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Colonization port v1.0.0

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@github-actions github-actions released this 31 Oct 13:02

A sailor in the crow's nest points toward land

Sid Meier's Colonization for Windows (1995), ported to modern systems from its byte-matched
reconstruction. No game files are included: you need your own copy of the game -- either
Colonization for Windows (1995, patched or not), or Steam's or GOG's Colonization, whose
disc image (COLONIZE.ISO, COLONIZE.GOG) carries the Windows edition.

What's new in v1.0.0

  • The first full release: earlier versions were all marked pre-releases. The game is the same
    as v0.1.14, so see that entry below for the latest fixes. Coming from an older kit, unzip this
    one over it and your game folder and saves stay.
Download Platform Start
colonization-port-windows-x86.zip Windows (32-bit program; runs on 32- and 64-bit Windows) Colonization.exe
colonization-port-linux-i386.zip Linux (a Winelib program: needs Wine with its 32-bit part) ./colonization
colonization-port-macos.zip macOS (the 32-bit Windows program under Wine: needs Gcenx's Wine, not Apple's Game Porting Toolkit) ./colonization

How to run

  1. Unzip the kit into the folder of your game:
    • Colonization for Windows: the folder with COLONIZE.EXE (for example C:\MPS\COLONIZE);
    • Steam's Colonization: its install folder, the one with COLONIZE.ISO
      (Steam: right-click the game > Manage > Browse local files);
    • GOG's Colonization: its install folder, the one with COLONIZE.GOG.
  2. Start the launcher from the kit's folder: Colonization.exe on Windows, ./colonization in a
    terminal on macOS and Linux (install Wine first: on macOS brew install --cask wine@devel; on
    Debian/Ubuntu sudo dpkg --add-architecture i386 && sudo apt install wine wine32).

The launcher finds the game in the folder it was unzipped into (or one it is given: Colonization.exe "D:\Games\Colonization", ./colonization /path/to/game), checks COLONIZE.EXE's SHA-256, and
remembers the folder. It looks in the current folder, its own folder and the one above it, and
the folder used last time; failing those it asks, with a folder dialog, until one holds the game.

  • Colonization for Windows: the game runs in its own folder, reads its pictures, sounds and
    data there and saves there, as the original did.
  • Steam or GOG: the launcher unpacks the Windows edition from COLONIZE.ISO or COLONIZE.GOG
    once (a few seconds) into a game folder inside the kit's folder, and the game runs and saves
    there. Nothing goes into your user profile. To update, unzip the new kit over the old one: the
    game folder and your saves stay.

If it does not start or stops: colonization-port.log beside the launcher says why, and a crash
leaves colonization-port.dmp there too; please send both.

How it was tested (status/*.json at this release)

  • Windows x86 program: 757 of 757 checkpoints in lockstep with the original game over 7 scenarios
  • Linux program: 757 of 757 checkpoints in lockstep with the original game over 7 scenarios
  • The rules: the port plays the same saved games turn for turn with the original, compared
    at every step of every turn; the screens: 9 scripted UI sessions.
  • On a real Windows machine: Windows 6.1 build 7601 SP1, 64-bit, v0.1.1 windows-x86 (2026-10-11).

Known limits

  • A Steam or GOG copy (the original 1995 release) lacks the patch's COLDATA9.DLL: the Jukebox's
    Control Panel and the Cheat menu's dialogs crash. Everything else plays.
  • The Windows game plays its music from the CD's audio tracks; a disc image has none.
  • The macOS and Linux kits run through Wine; they are not native programs.

Version v1.0.0. Checksums: SHA256SUMS.txt.