orlanth
Storm God. Yarr!
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Patch info: The March 2023 patch makes Corvettes and specialists in harvesting alien resources (Intrepid Archaeologist, Xenomycologist, etc) recruitable on Earth after unlocking the relevant techs.
To install, download the latest patch attached to this post (Mar 3 2023 patch), copy to your Mods/2071 directory, and unzip using "Extract Here" to overwrite old files
Colonization: 2071
Welcome to Colonization: 2071 , a complete scifi / space colonization remake of Civ4Col. Replacing ocean terrain with Deep Space, New World continents with faraway planets, Caravels with Starships, and native tribes with alien species, this mod aims to recreate the classic gameplay of Colonization in a scifi setting.
Similar to their compatriots of 579 years earlier, the colonists of 2071 are setting forth from a repressive and dystopian Earth in search of freedom and opportunity in strange new lands. Arriving on a variety of distant planets, the colonists encounter rare plant and mineral resources instantly in great demand by Earth's dying industry, and uncover a series of ancient ruins left by an advanced and mysterious alien race known as the Progenitors.
2071 incorporates features from the Tech Tree Modcomp by Kailric, enabling a technology tree that gradually unlocks access to various resources, units, and professions with the progress of research. The natives (alien species) are also enabled as playable civilizations that can interact with Earth. See the Game Concepts entries in Civilopedia for an introduction to the new game features in this mod.
If you want to try the gameplay of standard Colonization with a scifi setting, I'm leaving up a link to the 0.02 version which is largely a cosmetic reskin of the original game with few dramatic gameplay changes.
All of the graphical imports you'll find in-game are taken or adapted from the excellent work of other mods (mostly Final Frontier and NextWar, also Dune Wars, Planetfall, FfH2, Mars Now, Song of the Moon, Elder Scrolls and more) and contributors on civfanatics forums (especially including saibotlieh, dacubz, clanky4, LordTirian, Deliverator, cfkane, Ekmek, TheCapo, nitram15, Walter Hawkwood, GeoModder, Bernie14, hrochland, C Roland, Zerver, Refar, GarretSidaka, seZereth, and others too numerous to mention, and a wide variety of indie 2D scifi art from deviantart and across the web). The space-age soundtrack includes a variety of samples and remixes from Ektoplasm and many indie ambient/psybient artists including Solar Fields, Carbon Based Lifeforms, Vibrasphere, and Ulrich Schnauss, you can find full album and artist info in the Sounds/Soundtrack mp3 files. If you enjoy the music, please look into buying some songs in their original high quality uncompressed format to support these unique artists. This version also includes a custom mapscript thanks to expert python help from TC01 and Platyping that can generate sets of random circular "planets" (make sure to select Planets when starting a game to try this out!), as well as the awesome Tech Tree Modcomp by Kailric and Domestic Markets by AndrorctheOrc.
Download link for current mod:
Colonization 2071 v1.42 direct download
backup download mirror at weplayciv.com
NOTE: some browsers like Chrome appear to be blocking the weplayciv site, but I was still able to download with the above link fine using Microsoft Edge
(can also try older backup mirror at Atomicgamer)
Colonization 2071 v1.42 direct download
backup download mirror at weplayciv.com
NOTE: some browsers like Chrome appear to be blocking the weplayciv site, but I was still able to download with the above link fine using Microsoft Edge
(can also try older backup mirror at Atomicgamer)
2022 update:
Only 49 more years before we are in 2071 for real! I've uploaded a shared link to the mod 7z zip file hosted on Google Drive. The backup mirror on weplayciv.com is still working, although some browsers like Chrome block downloads from that site for some reason, and Microsoft Edge allows it.
Installation instructions:
* ensure you are using Colonization with the latest patch
* delete any old versions of this mod, download mod file from the current download link on this page (note: Google Chrome appears to be blocking weplayciv.com, may need to try another browser)
* unzip into your civilization iv colonization/mods folder (e.g. using 7zip)
* see top post of this thread for the latest patch if any, unzip this in your Colonization 2071 folder
* start Colonization, choose Advanced, Load a Mod, Colonization 2071
* read through the Game Concepts entries in the in-game Colopedia for a summary of new game features including Tech research and the option of playing as the Alien natives
* select Single Player -> Play Now, and when generating your map, select Planets to explore a unique system of spherical planets floating in a "sea" of space
* blast off and colonize some New Worlds!
Some screenshots and background below:
Backstory:Spoiler :
The year is 2071. As constant unrest seethes beneath an unchanging balance of power among the elites, the superpowers of China, NAFTA, Russia, and the European Union have reached an uneasy stalemate on a deteriorating Earth.
The world seems suspended between chaos and stagnation - until unexpectedly, a half-forgotten collaborative project between a team of international scientists detects evidence of a dormant wormhole-like anomaly lying hidden between Venus and Mercury. An exploratory craft is soon able to enter the wormhole; the spirit of cooperation quickly gives way to nationalist infighting among the project's sponsors as it becomes clear what has been revealed.
The wormhole enables access to a handful of distant worlds; each Earthlike enough for human habitation, but home to exotic plant and mineral resources that could prove a boon to Earth's dying industry. Humanity is no longer alone - the worlds are sparsely inhabited by a handful of primitive sentient alien species with bizarre language and customs but vaguely humanoid features. Further exploration discovers ruins left by an incredibly advanced ancient race known as the Progenitors, whose lost technology constructed the wormhole as a means of transport, and who some believe created each of the races on the worlds it links - perhaps even Humanity itself.
Create a thriving colony among the planets of the New Worlds. Life on the stellar frontier is difficult; you begin with access to a limited selection of Colonists and resources and must research technologies to advance.
Revolution Victory: Declare your independence from Earth after attaining a 50%% Rebel Sentiment in all your colonies. Before time runs out, defend your fledgling nation from the wrath of your home planet by wiping out all their ground forces. You must complete your revolution before any other Earth Colony or Alien Empire. The corrupt superpowers of Earth are slowly crumbling; the Expeditionary Force starts powerful but grows slowly with time, making Independence an achievable goal.
Hegemony Victory: Ensure the absolute hegemony of your nation over these New Worlds. Suppress the alien natives and subjugate or destroy the other colonies of Earth. Your colonies must dominate the New Worlds before any other human or alien power reaches independence.
The world seems suspended between chaos and stagnation - until unexpectedly, a half-forgotten collaborative project between a team of international scientists detects evidence of a dormant wormhole-like anomaly lying hidden between Venus and Mercury. An exploratory craft is soon able to enter the wormhole; the spirit of cooperation quickly gives way to nationalist infighting among the project's sponsors as it becomes clear what has been revealed.
The wormhole enables access to a handful of distant worlds; each Earthlike enough for human habitation, but home to exotic plant and mineral resources that could prove a boon to Earth's dying industry. Humanity is no longer alone - the worlds are sparsely inhabited by a handful of primitive sentient alien species with bizarre language and customs but vaguely humanoid features. Further exploration discovers ruins left by an incredibly advanced ancient race known as the Progenitors, whose lost technology constructed the wormhole as a means of transport, and who some believe created each of the races on the worlds it links - perhaps even Humanity itself.
Create a thriving colony among the planets of the New Worlds. Life on the stellar frontier is difficult; you begin with access to a limited selection of Colonists and resources and must research technologies to advance.
Revolution Victory: Declare your independence from Earth after attaining a 50%% Rebel Sentiment in all your colonies. Before time runs out, defend your fledgling nation from the wrath of your home planet by wiping out all their ground forces. You must complete your revolution before any other Earth Colony or Alien Empire. The corrupt superpowers of Earth are slowly crumbling; the Expeditionary Force starts powerful but grows slowly with time, making Independence an achievable goal.
Hegemony Victory: Ensure the absolute hegemony of your nation over these New Worlds. Suppress the alien natives and subjugate or destroy the other colonies of Earth. Your colonies must dominate the New Worlds before any other human or alien power reaches independence.
Spoiler :
The alien races (natives) are now enabled as playable civilizations. They begin with several existing settlements via Advanced Start, and maintain an advantage in harvesting native resources, but are much slower than humans at creating advanced infrastructure and manufactured goods. They start with access to alien techs but are unable to research the advanced human technologies. For full rules and strategy about playing an alien species, consult Alien Civilizations under the Game Concepts section in the Civilopedia.
From across the Great Sea they came, in their ships of fiery metal. It is told that others of our race once journeyed to their star, watched them in secret from our sleek saucers. But now it is we who are watched. Lost on these forgotten planets, we have grown weak and backward, the secrets of the ancients lost to us. Sleeping among the sweet fungus, our people heed not the words of their elders as the Earthlings settle on our home, perhaps to drain it as they drained their own. What will it portend, the arrival of these thin-skinned creatures?
Place the settlements of your race. Living in a state of pastoral anarchy, your people must build a Ziggurat in each of your settlements to enable further development and trade.
Hegemony Victory: Ensure the survival and dominance of your species. Expel the Earthling invaders and subjugate or destroy other alien races. Your Empire must dominate the New Worlds before any other human or alien power reaches independence.
Revolution Victory: Declare your independence from the Progenitor overlords after attaining a 50%% Rebel Sentiment in all your settlements. Before time runs out, defend your fledgling species from the Progenitors' wrath by wiping out all their ground forces. You must complete your revolution before any other Earth Colony or Alien Empire.
Alien Economy:
Living in a state of pastoral anarchy until the arrival of the humans, the aliens must construct a Ziggurat in each settlement to enable further organized development, effectively giving human players a 50-turn head start. The Ziggurat also functions as a basic market building to represent the aliens' internal economy; enabling each settlement to automatically sell excess resources at a small fraction of the price on Earth. This ratio can be increased by constructing buildings such as the Landing Pad to enable offworld trade with independent smugglers.
Aliens and Earth:
After gathering sufficient industrial goods and building a Shipyard, the aliens may construct a variety of space vessels such as the Saucer and UFO, and can eventually discover and enter the wormhole to Earth. Due to the monopolistic practices of the Earth superpowers, aliens can only conduct covert trade with disenfranchised Third World nations, and the market prices they receive will be much more volatile than human colonies. Nevertheless, smuggling goods to the black markets of Earth can prove a vital lifeline for alien civilizations in need of currency and manufactured goods.
Aliens and Human Colonists:
On dystopian 21st-century Earth, the political situation in some Third World nations has become so intolerable that some aliens are able to lure a limited trickle of human colonists to their worlds, by building an Earthling Habitat in their cities to generate Propaganda, or having an alien Elder work on a tile with an Abduction Site. Although aliens again have a severe disadvantage in attracting emigrants compared to the human colonies, the manufacturing skills of even unspecialized human colonists make them greatly prized among the species of the New Worlds. Abducting human colonists by force is another alternative to gain access to their vital skills - when conquering a human colony, aliens will create a Human Hybrid who will also work in manufacturing facilities much more efficiently than the aliens themselves.
Aliens and Liberty:
Accustomed to unquestioning obedience to the tyranny of the long-absent Progenitors, the arrival of the Earthlings stimulated many alien elders to return to the ways of their ancient mystery traditions in search of enlightenment and power. Long dismissed as the rantings of conspiracy theorists, secret societies such as the Illuminati have covertly permeated alien and human societies for centuries, and have many secret adherents among certain select members of the Earth elite. Through deep connections to this far-reaching conspiracy, the alien elders of an Illuminati Lodge could begin to challenge the dominance of the Progenitors, and occasionally even attract highly-placed human conspirators to join with their agenda.
Other gameplay changes:
* All the low-level resource processing buildings (Biotech Lab, etc) are no longer automatically present in every colony, and will need to be constructed. The Earth Colonies start with a free processing building depending on their nationality.
* The Expeditionary Force starts the game larger, but grows much less rapidly with Liberty production, making independence through Liberty a more achievable aim.
* New terrain features representing the forests of the New Worlds now get placed by the Planets mapscript. Alien races now have unique Garden and Plantation improvements buildable on forests, which can eventually cause forests to spread. Aliens have a unique Alien Supremacy civic which gives them extra yields from these forest improvements, as well as from Alien Totem and Burial Ground goody huts (so don't let the Earthlings pillage them!)
* The Board of Directors: (replaces Founding Fathers)
With the worldwide deterioration of democracy, real power on Earth is concentrated in the hands of a small cadre of military, corporate, scientific, media, and political elites. Attracting one of these men and women to your side could prove a crucial advantage in the struggle for the New Worlds. Want to produce more Biotech from each unit of Xenospores? Then you'd better be the first Earth power to recruit the services of the Biotech Tycoon. Want to generate more Propaganda (Crosses) for each point your Tax Rate is raised? Then the Notorious Tax Evader is your man!
* New human buildings: Mass Driver (fortification that protects against damage from bombardment), Space Elevator (allows for automatic sale of goods without the hassle of transport).
Spoiler :
The latest version incorporates features from the Tech Tree Modcomp by Kailric, enabling a technology tree that gradually unlocks access to various resources, units, and professions with the progress of research.
Research is done by selecting a Tech from the Tech Tree (light bulb icon on the top of the main screen) or by opening a menu light bulb on the bottom right of the city screen, then having colonists work in the Research Labs in your colonies. Producing each unit of Research will consume one unit each of various other goods, with the type of goods consumed depending on the specific tech being researched. See the Technologies entry under Game Concepts in the Civilopedia for full details.
Research Strategies:
Survival on the harsh frontiers of outer space is far more challenging than regular Colonization. You will start with very few resources, colonists, and profession types available, and must invest in research to unlock new possibilities. To discover the technologies needed to harvest alien resources like Soma, Xenospores, and Progenitor Tech, trade for samples of these precious materials in alien settlements, then ship them to your Research Labs for analysis. With supplies of Weapons jealously guarded by the Earth superpowers, most military units are not available early on, leaving colonies vulnerable to alien attack. In planning your technological research, balance the needs for a powerful military and a strong colonial economy.
Technology Trading and Research Pacts:
If you are friendly with another human colony or alien empire, trading technologies through the diplomacy menu can be an effective way to gain a scientific advantage. Civilizations can also enter into a Research Pact where all progress on that technology made by both participants will be pooled.
Visionary Researchers:
Performing research in your colonies can gradually attract a Visionary Researcher from Earth, a special type of Great Person with superior Research output. Constructing a Databank, or upgrading the basic Research Lab to a Research Institute or Research Complex, will also significantly boost scientific output.
New Professions and Progenitor Improvements:
The unique sites found in a Progenitor Metropolis can hold a wealth of valuable goods and treasure, but are often guarded by centuries-old security systems. With the proper technology, capturing a unique site such as a Progenitor Reactor can allow direct extraction of Fusion Cores and other advanced goods without the need for time-consuming manufacture from raw materials.
Not finding Research Labs?
There is an occasional bug in version 1.0 where Research Labs don't show up in any of your colonies from the start. On starting a new game, check your first city to see if it contains a Research Lab. If it does not, just start a new game and the bug should go away.
Spoiler :
Since I'm not a programmer by training and had made this in some spare time years ago, there are likely some bugs I've not been able to fully track down and unfortunately probably won't be able to. The overall stability does appear to be good enough to play through to the endgame, though not without the potential for some crashes, so use of autosaves is recommended. Sorry for not being able to provide more detailed tech support, here are troubleshooting tips that could be helpful:
- There is an occasional bug where Research Labs will not be available in your colonies after starting a game. If your first colony starts without a Research Lab, starting a new game will generally resolve this. If your first colony does contain a Research Lab, you should be fine for the rest of the game.
- Set autosaves to occur every few turns; if you experience a crash due to memory leak after a prolonged play session, a save/reload may resolve this.
- If you encounter issues that appear to be limited to seeing repeated Python popup windows, you can try the following: in your Colonization folder open the shortcut _Civ4Config (CivilizationIV.ini) in a text editor and set HidePythonExceptions equal to 1.
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