Sid Meier's Civilization V

Sid Meier's Civilization V

Otillräckligt med betyg
*Medieval*
   
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5.026 MB
29 mar, 2019 @ 7:56
16 okt @ 7:35
77 ändringsnotiser ( visa )

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*Medieval*

Beskrivning
Early game lengthened and expanded. No tech progression after a brief Renaissance era at end of game. Extended Ancient, Classical and particularly Medieval eras - split into Medieval and Late Medieval. Tech tree redesigned to accommodate new techs and hide unused, see Tech Tree images (split into early and late to fit)

The game unfolds and progresses throughout the time period. Spies are trained at one per era starting with Classical (and an extra with new Embassy National Wonder), and great person faith purchase allowed as in unmodded Industrial era in Renaissance end game.

Most powerful units are Knights, Crossbowmen, Longswordsmen etc. until (slightly weakened) Cannon and Musketeers appear towards the end game. All civilizations have special units, improvements or buildings modified or created to be playable in the time frame.

Games have the same number of turns as usual, but end around 1525AD (if time limit selected). All victory modes are possible with space race reassigned to elixir of life production, possible world leader votes and cultural influence quicker to gain. (Tourism is renamed as Status).

There's a lot of new stuff to maintain interest and variety throughout; 37 buildings, 11 wonders, 14 technologies, 14 units, 4 improvements and 3 specialists. Some existing features are modified to fit into new timescale, and some post medieval base game features are modified and reassigned to medieval. Eg ideologies usable after 6 universities, world congress allowed after new Law tech, tech enhanced improvements are modified and included. See Ancient Era image for some of the new units and buildings.

New features attempt to add something different, eg Slaver units gain gold on kills, Fletcher building adds +5% to bow accuracy (not crossbow), Dungeon building (requires a castle) reduces enemy espionage, Cartographer building adds science for Natural Wonders as well as improving trade routes, Nature Shrine improvement adds faith for nearby mountains.

Includes various tweaks and rebalances for instance in trade, city connections and unit strengths.

Many game features are modified and balanced with new features (eg Library science bonus decreased as new School buildings also enhance science. Buildings adding XP are restricted to land units, new buildings do the same for naval units.)

All new features are viewable in Civilopedia and help text (just in English language), and have accompanying artwork or reuse otherwise redundant base game art.

BNW required. Works with any DLC.

Database changes only, except
includes Kyte's Dynamic Culture Overview and modified versions of Kevin Fitzgerald's Workable Mountains, William Howard and Kevin Kidder's Lighthouse near Sea +Lakes lua mods, with thanks.
Modified NewEraPopup.lua to use appropriate splash screen on new eras

Version changes detailed in ChangeLog.txt file in the My Games\Civ 5\MODS folder
30 kommentarer
jmhymas2006  [skapare] 19 maj @ 14:47 
yes works with community patch
arieviloj 19 maj @ 4:10 
works whit community patch?
ImperialIGuess 24 jun, 2022 @ 14:40 
thanks!
jmhymas2006  [skapare] 28 mar, 2022 @ 9:01 
Thanks M'aiq, I've added some images
ImperialIGuess 24 mar, 2022 @ 11:33 
it would be wise to add pictures in game of the mod to the page so people can have a better look at the tech tree and more :d
jmhymas2006  [skapare] 19 jan, 2022 @ 0:02 
No reason why not, though I've not tried it
PouletEnString 16 jan, 2022 @ 13:12 
possible in multiplayer ?
jmhymas2006  [skapare] 16 maj, 2021 @ 12:48 
Thanks, glad you like it. I prefer civ 5 to civ 6 as well.
TevoTFM 13 maj, 2021 @ 22:19 
Civ 6 bad, Civ 5 good, thanks for this mod.
jmhymas2006  [skapare] 29 jun, 2020 @ 12:12 
Aven'oul, i don't know the elder scrolls mod, so i'm not sure. i guess you could try and see!