Sid Meier's Civilization V

Sid Meier's Civilization V

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Scenario Generator
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2.700 MB
20 Oct, 2021 @ 5:25am
11 Oct @ 1:41am
16 Change Notes ( view )
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Scenario Generator

In 1 collection by Teddyk
Scenario Generator
8 items
Description
Scenario Generator is a total conversion mod which will turn a map into a mid-game situation by filling it with cities, units, improvements and diplomatic relations based on one of five available rulesets (each based on era known from the base game). You become a leader of civilization for 25 years (100 turns) during which you have to stand the test of time. Scenarios can be played separately or continuously, mod will use information from previous eras to generate next scenario. Discover new mechanics and write your own stories.
Scenario Generator depends on following graphical assets: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2632658754 https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2632660616
Note: If the game crash on mod installation: go to ...\Documents\My Games\Sid Meier's Civilization 5\MODS and check if those mods (especially Assets I) have been properly unziped. If they are in .civ5mod format instead a folder you have to unzip the mods manually (I recommend using 7-zip).
Requirements:
  • Gods and Kings
  • Brave New World
  • Babylon DLC
  • Inca DLC
  • OS allowing DLL mods
Popular Discussions View All (4)
25
13 Oct @ 11:28am
comments on my fourth playthrough
cjprince
26
27 Jun @ 10:56am
comments on my third playthrough
cjprince
3
17 Jun @ 5:05pm
bug report
cjprince
121 Comments
cjprince 11 Oct @ 6:42pm 
I assume in that case fishing boats will be built automatically? I got an idea for how this system could be changed, where the fishing boats would appear and target a nearby fish or whale resource tile that isn't being targeted by any other fishing boat, move there and make their "catch", then return back to the closest coastal city to unload and disappear. (so it would produce constant amount of food as it moves, but also produce a large burst of food and possibly gold/other yields upon returning to port).

This would both eliminate fishing boats "conga-lining" (where one automated fishing boat is followed by a bunch of other fishing boats that happen to be targeting the same tile, only one fishing boat makes the catch and all the other boats have wasted their time) and also make it so fishing boats can't wander too far away from your lands.
cjprince 11 Oct @ 6:36pm 
Looking at development notes for next update, I like the two initial ideas.
Its always very annoying when I try to budget my city state contributions but dont quite get enough gratitude as a result to pass the threshold to get influence so that being made more gradual is nice. And I always feel I should micro my fishing boats so they can land on the most fish and whale tiles every migration.
cjprince 11 Oct @ 6:11pm 
Dangit I didn't notice the update until now and it's nighttime for me! I'll get started tomorrow
cjprince 1 Jul @ 7:49am 
New update?! But I had plans! I'll get started in the evening
cjprince 26 Apr @ 2:23pm 
I believe the map script was Tilted Axis, but it doesn't crash every time, just on occasion, and also sometimes produces maps that generate fine but make for really poor gameplay (like maps where the entire top half is uninhabitable expanse of snow and ice)
Teddyk  [author] 26 Apr @ 1:29am 
Unfortunately "Diversified Starting Army" will always crash Modern Scenario right now and "Human Ideological Leaders" will not work.

I have added manual fix (also for extramapscript failure) on civfanatics/changelogs.

What was a map script that caused it? I would like to run some test games on it.

Thanks for reporting!
cjprince 25 Apr @ 1:57pm 
industrial scenario start was fine so ye something about modern scenario start ideology system is crashing
cjprince 25 Apr @ 1:41pm 
no i changed to just pangea type thats never failed me and it went back to the ideologies error i don't know why
i will see about starting in industrial scenario
cjprince 25 Apr @ 1:37pm 
now its saying MapExtraScripts lua:130 attempt to index local plot (a nil value)
okay nvm might be map issue ill switch type
cjprince 25 Apr @ 1:30pm 
hm i turned that off and also turned off shuffle ideologies as well just in case and even then its still crashing
will double check cache clear next