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Jason's North American Colonization, v 2.1


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Important-- view the readme for installation instructions!

Play as one of five European powers or eleven Native tribes as you spread across North America. The Europeans start with technological and military advantages, while the Native tribes decide how to deal with the newcomers. Will they band together to defend their homes, or take sides in European politics? Do Europeans technological advantages mean that much when there’s a whole continent to conquer?

Each of the Civs available have authentic city and leader names and begin the game with reasonably accurate starting cities. For game play purposes Europe has been condensed into a few over-productive "islands", mainly because there was no room on the map for the whole Atlantic.

This mod employs a few novel strategies to make a playable but realistic stab at the history of this continent. Resources and trade items have been changed to reflect those of real importance in the region and era and have been placed in the actual locations where they are found. New Units like Conquistadors, Fur Trappers, Canoes, Dragoons and Clippers, add new elements to the game, but I haven’t created new icons and animations, just re-purposed unused ones. The Tech Tree and improvements and wonders have been altered as well, but there are no Civilopedia changes as of yet.


The Civs: Europeans

  • Spain -- Easy
    Gunpowder, Monotheism, Magnetism, Monarchy; Militaristic, Religious, Expansionist
    The Spanish start out with plenty of Conquistadors (their unique unit) and Settlers jumping at the chance to make their fortune in the New World (5 Conquistadors, 2 Musketmen, 2 Settlers). They also start with a Frigate and a Galleon that just happens to be on the verge of landfall. Spain’s real strength is conquest, and one great strategy is to go after the Aztecs before they can build up plenty of very mobile defenders.

  • England -- Easy
    Gunpowder, Monotheism, Magnetism, Monarchy; Industrious, Commercial, Expansionist
    England is ready to Colonize rather than conquer, but they have a competent military and growing sea power (4 Settlers, 1 Worker, 3 Musketmen, one Trapper). They start with a Galleon and a Privateer. The British unique unit, the Man-O-War, allows you to rule the seas but does not seem to be of much use against enemies lurking in the forests.

  • France -- Moderate
    Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Industrious, Expansionist
    France is also set for colonization but is focused on the fur trade as well (2 Musketeers, 3 Settlers, 3 Trappers). They start with a Galleon. The unique Musketeers weren’t historically active in New France, but Trappers were not useful enough as a replacement. So Trappers can be built by all northern Civs and the Musketeers remain.

  • Netherlands -- Difficult
    Gunpowder, Monotheism, Magnetism, The Republic; Scientific, Expansionist, Commercial
    The Netherlands look to make a tidy profit through colonization and trade, but don’t have the population or military resources of other countries (3 Settlers, 2 Musketmen). They start with two of their unique sea unit, the Merchantman.

  • Russia – Difficult
    Gunpowder, Monotheism, Magnetism, Monarchy; Scientific, Expansionist
    The Russians look to strike a claim in North America through footholds in Alaska but are at a definite geographic disadvantage (2 Trappers, 2 Musketmen, 1 Settler). They start with a Caravel. The Russians have another disadvantage in that their unique unit, the Cossack, is not immediately available.

    The Civs: Native Americans

  • Aztec -- Easy
    Bronze Working, Ceremonial Burial, Masonry, Mathematics; Religious, Militaristic
    The Aztecs occupy Central Mexico and have the most advanced Native civilization. Their large cities, road system and unique Jaguar Warriors also contribute to their success. The Aztecs also usually benefit from being left alone early by European AIs. Their large cities allow them to get a jump on building Ancient wonders, and they are associated with Chichen Itza, Colossal Olmec Heads, Temple of the Sun, and The Calendar.

  • Apache -- Moderate
    Warrior Code, Pottery, Ceremonial Burial; Militaristic, Commercial
    The Apache represent the Tribes of the American southwest. They were also some of the last to oppose the Europeans in battle. They can build both Mounted Warriors and Expert Riders, and are associated with the Ghost Dance Wonder

  • Nez Pierce -- Moderate
    Ceremonial Burial, Pottery, Horseback Riding; Industrious, Religious
    The Nez Pierce represent the native tribes of the Pacific Northwest and Columbia River basin. They took to horseback riding readily, and some traditions hold that they possessed horses since crossing over the Bering straight 10,000+ years ago. They start with Canoes and can build Mounted Warriors and Expert Riders.

  • Sioux -- Moderate
    Ceremonial Burial, Warrior Code, Pottery; Militaristic, Expansionist
    The Sioux represent the Great Plains tribes. They quickly adapted to horseback riding and held off against European/U.S. aggression very effectively. They can build both Mounted Warriors and more powerful Expert Riders.

  • Cree -- Moderate
    Currency, Pottery, Ceremonial Burial; Industrious, Commercial
    The Cree ranged from the Great Lakes to the Rocky Mountains and from the Great Plains through much of Canada. They were good traders and are one of the largest native populations today. They can build Mounted Warriors and Trappers and have Canoes.

  • Chippewa -- Moderate
    Warrior Code, Ceremonial Burial, Currency; Commercial, Expansionist
    The Chippewa occupied the area around the Great Lakes. They were good traders and sometimes got into conflict with other native tribes. They start off with Canoes and can build Trappers, Mounted Warriors, and Expert Riders.

  • Iroquois – Moderate
    Pottery, Ceremonial Burial, Code of Laws; Expansionist, Religious
    The Iroquois were a confederation of tribes whose laws influenced the U.S. Constitution. They took sides in the fight between the European powers and later the U.S. They can build Mounted Warriors and Trappers. They are also associated with eh Great Serpent Mound Wonder.

  • Cherokee -- Moderate
    Warrior Code, Pottery, Currency; Industrious, Scientific
    The Cherokee represent the tribes the inhabited the Appalachian Mountains and the Southeast. They attempted to adopt European-style farming and culture but were still pushed off their territory, forced to walk the Trail of Tears. Likewise, their success in the game hinges on how long they can expand and advance with out facing a technologically superior enemy. They can build Mounted Warriors.

  • Arawak -- Difficult
    Pottery, Currency; Religious, Commercial
    The Arawaks inhabit the Caribbean islands and may have been the first natives The Europeans made contact with. They would rather trade than fight, and start off with Canoes. Their main disadvantage is widely spread, sparsely populated island territory. If the Spanish arrive on one island, don’t expect to get your reinforcements quickly from cities on three others.

  • Micmac -- Difficult
    Pottery, Currency; Commercial, Scientific
    The Micmac occupied eastern Canada and were great trading partners with the French. They adopted many European ideas and many married Europeans. Their real disadvantages are low populations growth and early contact with Europe. They start with Canoes.

  • Ute -- Difficult
    Ceremonial Burial, Pottery; Industrious, Religious
    The Ute represent the native tribes of the Rocky Mountains and Great basin. Their greatest disadvantage is rocky, desert terrain and lack of trading routes, but both can be made up for by a long period before European interests turn to them. They are associated with the Pueblo City Bonito Wonder.

    Game Changes:

  • The tech tree has been greatly altered to allow European civs a big advantage. The Middle Ages correspond with the sorts of advances that allowed European colonization of North America. Thus, astronomy, invention, chivalry and gunpowder were moved back to Ancient Times, where gunpowder becomes the necessary advance to reach the next age; monotheism, engineering, magnetism, and monarchy now begin the Middle Ages. Also, fuedalism has been replaced with a new advance, mercantilism, which is now necessary to develop banking. Magnetism and Navigation have been rearranged to fix the perplexing original arrangement.
  • Roads only allow 2 moves instead of 3, reflecting trails and poor dirt roads.
  • Roads have already been set up along major rivers, allowing rivers to connect cities for trade.
  • An attempt has been made to simulate the spread of disease among Native Civs by placing their starting cities on Flood Plains.

    New Government:

  • Tribal - Communal corruption, but suffers the same penalty as Anarchy and Despotism when it comes to food, shields and trade per tile. Tribal governments have no military police but may draft up to 6 citizens and have low war weariness. Production cannot be hurried.

    New Units:

  • Scout - Scouts can only be built by Native civs. They cost one population, treat all terrain as roads, and can build roads. They also now have a defense of 1.

  • Bowman - Available only to Native civs, have an ADM of 2,2,1 and require Warrior Code.

  • Mounted Warrior - Available to all Native civs except the Aztec and Arawak. Have an ADM of 3,1,2 and require Horseback Riding.

  • Expert Rider - Available to the Sioux, Apache, Cherokee and Nez Perce, have an ADM of 4,2,3 and require Chivalry. These units represent the skilled riders armed with firearms obtained from Europeans who held on in the Plains.

  • War Party - Available to native civs and has hidden nationality. Has an ADM of 3,1,2 and requires Bronze Working.

  • Canoes - Available to native civs, Canoes have an ADM of 1,1,3 and can carry one ground unit.

  • Trappers - Fur trappers require furs, have an ADM of 1,2,1, hidden nationality and treat all terrain as roads. In addition, they can build road and colonies. They are only available to the northern Civs.

  • Explorer - Explorers now have an ADM of 1,1,2, are stealthy, and treat all land as roads.

  • Conquistador - Available to the Spanish. Has an ADM of 4,2,2 and requires Saltpeter.

  • Merchantman - Available to the Dutch. Has an ADM of 1(4),2,6 and a bombard of 4. Can carry 6 units.

  • Dragoons - Replaces Knight. Has am ADM of 5,2,2 and requires Horses, Iron and Saltpeter.

  • Militia - Replaces Swordsman. Represents untrained citizens armed with their own weapons to defend their homes. Has an ADM of 2,2,1 and is cheap to build, but costs one population.

  • Clipper – Faster sailing vessel, requires Navigation, Iron and Lumber. Has an ADM of 4(6),2,8 and can hold 6 units.

  • Machine Gunner - Complements Infantry, which now have a lower defense value. Machine gunners have an ADM of 4,10,1 and require Mass Production, Iron and Oil.

    In addition, movement and bombard rates of other sea units have been increased.


    New City Improvements:

  • Trading Post – Increases Luxury trade, requires currency. Also allows trade over water.

  • Oral Tradition - Requires Code of Laws, gives a 50% science bonus and reduces war weariness. Native Tribes used storytelling to record history and folklore and communicate information without the use of written language.

  • Commercial TV/Radio - Requires Electricity, generates 4 happy faces and 4 culture. This improvement won't show up until late in the game, but given its importance in North American (and world) history, it seems odd not to have it. Replaces City Walls, which have had very little use historically in North America.

  • In addition, marketplace needs magnetism, courthouse requires monarchy, libraries require the printing press and lumber, and aqueducts require engineering.

    New Wonders:

  • Chichen Itza - Same as Pyramids, but requires a temple in that city. Meant to represent the giant pyramidal temples the Aztecs and Mayans were fond of.

  • Colossal Olmec Heads - Same as Colossus, but requires gold. Some have suggested using the Statue of Liberty to replace the Colossus, but this wonder should stay in the Ancient Era. Although they didn't serve the same purpose as the Colossus, they represent an advanced culture with a large trading network.

  • Great Serpent Mound - Requires Ceremonial Burial and Tribal Government and creates an Oral Tradition in every city on the continent. Completely replaces Great Lighthouse, which has no native analogue.

  • Temple of the Sun -- Same as Oracle.

  • Pueblo City Bonito - Same as Great Wall, also allows that city to grow to size 3. Meant to represent pueblo building in general, which were high population density and easily defended from barbarians. Requires Tribal government.

  • The Calendar - Same as Copernicus's Observatory, but requires an Oral Tradition in that city. The Aztecs had great stone calendars that were more accurate than Europeans’.

  • Ghost Dance - Same as Sun Tzu's Art of War but requires Warrior Code and Tribal Government and is made obsolete by Military Tradition. This wonder is not a landmark but represents a tribe uniting and pooling its resources to defend its land and way of life. The U.S. military suffered several losses against comparatively poorly-armed tribes.

  • Colonial Capital (small wonder) - Same as Forbidden Palace but costs less to build.

  • Governor's Estate - Same as Hanging Gardens, meant to represent the royally-appointed governor or viceroy's ability to dole out gifts to landowners and other colonists. Requires Lumber.

  • Ben Franklin's Library - Same as Great Library, Requires Lumber.

  • The Ivy League - Same as Newton's University, requires a University in that City.

  • Mexico Cathedral - Same as Sistine Chapel. Located on the Zocalo, Mexico City's main square, this structure represents the power and splendor of the church in the new world.

  • Gateway Arch - The Arch must be near a river, requires Free Artistry, and doubles city growth rates in all cities. Located in St. Louis, it is the gateway to the American West, symbolizing the waves of population migration across the continent. Replaces Shakespeare's Theatre and is made obsolete by Ecology.

  • Golden Gate Bridge - Same as Leonardo's Workshop, but also produces +1 Trade in all tiles, must be on the coast and requires Steel. This bridge in San Francisco increased trade in the city but also proved the U.S.'s ability to mobilize huge amounts of materials across the continent.

  • CN Tower - Similar to Bach's Cathedral, but requires Electricity and 4 cities with Commercial TV/Radio; Creates Commercial TV/Radio in every city. The Toronto tower is the largest freestanding structure in the world and acts as a broadcast antenna.

  • Empire State Building - Same as Adam Smith's Trading Company. The New York City landmark smashed records when it was built and was a testimony to the power of U.S. capitalism, right before the depression.

  • The Internet – Requires The Laser and 3 Research Labs. Allows you to gain any advances known by two Civs, +50% research output and adds +1 Trade in all trade-producing tiles. Also creates 2 happy faces in all cities.

    New Resources:

  • Luxuries - Cotton, Sugar, Tobacco and Tropical Fruit have replaced Ivory, Silk, Gems, Incense and Dyes, none of which had great importance in Native-European and inter-European trade. Cotton requires Mercantilism. Gold is now a luxury and Furs and Spices remain the same, though Furs now disappear often. Also added is the Strategic resource Lumber, which is used to build ships and city improvements and is in short supply in Europe.

    Known Issues:

  • At times some Europeans seem completely unwilling to leave and set up colonies. This may be related to a blank space in the build queue when the game begins. This seems to have cleared up since they now have more starting units.
  • Because of the odd way in which tech tree is set up, European Civs will often trade for Ancient advances and new advances will take 40 turns no matter what your tax rate is. This is acceptable because it gives player plenty of game turns to experience colonial times with colonial tech.
  • The map does wrap, so it is possible to go from Europe to California very quickly. I haven't tried any of the hacked utilities out there to prevent this.

    Changes between 2.0 and 2.1:

  • Added roads along rivers
  • Added Trappers, Clipper and Machine Gunner
  • Added starting units for Europeans
  • Added The Internet, tweaked other improvements

    Changes between 1.6 and 2.0:

  • Altered placement of Europeans.
  • Added Dragoons, Militia, War Party, Sun Temple, Ben Franklin's Library.
  • Added Lumber.
  • Renamed folders to stop crashing.
  • Fixed Barbarian list to stop crashing.
  • Tweaked ADM ratings on countless units.
  • Took road movement down to 2.

    Changes between 1.6 and 1.5:

  • Altered Great Lakes near Detroit
  • Added Micmac and Chippewa tribes
  • Cathedrals can now be built without temples
  • Added 2 to movement rate of Frigate, Galleon, ManOWar and Privateer, added 4 to bombard rate of Frigate, ManOWar, Privateer
  • Added Dutch special unit Merchantman: ADM 1,2,6; carries 4 units and can bombard.
  • Furs now have a high disappearance ratio (reflects overhunting)
  • Changed Ivory, Silk, Gems, Incense and Dyes to Trade Goods, Cotton, Sugar, Tobacco and Tropical Fruit, made Gold a Luxury.
  • Added new luxuries to map, added more furs.
  • Forbidden Palace is now Colonial Capital and costs less to build.
  • Removed forts that marked modern cities.
  • Added Barbarian tribe names.
  • Hanging Gardens are now Governor's Estate; The Great Lighthouse is now the Great Serpent Mound

    Coming soon:

  • The French and Indian War
  • Something post-apocalyptic
  • South America?

    Based on a very accurate map of North America. Read more and see screenshots