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4.0.2. Version 4.0.2. Changes: Loading We The People from the ingame menu now configures Colonization to start We The People by default (no more config setup to avoid starting in vanilla) Added setup file to simplify installing the mod (install step 5 only) Fixes:
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Feb 2, 2009 · Sep 24, 2018. #1. . In the year 1492, Europeans discovered new unclaimed land. People saw opportunities, took possession and started to build their dreams. As time passed, more and more colonies showed up. All started out with hard work, struggled to keep going and some failed, lost everybody and fated into history as a tale of the old times.
- Important Installation Instructions
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- Changes compared to We The People v3.x
This branch uses Intel Threading Building blocks to achieve concurrent AI calculations in order to speed up the AI (inter)turn. Before you start:
copy tbb.dll and tbbmalloc.dll from "Project Files\tbb" to the directory where Colonization.exe resides!
•Combat Forecast sometimes not shown (#557)
•On very large maps, zooming out might cause the terrain appear completely black (#723)
Major Changes
•Several new terrains •Many new yields and manufacturing products •Buildings and specialists for the new yields and manufacturing products •Buildings require additional different resources (e.g. clay) •Equipping units now requires additional different resources (bakery products, gunpowder) •Artillery are now colonist units with equipment (cannons + gunpowder) and have specialists •Diversified naval units and royal units - note that some ships now have limitations on what they can transport! •Crime/Law System: Larger cities will cause crime which will need to be countered by judges (producing law) •New Movement System: Moving through a tile can now require several turns, making slow units much slower in difficult terrain (no more 1 plot/turn)
Other Gameplay Changes
•Coastal tiles can now be "shallow coast", a terrain type which only small ships can enter •Oceans now have "streams", increasing movement in the direction of the stream •City growth now gives different types of colonists depending on the people that work in the city (free/forced laborers, ancestry) •Slaves will sometimes not run away, but start an armed rebellion against their oppression in the colonies •Several new units have been added (buccaneer, slave overseer, slave hunter) •Brave Lieutenants and Capable Captains can be earned in battle (like a "small version" of generals/admirals) •Your king will now allow you to buy a used ship from time to time •Other kings will allow you to buy a random colonist from time to time •Battle damage will now sometimes cause a "negative promotion" which can only be removed by fully healing the unit •Many new Founding Fathers have been added (especially covering the new yields) •A huge amount of new events •Length of game (turns) increased, game speeds adapted. Length of turns in months is now constant throughout the game
Maps
•All maps have been revised for the new terrains •Most of the new terrain is now generated by FaireWeatherTweakEx.py •Three new maps of fictional continents have been added
Jun 24, 2020 · This mod is called We The People and changes the whole game. It adds the ability to trade with Africa and Port Royal. You can now get slaves from Africa and Native Americans that work harder in some places but do poorly in other areas. There are tons more types of resources now, units, more colony nations you can play.
More hot mods. This mod makes shells of all types stay 900 seconds instead of 4 seconds. Toggle between Slow motion and normal gameplay with the press of a button! Makes Single Player Campaign more challenging, balanced, realistic and fun. Play on Delta difficulty for best experience!
How to Download - We The PeopleThe Best Civ Game of all times! Well, ONLY if you count this EPIC Community Mod "We The People" on the list!This is a full re...
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Apr 7, 2023 · 1.18gbDownload Now. Description. Hi guys, the "We the People" modding team proudly announces our new major release 4.1. For those who do not know us: We are actually the same people that developed "Religion and Revolution". "We the people" simply continued where "Religion and Revolution ended.