the land.
A Rather Bad Username  [作者] 2013 年 2 月 18 日 上午 10:09 
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 2013 年 2 月 17 日 下午 8:19 
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  [作者] 2013 年 2 月 17 日 上午 8:17 
@ 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 2013 年 2 月 15 日 下午 2:27 
do you need rfe to use this mod?
Cool Beans 2013 年 2 月 14 日 下午 2:55 
the colonies should be able to grow into cities though. otherwise settlers are still a better choice if you want to spread your empire