Sid Meier's Civilization V

Sid Meier's Civilization V

Only Mod Civs
88 kommentarer
American “Tiny” Buffalo 23. okt. 2024 kl. 14:42 
Does not work? Didn't even install? I don't know. I downloaded a huge mod pack.
Jarrett Blaine 12. dec. 2022 kl. 21:47 
A lot of mods use Firaxis made uniques in them, that seem to be disabled when this mod is in use. Is there a way to make sure that units or buildings are still in the game but not the Civs?
Elusive Ellie  [ophavsmand] 10. juni 2021 kl. 8:40 
I apologize, I haven't modded in years and would likely not be capable of adding that functionality even if I redownloaded the modding tools. I wasn't particularly good at modding back in the day and don't remember half of what I knew back then. I'm very sorry for the trouble.
Iska and Ismet  [ophavsmand] 10. juni 2021 kl. 6:01 
@Sharp Keening I want this too, I've sent the author a friend request to see if we can get it added.
*Sharp Keening at 40 Decibels* 4. feb. 2021 kl. 18:19 
Is there a way to expand this to remove units so that militaristic City-States will only gift unique units from mod civs?
whokilledreno 27. nov. 2020 kl. 10:29 
this is goat.
Iska and Ismet  [ophavsmand] 6. sep. 2020 kl. 22:55 
Hey, this mod does exactly what is says and has nothing wrong with it. Don't listen to the idiots below.
RikiRack 24. okt. 2019 kl. 11:33 
DOesnt work
Captain Pentium 12. jan. 2019 kl. 7:24 
Any mods for city states?
Sep 8. juli 2018 kl. 11:37 
The mod work for every civilization except Gustavus Adolphus.

That guy keep popping up in my games. :/
Stalins_Purge 22. juni 2018 kl. 8:40 
crashes every game now
Archon 19. okt. 2017 kl. 23:46 
And it's causing me to crash with any other mod civs too
Archon 19. okt. 2017 kl. 23:41 
This mod has started causing CTD when loading a new game with certain other mods, prominently Halo UNSC and Halo Covenant mods by Usernamehere.
Crimson King 1. apr. 2017 kl. 16:30 
it was working but now when i use random civ with this mod even tho it only shows mod civ names it throws in the regular civs to play
kaito 13. feb. 2017 kl. 20:41 
doesnt work aymore...
borussia1979 16. nov. 2016 kl. 12:25 
ИГРА ВЫЛЕТАЕТ.
Bread Store Manager 30. okt. 2016 kl. 13:50 
This is the best thing ever Thanks
Fun 25. sep. 2016 kl. 10:14 
i cant find the mod in the mods thing
Kraft 6. sep. 2016 kl. 16:25 
*base
Kraft 6. sep. 2016 kl. 16:25 
does it work for civs that replace bas game ones?
dvangle74 29. nov. 2015 kl. 14:42 
I'm so lazy, this is perfect for me!
Elusive Ellie  [ophavsmand] 25. nov. 2015 kl. 6:00 
You could, but if you're a lazy ass like me you'll enjoy the minute or two of effort saved.
Skel 24. nov. 2015 kl. 17:49 
No offence or anything but couldn't you just go into advanced settings and pick Modded Only Civs instead of Vanilla or Random?
Elusive Ellie  [ophavsmand] 18. nov. 2015 kl. 20:52 
I see no reason why it shouldn't?
Shader 16. nov. 2015 kl. 6:12 
Does this mod still work?
Modrian 9. aug. 2015 kl. 10:14 
Tried Mod but with random civs still got Portugal,Songhai,Germany,Russia(Catherine),Greece. Tried complete speicification but still got std civs (in fact the same ones!). Is there a known conflict with some other mod or mods?
Ren_Cloudkicker 4. maj 2015 kl. 12:03 
the commands in the xml file is busted or something. I found a fix around. I saw how the author did it in "A mod of Ice and Fire". so I opened up his "deleteciv" xml file, copied and pasted over the commands in this one. This mod uses an <update/> command for each civ, the Game of thrones mod does a delete. I did this and it has worked so far. I also did it to delete the default city states, and then added a mod of new city states like alpha centari or whatever you like or copy over the ones from GOT. Just paste it all in the same XML. I don't know how the main mod file works, if it says to load certain xml's... so I just edit the one and add stuff in. to the program , the folder and file structure looks the same and loads them.
Doc.Volteer [Fr Pt] 15. apr. 2015 kl. 11:05 
I hate to say that but this mod make some other mods crash
Elusive Ellie  [ophavsmand] 2. feb. 2015 kl. 7:42 
@Rezonus

The mod is literally 12 kB. Which is probably further compressed by the mod workshop when it uploads to save more space. It isn't very much code and there's no images to it or anything to take up space.
Rezonus 31. jan. 2015 kl. 0:27 
is this mod even still here? nothing downloads after hitting subscribe and the file size is questionably small at 0.001mb
FaerFoxx 21. sep. 2014 kl. 19:18 
All it does is move the starting age for espionage added in Gods & Kings from the Renaissance Era to the Medieval. These two mods should have nothing to do with each other, but somehow that mod no longer works if this one is active. It is very strange.
Elusive Ellie  [ophavsmand] 21. sep. 2014 kl. 17:58 
I've never heard of that mod, what does it do?
FaerFoxx 21. sep. 2014 kl. 15:11 
I've just discovered that this mod very strangely somehow conflicts with SamBC's Medieval Espionage mod. Removing non-mod civs from the list and espionage are very different things, what could be causing this problem?
konantb 14. sep. 2014 kl. 12:51 
GabeN vs Oak, and I'll be Gandhi ;).
konantb 14. sep. 2014 kl. 12:50 
I have BNW
Elusive Ellie  [ophavsmand] 14. sep. 2014 kl. 11:50 
For Brave New World? If you have Brave New World, it will work. If not, it will not. There's a version of Gary Oak for Gods and Kings, but the Brave New World version will not work without it.
konantb 14. sep. 2014 kl. 11:39 
Are The Glorious PC mod and Professor Oak compatable?
konantb 14. sep. 2014 kl. 11:38 
:Bucco:
Elusive Ellie  [ophavsmand] 14. sep. 2014 kl. 11:17 
@konantb: This works for all versions!
konantb 14. sep. 2014 kl. 6:49 
Is this coming out/work for BNW?
McKay 14. sep. 2014 kl. 6:08 
@markmen1213
If it wasn't for lazy people who were trying to figure out ways to do things easier and with less effort, we would still live in caves, smashing stones together instead of playing PC Games.
76561198106664613 16. aug. 2014 kl. 16:08 
Ty
Elusive Ellie  [ophavsmand] 16. aug. 2014 kl. 13:29 
@drach, this doesn't remove civs that are dependent on normal civs.
76561198106664613 16. aug. 2014 kl. 7:13 
What about mods that are dependant on vanilla races? Would I still be able to play Norway? It is dependant on Denmark? I would love this. Now I just need to find a mod that removes vanilla religions.
[SSU]yenyang 6. juni 2014 kl. 17:41 
Great. Good luck. If you succeed I will recommend your mod to my users. I hope its that simple and once those UUs are removed that the military city states will gift unique units from the mod civs.
Elusive Ellie  [ophavsmand] 5. juni 2014 kl. 21:53 
Unfortunately, no. I can look into adding that feature, though!
[SSU]yenyang 5. juni 2014 kl. 18:09 
Does it also remove the non-mod civ's unique units? I have been using no firaxis civs with my mod and military city states will sometimes give unique units that are from the base game's civs.
yaZi 4. juni 2014 kl. 19:15 
nice point
Elusive Ellie  [ophavsmand] 4. juni 2014 kl. 19:12 
Heh, your opinion's valid! But... Like, if you have tons of modded civs, and want a randomized experience but don't want non-modded civs, this will be helpful! Or when you want a randomized experience with different teams of multiple civs, but again don't want non-modded civs, this has a purpose too. So, it's not just for laziness!
yaZi 4. juni 2014 kl. 18:06 
like you can just put what civ you want your self its a waste and stupid to me i just saw it just wanted tell you what i think about it