Sid Meier's Civilization V

Sid Meier's Civilization V

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RPP Colonies
   
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751.824 KB
26 Jul @ 10:01am
30 Jul @ 9:03am
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RPP Colonies

In 1 collection by RipePebble
RPP Core Mods
7 items
Description
Riches Beyond the Seas
Inspired by Europa Universalis IV, this mod adds an in-depth colonial system that entirely revamps how a player goes about expanding their empire overseas.

Any city founded on a continent different from the homeland's capital automatically becomes a colony, complete with an autonomous system of administration and its own unique challenges and rewards.

With clever positioning, a colony can be a veritable motherlode to its overlord, as it provides a copy of each luxury resource within its borders and a hefty gold bonus for each worked tile. Additionally, its founder may receive a bonus of gold or culture when first settling, similar to when a city-state is first met.

However, before attaining a significant enough population to become a normal city, a colony is entirely dependent on internal trade routes for growth and military support from its homeland for protection as it lacks the capacity to produce any buildings or units of its own.

Management
Natives
Often, a native population will already inhabit the colonized area. A range of interactions with the settlers can happen, from raids to assimilation and all manner of other incidents.
  • The more natives there are, the more Culture and Faith is gained through cultural exchange.
  • Affects the severity of an attack on the colony, should it happen.
  • Susceptible to hazards such as disease.
Hostility
The disposition of the natives towards the colonists can vary from friendly to hostile. It's essential to keep an eye on these relations to prevent catastrophe from befalling your venture.
  • Affects the chances of an attack happening and its severity.
  • Affects the chances of assimilation happening.
Lawfulness
The authorities of a colony will attempt to maintain order, a job only possible with military support from the homeland.
  • The higher it is, the higher the defenses and happiness of the colony, along with an increase in gold output.
  • Affects the chance of a colonial regiment being levied when a war breaks out.
  • Gradually increases if a military unit is garrisoned in the colony. The opposite happens when no garrison is present.
  • If it drops low enough, bandits of all kinds may appear and disrupt trade and security.

Options
You can disable the sound effect that plays when a colony is founded in the lua file. Both humans and AI are subject to the effects of this mod.

Important: Barbarians must be enabled at game setup for bandits to spawn.

Needless to say, this mod works best on map types that aren't Pangaea.

My Main Mods:
RPP Colonies - RPP Revolts - RPP Sieges - RPP Institutions - RPP Seasons - RPP Estates - RPP Attrition - MLP:FiM Pack
Flavor Mods:
Airship Caravans - Barbarian Forts -Strategic Terrain - Exit to Linux
7 Comments
RipePebble  [author] 2 Aug @ 10:50am 
It should be, but no testing for it was done.
compatible with overhauls like Sapiens or VP?
reddevil 31 Jul @ 12:26pm 
this is peak cant wait to try it out
RipePebble  [author] 30 Jul @ 9:05am 
UPDATE:
Fixed issues with native raids and assimilation.
Colonial regiments may now spawn if a war breaks out.
BrockKids1 27 Jul @ 2:59pm 
it'd be nice if this didn't require DLC and was Vanilla no offense
RipePebble  [author] 27 Jul @ 7:18am 
@Adam Thank you for the kind words and have fun!
Adam 27 Jul @ 1:09am 
Man, you are killing it with these mods - thanks, I'm looking forward to starting a new game with this and Revolts, just need to finish my current game.