Writing Bull
Warlord
TAC Project Team:
Akropolis – Commander Bello - Elwood - Fankman - koma13 - melcher kürzer
Ronnar - Stöpsel - Writing Bull - xXstrikerXx
We are glad to present you the final version of The Authentic Colonization: TAC 2.03_final has been released!
... and additionally: "Werewolves" - the second mod of the TAC-project
A team of German and Swiss modders presents you the final version of The Authentic Colonization. TAC 2.03_final is a large but well balanced and well tested modification for "Sid Meier's Civilization IV: Colonization". For the last four years we have developed this community modification of German-speaking Civforum.
Download
https://forums.civfanatics.com/resources/tac-2-03_final-the-authentic-colonization.19763/
TAC includes some parts of other international modifications like Netbandit’s balance Mod and Dale's Age of Discovery II. Former members of our mod-team created significant parts of TAC: King MB, Pfeffersack, raystuttgart, Robert E. Lee und Willi Tell. We'd like to thank all testers and modders who helped us developing this mod. Please notice that you will find detailed credits ingame at the colopedia.
Congrats on the mod! I gotta say it's awesome to finally see a "true" Colonization remake.![]()
Concept
The vanilla version of Civ4Col contained many failings and bugs, and it hadn't the spirit which all fans of the original Colonization had enjoyed. We have kept working hard for a general overhaul of the whole game. We have improved AI and balancing. And we have added a lot of new content like events, quests, achievements, a new and comfortable menue of transport-routes, a revised interface, specific troop-models for all nations, new maps, more civilizations, more founding fathers, more resources, cocoa plantings and whaling and learning-by-doing and much more. TAC-Manual presents our new features.
Spoiler :
Short and sweet - the concept behind "The Authentic Colonization"
What a pity! It could have been such a great game ...
Many fans of the original Colonization were excited and couldn't wait to see the release of Sid Meier's Civilization IV: Colonization. But when the game was finally released in summer '08 they were gutted. True, Col II included most of the complex and exciting features of Col I but it didn't dare to develop the concept any further.
You could be successful in Col II by building only a few cities.
Then in a disappointing short war for independance you let your cities been taken by the king's army and immediately retook the cities with only a few cannons. That cheap victory left a bitter taste.
Players that tried to utilize all the features of Col II where massively handicapped by the ridiculously fast growing army of the king and the frequent tax increases.
What a weird situation: those who tried to play the game to the fullest where systematically demoralized. And after only 300 rounds all was over (way too fast) anyways.
But because there was a lot of potential in Col II we could only think about one thing: To make Col II the game it should have been. The Authentic Colonization! And after endless hours of brainstorming, designing, scripting and testing a dream came true.
TAC gives the game the true Colonization feeling it deserves. Set free the pioneering spirit of yours. In a newly found city you start from the beginning. No premade structures built by ghost hands. Tools, weapons and horses can't be bought for cheap in Europe any more. It will be more effective to produce them yourself. And before you the land yields a promise of food, wood and other resources and untold riches. All yours to take. How will you acquire the wealth the land offers to you? Taken by force at the point of a gun? Or with wit and diplomacy? Converting the natives to the christian belief? Now you can find your own strategy that works for you. By building farms, plantations, mines and lodges with your pioneers you improve your young colony.
To what end? you might ask. Because it's profitable now! The tax rate can't exceed a maximum limit now and you can lower the maximum tax rate if you are generous with your king. It is easier to get experts from schools and the inflation of education points has been capped.
Fast wins are not the way to go any longer. The starting size of the king's army has been increased dramatically but it doesn't grow as fast any more. Furthermore the King acts more intelligent now. He observes not only your production of bells but also the weapons and horses you have stored in your depots, your population and the chance of rebellion in your cities. The victory over the king is more challenging now. In compensation the round limit has been deleted. This way the game is no longer a race against the ticking turn clock but against your opponents. When one of them will declare independance, a round limit of 200 turns will start. At that time you will have to declare your own independance and to repel the following attacks of your king.
Whilst in the original Col II the other European colonial powers were no real threat you have to keep an eye on them now! They will fight for land and resources just as you do! The artificial intelligence will use the new cheap special units to defend it's cities and will transport goods and expand faster and bolder. It will not initiate the war for independence until it is able to win.
And we have modified so many other things as well: picturesque achievement windows, the extravagant Europe port, new texts in diplomacy, events and quests, new buildings, goods, nations, leaders, founding fathers, bonus resources, maps and many more improvements. But before a new feature was implemented we always checked if the idea matched the overall game design and the historic events of that time. It was our aim to achieve class with quality not with quantity. And yes... we are proud of what we have created. Col II became what it should have been: an Authentic Colonization.
Enjoy!
What a pity! It could have been such a great game ...
Many fans of the original Colonization were excited and couldn't wait to see the release of Sid Meier's Civilization IV: Colonization. But when the game was finally released in summer '08 they were gutted. True, Col II included most of the complex and exciting features of Col I but it didn't dare to develop the concept any further.
You could be successful in Col II by building only a few cities.
Then in a disappointing short war for independance you let your cities been taken by the king's army and immediately retook the cities with only a few cannons. That cheap victory left a bitter taste.
Players that tried to utilize all the features of Col II where massively handicapped by the ridiculously fast growing army of the king and the frequent tax increases.
What a weird situation: those who tried to play the game to the fullest where systematically demoralized. And after only 300 rounds all was over (way too fast) anyways.
But because there was a lot of potential in Col II we could only think about one thing: To make Col II the game it should have been. The Authentic Colonization! And after endless hours of brainstorming, designing, scripting and testing a dream came true.
TAC gives the game the true Colonization feeling it deserves. Set free the pioneering spirit of yours. In a newly found city you start from the beginning. No premade structures built by ghost hands. Tools, weapons and horses can't be bought for cheap in Europe any more. It will be more effective to produce them yourself. And before you the land yields a promise of food, wood and other resources and untold riches. All yours to take. How will you acquire the wealth the land offers to you? Taken by force at the point of a gun? Or with wit and diplomacy? Converting the natives to the christian belief? Now you can find your own strategy that works for you. By building farms, plantations, mines and lodges with your pioneers you improve your young colony.
To what end? you might ask. Because it's profitable now! The tax rate can't exceed a maximum limit now and you can lower the maximum tax rate if you are generous with your king. It is easier to get experts from schools and the inflation of education points has been capped.
Fast wins are not the way to go any longer. The starting size of the king's army has been increased dramatically but it doesn't grow as fast any more. Furthermore the King acts more intelligent now. He observes not only your production of bells but also the weapons and horses you have stored in your depots, your population and the chance of rebellion in your cities. The victory over the king is more challenging now. In compensation the round limit has been deleted. This way the game is no longer a race against the ticking turn clock but against your opponents. When one of them will declare independance, a round limit of 200 turns will start. At that time you will have to declare your own independance and to repel the following attacks of your king.
Whilst in the original Col II the other European colonial powers were no real threat you have to keep an eye on them now! They will fight for land and resources just as you do! The artificial intelligence will use the new cheap special units to defend it's cities and will transport goods and expand faster and bolder. It will not initiate the war for independence until it is able to win.
And we have modified so many other things as well: picturesque achievement windows, the extravagant Europe port, new texts in diplomacy, events and quests, new buildings, goods, nations, leaders, founding fathers, bonus resources, maps and many more improvements. But before a new feature was implemented we always checked if the idea matched the overall game design and the historic events of that time. It was our aim to achieve class with quality not with quantity. And yes... we are proud of what we have created. Col II became what it should have been: an Authentic Colonization.
Enjoy!
FAQ - Frequently Asked Questions
How complicated is the installation?
It's very simple. You get an installer. Please start the exe-file and follow the instructions. TAC requires the official patch 1.01f. We recommend installing the patch manually to avoid any issues. The Steam Version patches the game automatically. Please don’t mind that save games from the vanilla version cannot be played with TAC.
Does TAC override any data from the vanilla version?
No, it doesn’t. You don’t need any backup.
What if I don’t like TAC?
Just play the vanilla version. You don’t need to uninstall TAC.
Must I uninstall older versions of TAC after the release of a newer version?
No. Each TAC-version has an own name. You can delete the old versions to get more space, but that isn't necessary.
Can I play TAC together with other mods?
No, sorry. The game allows only one mod at time. This is reasonable because two mods don’t get along with each other.
How can I start TAC?
If you use the installer, you get a desktop icon. Double click on it.
Does TAC contain bugs?
TAC is software, and software has always some bugs. But we have been developing this mod for four years, and it contains only few bugs meantime – and less bugs than vanilla version.
What about the multiplayer-mode?
You can play TAC in multiplayer. It isn't possible to trade directly with other players, but that is an error of vanilla version. The only TAC-bug is caused by the cheat menu (ctrl-shift-z). So if you run into an oos-error during a multiplayer session, it means someone tried to access that menu.
To make TAC showing up in the multiplayer lobby, your TAC installations have to match following criterias:
1) All participants of a multiplayer party should have installed the same version of TAC (e.g TAC 2.03_final without any file changes).
2) TAC have to be installed into the program directory of Colonization (e.g. C:\Program Files\Colonization\Mods\TAC 2.03_final), not the documents/user folder.
3) The player who host the multiplayer game have to setup his windows firewall to allow the other players to access it. Look up your Windows documentation how to do that.
If you can't get the lobby to work, you can also try access a multiplayer session by using the "direct ip" option.
Can I use the ingame-tutorial?
No, sorry. We haven't adapted it to TAC. Therefore it is disabled. That is a general problem of Colonization-mods, it is too laborous to adapt the tutorial to all changes which had happened.
Could you explain me your new features?
Yes, but at first please read TAC-Manual. We have written it for you ...
The billboards of the settlements have problems to show the right names of the cities. Can you help me?
That bug isn't specific to TAC but to all mods. Mods for Civ4Col which are installed at MyGames-folder don't work if there is a special sign (like "ä", "é", "ñ", "ç") at the user name of the MyGames-folder. Create a new folder named "mods" at the main game installation directory and put the TAC-folder there.
After playing TAC some hours, the pauses between two rounds are lengthy. Can you help me?
That's a problem of the Colonization game engine, it isn't specific to TAC. Please save the game, go to the desktop, restart Colonization and load the save game.
Can I play TAC on my mac?
Generally it is not possible to play the mac-version of Colonization in combination with great modifications offered at the fan-forums. The mac-version packed important files into another format. These files won't be changed when you install TAC. But it is possible to use the windows-version of Colonization at your mac. Please use TAC 2.03_final without exe-installer. Here you will find a short technical introduction how to use this version on your mac. If you will try that and if it works, please tell your experiences to other users here. Then other mac-users will know a solution too.
What's about the future of TAC?
The development of TAC has been finished. But at our German-speaking forum we are developing scenarios which use TAC for creating some new challenges. The first one is “Werewolves”.
I wish to use parts of TAC in my own modification. Is that okay?
As a matter of course it is permitted to use TAC in an own mod project as long as the copyrights are not harmed. Please read our ingame credits. TAC is a non-commercial mod project. If you use or distribute TAC please pay attention to the copyright. We allow usage and distribution as long as TAC remains non-commercial. If you wish to use artwork, we could give you more informations about the creators so that you could mention them in the credits of your own modification.
How can I contact you?
You can contact us at our Fanatics-thread or via email to writing.bull [at] gmx.de .
Attachments
Last edited by a moderator: