RPP Colonies
Inspired by Europa Universalis IV, this mod adds an in-depth colonial system that entirely revamps how a player goes about expanding their empire overseas.
Any city founded on a continent different from the homeland’s capital automatically becomes a colony, complete with an autonomous system of administration and its own unique challenges and rewards.
With clever positioning, a colony can be a veritable motherlode to its overlord, as it provides a copy of each luxury resource within its borders and a hefty gold bonus for each worked tile. Additionally, its founder may receive a bonus of gold or culture when first settling, similar to when a city-state is first met.
However, before attaining a significant enough population to become a normal city, a colony is entirely dependent on internal trade routes for growth and military support from its homeland for protection as it lacks the capacity to produce any buildings or units of its own.
ManagementNativesOften, a native population will already inhabit the colonized area. A range of interactions with the settlers can happen, from raids to assimilation and all manner of other incidents.
- The more natives there are, the more Culture and Faith is gained through cultural exchange.
- Affects the severity of an attack on the colony, should it happen.
- Susceptible to hazards such as disease.
HostilityThe disposition of the natives towards the colonists can vary from friendly to hostile. It’s essential to keep an eye on these relations to prevent catastrophe from befalling your venture.
- Affects the chances of an attack happening and its severity.
- Affects the chances of assimilation happening.
LawfulnessThe authorities of a colony will attempt to maintain order, a job only possible with military support from the homeland.
- The higher it is, the higher the defenses and happiness of the colony, along with an increase in gold output.
- Affects the chance of a colonial regiment being levied when a war breaks out.
- Gradually increases if a military unit is garrisoned in the colony. The opposite happens when no garrison is present.
- If it drops low enough, bandits of all kinds may appear and disrupt trade and security.
You can disable the sound effect that plays when a colony is founded in the lua file. Both humans and AI are subject to the effects of this mod.
Important: Barbarians must be enabled at game setup for bandits to spawn.
Needless to say, this mod works best on map types that aren’t Pangaea.
My Main Mods:RPP Colonies – RPP Revolts – RPP Institutions – RPP Seasons – Autonomous Estates – Terrain Attrition – MLP:FiM Pack
Flavor Mods:Airship Caravans – Barbarian Forts –
Strategic Terrain – Exit to Linux
Required DLC:
These DLC should be installed in order to use this item.
Sid Meier's Civilization V: Brave New World