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FreeCol
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| FreeCol | |
|---|---|
![]() Challenge the New World... | |
Screenshot from FreeCol 0.5.2 | |
| Original author | The Freecol Team |
| Developer | SourceForge project FreeCol |
| Initial release | January 2, 2003 |
| Stable release | 1.2.0
/ July 4, 2024 |
| Repository | |
| Written in | Java |
| Platform | Java platform 11 or later, display 1024×768 or more |
| Available in | 54 languages (translatewiki.net) |
List of languages af ang ar arz be bg br bs ca cs-CZ da de el en-GB eo es et eu fa fi fr gl grc he hsb hu ia id it-IT ja km ko lt mk ms nb nds nl nl-BE nn oc pl-PL pms pt-BR pt-PT qqq ru sq sv ta tl tr uk zh-CN | |
| Type | Turn-based strategy video game |
| License | GPL-2.0-or-later |
| Website | www |
FreeCol is a 4X video game, a clone of Sid Meier's Colonization.[1] FreeCol is free and open source software released under the GNU GPL-2.0-or-later. In 2023, the FreeCol project reached its 1.0 release, after twenty years of development.[2]
FreeCol is mostly programmed in Java and should thus be platform-independent. In practice, it is known to run on Linux and Windows, as well as Mac OS X (with some limitations).
While remaining faithful to the original in terms of mechanics and gameplay, FreeCol features redesigned graphics. Moreover, in addition to the classical Colonization rules, it features an additional ruleset that incorporates ideas that didn't make it to the final version of Meier's game, requests by fans and original concepts like new European players with new national bonuses.
Gameplay
[edit]
In FreeCol the player leads the colony of a European power from the arrival on the shore of the New World into the future, achieving victory by one of two possible victory conditions: either gaining independence by declaring independence and subsequently defeating the dispatched royal expeditionary force or by defeating the colonies of all the competing European powers by the year 1600. To be allowed to declare independence, at least 50% of the player's colonists must support independence. This is achieved by producing liberty bells; 200 liberty bells turn one colonist from being a royalist into being a rebel. To be able to defeat the royal expeditionary force the player must train and build a strong enough army of their own.
Another important factor are the numerous settlements of different Native American nations. Native settlements can be traded with to gain gold or they can be conquered for treasure. Native settlements can also teach the player's colonists and turn them into specialist. Specialists are considerably more productive when assigned in their trade. Most specialists can be trained for gold in Europe or come as settlers for free, but certain specialists can only be trained at certain native settlements.
FreeCol starts in 1492 with two colonists on a caravel on the ocean at the player's disposal. The player is the king's proxy and is supposed to lead the caravel to the shore and found a colony in the New World consisting of multiple settlements. The player gets additional colonists by producing food (200 food units in a settlement generates a new unit), by immigration from Europe, by converting the natives or by capturing unarmed units of competing European colonies.
The player may trade with Europe using various natural resources which are produced in settlements or acquired from trade with natives. In each settlement the player can also build up industrial buildings to convert raw materials into processed goods, which sell for more in Europe, providing a significant economic advance.
Reception
[edit]In February 2007 FreeCol was SourceForge's Project of the Month.[3] In 2008 Rock, Paper, Shotgun's game journalist Alec Meer had mixed feelings about FreeCol but still called it: "it's an (sic) remarkable accomplishment, and I'm very glad it's out there." and "FreeCol, though, is here right now, it's free, it's stable, it's pretty much feature-complete and unlike its parent it has multiplayer".[4] In 2010 Alec Meer named FreeCol in Rock, Paper, Shotgun as a better alternative when he was confronted with the later commercial remake Civilization IV: Colonization.[5]
As of September 2024, FreeCol has been downloaded over 2,100,000 times on SourceForge.[6]
See also
[edit]References
[edit]- ^ Mielewczik, Michael (2007). "Rückkehr der Klassiker. Remakes von Colonization und SimCity". PC Magazin LINUX (in German). 3/2007: 75–76.
- ^ Dawe, Liam (2023-01-10). "20 years later the open source Colonization game FreeCol hits 1.0". Archived from the original on 2024-12-27. Retrieved 2023-07-05.
- ^ "Project of the Month, February 2007". 2007-01-31. Archived from the original on 2016-06-04. Retrieved 2024-09-22.
- ^ Alec Meer (2008-06-12). "Get Ur FreeCol". Rock, Paper, Shotgun. Archived from the original on 2024-09-21. Retrieved 2024-09-22.
- ^ Alex Meer (2010-03-01). "A Brief History Of Modern Retro". Rock, Paper, Shotgun. Archived from the original on 2024-09-21. Retrieved 2024-09-22.
You may be better off with the open source fan remake, FreeCol.
- ^ "Download Statistics". SourceForge.net. 2024-09-01. Retrieved 2024-09-21.
External links
[edit]- Official website
- FreeCol on translatewiki.net
- FreeCol on the Civilization Wikia
- FreeCol at Open Hub
FreeCol
View on GrokipediaDevelopment
Origins
FreeCol originated in 2002 as an open-source project intended to revive and preserve the gameplay of Sid Meier's Colonization, a 1994 title that had become outdated and unavailable due to its proprietary nature.[7] The initiative sought to create an almost exact clone of the original game, released under the GNU General Public License (GPL) to ensure free accessibility and community-driven development.[8] This effort was motivated by a desire to maintain the core strategic elements of colonization and independence-building while introducing modern improvements, such as updated graphics and greater modifiability for players and developers.[1] The project was formally registered on SourceForge on January 2, 2002, marking its inception as a collaborative open-source endeavor, with development of an initial prototype beginning in late 2002.[9] The initial technical structure was a hybrid, featuring a C++ server for backend logic and a Java client for the user interface, which allowed for early testing of basic exploration mechanics like ship-based map navigation.[2] By March 2003, with the release of version 0.2.0, the project transitioned to a fully Java-based architecture to enhance cross-platform compatibility and simplify maintenance across Windows, macOS, and Linux systems.[2] This shift prioritized portability, enabling broader participation without platform-specific barriers. The core team coordinated efforts informally through SourceForge mailing lists, eschewing formal design documents in favor of iterative discussions to align on features and changes.[2] An initial group of about 5-10 developers focused on establishing a client-server architecture to support both single-player and future multiplayer modes from the outset.[9] This grassroots approach emphasized rapid prototyping and community input, laying the foundation for FreeCol's evolution into a robust, modifiable strategy game that culminated in major milestones like the 1.0 release in 2023.[10]Release history
The development of FreeCol began with its first official release, version 0.1.0, on January 2, 2003, which introduced a basic client-server architecture allowing players to explore maps with ships and colonists, though the server was written in C++ while the client used Java.[11] This was quickly followed by version 0.2.0 on March 26, 2003, marking the full transition to Java for both client and server, along with the addition of the Europe screen for managing trade and recruitment.[12] In the mid-2000s, several key milestones advanced the project's core functionality. Version 0.5.0, released on July 23, 2006, implemented AI opponents to enable fully playable single-player modes, including features like taxation, the custom house, and the war for independence.[13] This paved the way for version 0.7.0 on July 13, 2007, which added a map editor for custom maps and the Americas view mode to focus gameplay on the New World, alongside improved trade and negotiation systems between players.[14] Earlier that year, in February 2007, FreeCol was recognized as SourceForge's Project of the Month, highlighting its growing community and open-source contributions.[15] Following the 2007 release, development entered a prolonged period of reduced activity due to extensive codebase restructuring aimed at improving modifiability and long-term maintainability, with sporadic updates through the 2010s but significant gaps in major releases.[2] The project resumed more consistent progress in the 2020s, culminating in the long-awaited version 1.0.0 on January 2, 2023—exactly 20 years after the initial release—which featured a comprehensive UI overhaul with new graphics for colonies and forests, enhanced AI, and marked the first stable, non-alpha/beta version after millions of downloads accumulated over two decades.[10] Subsequent updates have focused on refinement and expansion. Version 1.1.0, released on May 7, 2023, introduced six new music tracks and a mod adding hitpoints and ranged combat mechanics.[16] The most recent major update, version 1.2.0 on July 4, 2024 (as of November 2025), brought a redesigned colony panel, upgraded building graphics for better visual clarity, performance optimizations including smoother map scrolling, and numerous bug fixes to enhance stability.[17] FreeCol remains actively maintained on GitHub since the mid-2010s, with the development team issuing incremental releases and nightly builds that prioritize stability, translation support across dozens of languages, and expanded modding capabilities to sustain community engagement.[5]Gameplay
Objective and setting
FreeCol is set in the historical context of the Age of Discovery, spanning from 1492 to approximately 1810, where players lead European expeditions to colonize the Americas. Players select one of eight European nations—such as England, Spain, France, the Netherlands, Portugal, Denmark, Sweden, or Russia—each with unique national advantages that influence colonization strategies, like faster learning for certain units or better trade relations. The game simulates the challenges of establishing footholds in the New World, including interactions with indigenous tribes, demands from the European monarch for tribute and resources, and the eventual push toward colonial independence.[18] The core objective is to build a thriving colonial economy through exploration of the map, founding settlements, and engaging in trade with natives, other colonies, and the home country. Success culminates in declaring independence by convening the Continental Congress, which requires achieving at least 50% rebel sentiment among the population (measured by "Liberty Bells" produced in colonies). Upon declaration, the player must then defend against the Royal Expeditionary Force sent by the monarch, capturing or destroying nearly all of its land units while retaining at least one coastal colony to secure victory. This independence path emphasizes economic growth and political maneuvering to foster rebellion against royal authority.[18] Alternative victory conditions allow for military conquest by eliminating all other European players or all human opponents, shifting focus to domination over rivals rather than solely internal development. Loss occurs if the player fails to maintain contact with Europe after a configurable deadline (e.g., via a full naval blockade preventing supply ships), or if the Royal Expeditionary Force defeats the colonies during the independence war, such as by destroying all coastal settlements. These mechanics capture the tensions of colonial expansion, where overreliance on the crown can lead to vulnerability, and strategic alliances or conflicts with natives add layers of historical simulation.[19][20]Core mechanics
FreeCol employs a turn-based system where each turn initially represents one year in the game's timeline, switching to two turns (seasons) per year starting from 1600, allowing players to perform a series of actions including moving units across the map, constructing improvements in colonies, and managing production queues before advancing to the next turn.[18] Players end their turn by selecting the End Turn option in the interface, after which AI opponents take their actions. Unit movement is facilitated through controls like the numeric keypad or a compass rose, with paths displayed to indicate costs in movement points (MP), where terrain influences expenditure—such as 1 MP per tile on open land, while rivers enable faster travel by reducing or eliminating additional costs.[18][21] Exploration forms a foundational mechanic, where scout units and other explorers reveal fog-shrouded map tiles to uncover the New World, discovering native settlements, ancient ruins, and natural resources like bonus tiles for food or ore.[18] Visiting native villages can yield skill improvements for units or trade opportunities, while encountering lost city ruins presents risks and rewards, such as treasures or curses determined by random outcomes. Exploration earns points for discovering regions like landmasses or river systems, with larger areas providing greater rewards, encouraging systematic mapping to reveal strategic locations.[18][22] Expansion involves founding colonies by positioning eligible units—such as pioneers or colonists—on suitable land tiles that support food production, avoiding inhospitable terrains like arctic zones or mountains.[18] Once established, players assign colonists to specific tiles for gathering resources or to buildings within the colony for specialized production, generating essentials like food for population growth, lumber and ore for construction, and luxury goods for trade. The economy revolves around balancing production to meet colony needs while exporting surplus goods via ships to Europe for gold income or trading directly with native tribes for specialized items like horses or guns. Buildings like custom houses automate exports, streamlining trade routes across the ocean.[18] Combat occurs in a turn-based format when units from opposing sides enter the same tile, pitting the attacker's offensive strength against the defender's defensive value, resolved through a random dice roll modified by unit type—such as pioneers for utility or soldiers for offense—and external factors, with outcomes leading to promotion for victors, capture or demotion for losers, or outright destruction. Terrain provides defensive bonuses, such as hills increasing protection, while artillery units stationed in colonies offer ranged support to bolster defenses against invasions, and native alliances can supply warrior units to aid in battles.[18][23]Features
Multiplayer and tools
FreeCol supports multiple multiplayer modes, including hotseat play where players take turns on the same computer, and TCP/IP client-server games that accommodate up to eight players.[24][25] In TCP/IP mode, one player hosts the server, which manages game logic, while others connect via IP address and port, with the default port set to 3541.[26] Public servers are accessible through the in-game metaserver at meta.freecol.org on port 3540, though active games are infrequent.[18] Hybrid games allow AI players to fill unoccupied slots, enabling mixed human and computer opponents.[18] The server supports persistent games that can be saved and resumed across sessions, preserving progress for ongoing multiplayer matches.[27] Customization options include selecting nations, adjusting difficulty levels, and choosing rule sets such as "Classic" or "FreeCol" to tailor gameplay.[26] Hosts can bind to specific ports, including dynamic allocation on Windows, to facilitate connections behind firewalls.[26] FreeCol includes built-in tools for enhanced gameplay, such as an integrated map editor accessible during game setup for creating custom scenarios.[18] The editor supports importing maps, generating random ones, and modifying elements like terrain, size, rivers, and native settlements, including Earth-based maps. As of version 1.2.0 (July 2024), the map editor features a resizable minimap and map controls, along with the ability to define native nation areas and European starting areas.[18][28][29] Additional utilities encompass high-seas mode, which enables unrestricted naval movement beyond map edges, colony renaming via the colony panel, and post-independence zone-of-control mechanics that extend territorial influence around individual settlements.[18][30][31] As a Java-based application, FreeCol enables cross-platform multiplayer across Windows, Linux, and macOS, provided Java 8 or later is installed.[32] Optimal performance requires a minimum screen resolution of 1024x768 pixels, though 1024x600 is functional; resolutions below this are unsupported.[18]Modding support
FreeCol's modding framework is primarily XML-based, allowing modifications to game rules, graphics, and sounds through editable files that define elements such as units, buildings, terrain, and equipment.[33] Mods are structured as directories containing amod.xml descriptor file along with supporting XML specification files and optional asset folders for images and audio, enabling comprehensive customization without modifying the core game files.[34] These mods reside in a dedicated user mods directory, which loads after standard assets to permit overrides, ensuring the base installation remains intact.[35] Players can select and load mods via the in-game options when starting a new game, integrating them seamlessly into single-player or multiplayer sessions.[18]
The game includes several built-in mod examples to demonstrate and extend functionality. The "Expanded Experience" mod enables free colonists to gain experience and promote to expert roles through labor in buildings, enhancing unit progression mechanics.[36] Version 1.1.0 introduced a mod adding hitpoints and ranged combat systems, allowing for more tactical depth in engagements beyond the original Colonization-style attrition model.[16] Additionally, community-derived built-in support via the "New Nations" mod expands the European factions beyond the default eight to up to 12, including options like Belgium tailored for Africa-focused scenarios, promoting diverse historical simulations. As of version 1.2.0 (July 2024), the classic ruleset includes four extra nations (deactivated by default), and modding enhancements include the "preserve-attributes" option to simplify overrides, support for referencing abstract types from base rules, an empty image resource for replacements, and display of mod initialization errors in game dialogs.[25][29]
Community-created mods are hosted on platforms such as GitHub and SourceForge, with the official FreeCol Mods repository serving as a central index for downloads and contributions.[36] Notable examples include unit graphics overhauls that replace default sprites with higher-resolution or alternate historical designs, larger map generators extending world sizes beyond standard limits, and skill expansion packs that introduce new abilities for units and leaders.[37] These mods are generally compatible with FreeCol versions 1.0 and later, though users should verify prerequisites for optimal performance.[38]
Modders have access to tools and resources including the official developer guide, which details XML schema for editing specification files like specification.xml and validation using the ant validate command.[33] Community forums on SourceForge provide threads for sharing creations, such as defining new unit types with custom attributes or implementing balance tweaks to trade goods and founding father effects.[39] Contributions are encouraged through pull requests to the mods repository, fostering ongoing development of the modding ecosystem.[36]

