[MODCOMP] Betray Your Colony

TC01

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Betray Your Colony v1.1

As the name suggests, this modcomp lets you betray your colony after Revolution. Instead of courageously defending your new-found nation against the REF with bad odds, you can take command of the REF and put down your rebelling former colony.

Immediately after revolting, you will receive a popup. Your former king has offered you one last chance- in exchange for helping his Royal Expeditionary Force destroy your colony, you'll receive a great reward. If you accept, you'll be put in command of the REF. The REF fleet starts in Europe. You can't do anything in Europe except load units onto your fleet and send them to the New World.

As the King, you can then win a Europe victory if you have the highest score at the end of the game.

The DLL source is included for modders.

Download Here

v1.1 Changelog:

-Fixed bug where units could sail from Europe to both the "Pacific" and the "Atlantic"
-At the end of the game, traitors will win a Europe victory if they have a high score

To Install:

1. Either extract the zip archive to a temporary directory or copy the "Betray Colony" folder out of it.

2. If you have not already done so, create a "Mods" directory in your Sid Meier's Civilization IV Colonization directory under Program Files. This should be installed to "Program Files\2K Games\Firaxis Games", but may vary.

3. Copy the "Betray Colony" folder from the zip into the Mods directory. In Mods\Betray Colony there should be an Assets folder, a CvGameCoreDLL folder, a Betray Colony.ini file, a shortcut, and the readme.

4. I have provided a shortcut to start the mod, but this shortcut assumes you have the install path described in step 2. If it doesn't work, create your own, or start up the game normally, select "Advanced", then "Load a Mod", and then "Betray Colony".

Credits:

-TC01
-orlanth (idea)
-Fall from Heaven 2 Team (civ switching code)

-Firaxis/2K Games (creator of Civ IV Col)
 
Nice modcomp TC01, it appeals to my treacherous nature.. :mischief::king: I tweaked it to enable a parent civ for the Europe King civs and remove the new europescreen.py check; that actually seems to work pretty well, so that after betraying your colony and joining the REF you can continue to buy/sell goods and purchase units in Europe. (The Europe screen prices display on mouseover, and it looks like trade does work in practice.) The King will also continue to tax you which seems realistic, I think you can probably also continue to accrue FF points and Immigration with Bell/Cross production in the colonies you seize, but didn't test that myself yet. Anyway I'll attach that file here.

If you wanted, after crushing your colony with the REF I think you could technically double-cross (triple-cross?:p) the King and declare independence again, fighting off his second REF wave would then win a normal Independence Victory. But even Benedict Arnold wouldn't go that far ;) Re the Europe Victory condition in unmodded Colonization, my impression is that gets won only if no colony has declared independence by the King whose (non-independent) colony is the strongest, so you probably wouldn't technically win that without changing its criteria.
 

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]Re the Europe Victory condition in unmodded Colonization, my impression is that gets won only if no colony has declared independence by the King whose (non-independent) colony is the strongest, so you probably wouldn't technically win that without changing its criteria.

You appear to be right. Perhaps I should add a "Loyalist" victory (separate from Europe victory) that is won once you wipe out your former colony? Since under the current set up this means you can't win if you betray your King.

Is there a modular version for this?

No, there is not. In fact, it would be impossible to make modular- the bulk of changes are in Python and in the DLL (which aren't modular). The only thing I did in XML was change the Artillery unit's Europe screen graphic from nothing to the Cannon graphic and add the text.
 
Perhaps I should add a "Loyalist" victory (separate from Europe victory) that is won once you wipe out your former colony?
You could, but OTOH a win right away from defeating your colony could often be easy in vanilla Col, and you could rush to 50% Liberty with a weak colony and win that way. (Maybe the bribe offer only happens when the balance of REF vs colonial forces is fairly even to undermatched, otherwise the King would hardly need your help). It could be possible to mod the existing Europe condition that's checked at the end of 200 turns to add something along the lines of (OR if civwithhighestscore has bEurope=1), so you'd be eligible for the normal Europe victory after joining the REF. Or use a Domination or Conquest victory condition, where you have to dominate the New World to justify the expense of the major war.

One interesting twist could be to have your invading REF forces (ManOWar's, Regulars, etc) gradually dwindle by one every few turns (via python check or Event) as they get recalled to the homeland. Then time is working against you and you have to try to seize colonies quickly and then use their resources to maintain your struggle.

Using the backup parent civ to keep the AI King in the game, it's also currently possible to win by the "triple-cross" mentioned above of conquering your colony with the REF, then rebelling against the King again and winning Independence Victory (could make this second REF wave stronger in civilizationinfos.xml to make it more challenging). But it's true that's probably a few too many betrayals for most people though :lol:
 
You could, but OTOH a win right away from defeating your colony could often be easy in vanilla Col, and you could rush to 50% Liberty with a weak colony and win that way. (Maybe the bribe offer only happens when the balance of REF vs colonial forces is fairly even to undermatched, otherwise the King would hardly need your help). It could be possible to mod the existing Europe condition that's checked at the end of 200 turns to add something along the lines of (OR if civwithhighestscore has bEurope=1), so you'd be eligible for the normal Europe victory after joining the REF. Or use a Domination or Conquest victory condition, where you have to dominate the New World to justify the expense of the major war.

One interesting twist could be to have your invading REF forces (ManOWar's, Regulars, etc) gradually dwindle by one every few turns (via python check or Event) as they get recalled to the homeland. Then time is working against you and you have to try to seize colonies quickly and then use their resources to maintain your struggle.

Using the backup parent civ to keep the AI King in the game, it's also currently possible to win by the "triple-cross" mentioned above of conquering your colony with the REF, then rebelling against the King again and winning Independence Victory (could make this second REF wave stronger in civilizationinfos.xml to make it more challenging). But it's true that's probably a few too many betrayals for most people though :lol:

I don't like the "triple cross" idea for several reasons- but mainly because it's a waste of time. Why bother revolting, betraying, and then revolting again when you could just click "No" and win a Revolution victory? (Or at least attempt that).

The problem with a Conquest condition is it doesn't work. You can't kill any other colonist civ in the game unless they have revolted.

I think that a unique Loyalist victory would be cool- whether it's domination or something else- but I am going to look at making the Europe victory still work after Revolution.
 
I've released v1.1. You will now win a Europe victory at the end of the game if you have the highest score (that is, if you betray your colony). I also fixed the issue with units being able to travel to both the Pacific and Atlantic.
 
I seem to have gained a problem: This Mod crashes upon start of the game, like, when i press to begin, with leader, and all other choices selected, it crashes
 
I seem to have gained a problem: This Mod crashes upon start of the game, like, when i press to begin, with leader, and all other choices selected, it crashes

Do you have the 1.01f patch installed from here? If you don't, you need to install it from that link.

It isn't crashing for me. Are you using Play Now! or Custom Game?
 
Genius idea, I'm suprised no one else thought of it.
 
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