bryantt
Chieftain
The Dickinson College 1492 historical scenario with research by Patrick Schlee, coding by Edwin Padilla, and advised by Professor Webb is an exciting way to explore the different forces at play which allowed for the colonization of the continent in the 1880s. Extensive research was done to make the game as accurate as possible the notes for which you can at the link, bit.ly / 1xa9dnA. Based on Conquest of the New World and originally done for a college project, 1492 lets you experience the Conquest in far more realistic terms. The game includes a map of Western Europe, North and West Africa, the Caribbean, Mesoamerica and South America, with the Americas altered slightly to fit in a Huge map size. Each civ has a realistic depiction for that time period. Instead of making it so that the American civs have barely any technology or defensive fortifications, 1492 provides them with an informed estimate of what they had at the time. The point, in general, is to balance the game far more around actual civilization-crafting rather than just attempting to conquer people presented as being far less developed than they were in reality.
All civs included are playable, including the two new ones, and numerous city-states were created and added just for this. Other important aspects including the role of religion and the Atlantic slave trade are also included. The map is based on a combination of historic and contemporary maps showing the geography, era-specific borders, resources and production locations. Resources, besides a few discrepancies noted in the readme, are balanced and located where they were in real life. Its also designed with certain historical events in mind, particularly wars in Italy, Portuguese invasions of Morocco, and constant competition between England, France, and Spain.
Heres the list of features:
- 13 Playable Civs: Songhai, Morocco, Spain, Portugal, England, Netherlands, France, Venice, Quiche Maya, Incans, Aztecs, and custom civs the Tarascan Empire and the Papal State.
- significantly larger but geographically reasonably accurate representation of the Americas for larger competition.
- Atlantic Slave Trade option: through getting Open Borders with an African civ or an alliance with an African city-state, players can activate a significant boost to their colonial productivity.
- Play from 1492 to 1715, for a total of 446 turns!
- Atlantic ocean adapted to make travel lengthy while maintaining playability.
- New policy trees for the era: Renaissance, Monarchy, Reformation and Counter-Reformation, all with notable bonuses.
- Civ-specific religions, including Catholicism, Islam, Cult of Tlaloc etc.
- Experience the Reformation or start the Counter-Reformation
- 26 new city states covering Italy, Africa, and the Americas
- 2 new playable civs and leaders: Pope Alexander VI de Borgia of the Papal State, and Cazonci Zuangua of the Tarascan Empire.
- New units/buildings for those new civs: Pirinda Guards, Frontier Walls, Swiss Guards, and Franciscan Monastery
For those interested in the research behind the mod, a ReadMe file with citations is available here, https://docs.google.com/document/d/1g6PJcAcXz9nG7fzqZYuwWFFobaqhJu2zIE7pQQ-JNvI/edit?usp=sharing
Players interested in research based historical mods may want to also check out our mod on the colonization of Africa, http://forums.civfanatics.com/showthread.php?t=538103
Important
-The map is huge and the scenario will not run on many machines. We created and tested on machine with 8 GB of RAM and an Intel i5 processor. Computers with 4 GB or RAM and one year older could not load the game. If the game doesnt load or is very slow, first try lowering the graphics in the Options area of Civ V.
-Requires Civ V Complete Edition or BNW, G&K, and Isabella and Pachacuti's Incan Empire DLC.
- After downloading from CivFanatics or Steam, be sure the entire mod folder is in your \Documents\My Games\Sid Meier's Civilization 5\MODS directory and you'll need to copy the map from the map folder to \Documents\My Games\Sid Meier's Civilization 5\Maps. You need to have both to play the full scenario.
-Once you start playing, save and reload the game. This will prevent a known bug where the user is not given the dialogue box after conquering a city with the option to create a puppet, http://forums.2k.com/showthread.php?178936-No-option-to-puppet-cities-post-patch
All civs included are playable, including the two new ones, and numerous city-states were created and added just for this. Other important aspects including the role of religion and the Atlantic slave trade are also included. The map is based on a combination of historic and contemporary maps showing the geography, era-specific borders, resources and production locations. Resources, besides a few discrepancies noted in the readme, are balanced and located where they were in real life. Its also designed with certain historical events in mind, particularly wars in Italy, Portuguese invasions of Morocco, and constant competition between England, France, and Spain.
Heres the list of features:
- 13 Playable Civs: Songhai, Morocco, Spain, Portugal, England, Netherlands, France, Venice, Quiche Maya, Incans, Aztecs, and custom civs the Tarascan Empire and the Papal State.
- significantly larger but geographically reasonably accurate representation of the Americas for larger competition.
- Atlantic Slave Trade option: through getting Open Borders with an African civ or an alliance with an African city-state, players can activate a significant boost to their colonial productivity.
- Play from 1492 to 1715, for a total of 446 turns!
- Atlantic ocean adapted to make travel lengthy while maintaining playability.
- New policy trees for the era: Renaissance, Monarchy, Reformation and Counter-Reformation, all with notable bonuses.
- Civ-specific religions, including Catholicism, Islam, Cult of Tlaloc etc.
- Experience the Reformation or start the Counter-Reformation
- 26 new city states covering Italy, Africa, and the Americas
- 2 new playable civs and leaders: Pope Alexander VI de Borgia of the Papal State, and Cazonci Zuangua of the Tarascan Empire.
- New units/buildings for those new civs: Pirinda Guards, Frontier Walls, Swiss Guards, and Franciscan Monastery
For those interested in the research behind the mod, a ReadMe file with citations is available here, https://docs.google.com/document/d/1g6PJcAcXz9nG7fzqZYuwWFFobaqhJu2zIE7pQQ-JNvI/edit?usp=sharing
Players interested in research based historical mods may want to also check out our mod on the colonization of Africa, http://forums.civfanatics.com/showthread.php?t=538103
Important
-The map is huge and the scenario will not run on many machines. We created and tested on machine with 8 GB of RAM and an Intel i5 processor. Computers with 4 GB or RAM and one year older could not load the game. If the game doesnt load or is very slow, first try lowering the graphics in the Options area of Civ V.
-Requires Civ V Complete Edition or BNW, G&K, and Isabella and Pachacuti's Incan Empire DLC.
- After downloading from CivFanatics or Steam, be sure the entire mod folder is in your \Documents\My Games\Sid Meier's Civilization 5\MODS directory and you'll need to copy the map from the map folder to \Documents\My Games\Sid Meier's Civilization 5\Maps. You need to have both to play the full scenario.
-Once you start playing, save and reload the game. This will prevent a known bug where the user is not given the dialogue box after conquering a city with the option to create a puppet, http://forums.2k.com/showthread.php?178936-No-option-to-puppet-cities-post-patch