Sid Meier's Civilization V

Sid Meier's Civilization V

*Medieval*
30 Comments
jmhymas2006  [author] 19 May @ 2:47pm 
yes works with community patch
arieviloj 19 May @ 4:10am 
works whit community patch?
ImperialIGuess 24 Jun, 2022 @ 2:40pm 
thanks!
jmhymas2006  [author] 28 Mar, 2022 @ 9:01am 
Thanks M'aiq, I've added some images
ImperialIGuess 24 Mar, 2022 @ 11:33am 
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  [author] 19 Jan, 2022 @ 12:02am 
No reason why not, though I've not tried it
PouletEnString 16 Jan, 2022 @ 1:12pm 
possible in multiplayer ?
jmhymas2006  [author] 16 May, 2021 @ 12:48pm 
Thanks, glad you like it. I prefer civ 5 to civ 6 as well.
TevoTFM 13 May, 2021 @ 10:19pm 
Civ 6 bad, Civ 5 good, thanks for this mod.
jmhymas2006  [author] 29 Jun, 2020 @ 12:12pm 
Aven'oul, i don't know the elder scrolls mod, so i'm not sure. i guess you could try and see!
Aven Oul 28 Jun, 2020 @ 2:28pm 
can i play this with elder scrolls mod or not?
jmhymas2006  [author] 10 Apr, 2020 @ 11:24am 
Apparently there isn't a strict limit on specialists per building, but the city display can't properly show more than 4. New mod version is out, with Slave unit, inspired partly by your comments, thank you! And slave specialists reduce culture by 1 which you probably won't like! I'm still thinking about the details of a building with Noble culture producing specialist, yes is possible for specialist to reduce other yields. As far as unhappiness goes, citizens produce unhappiness automatically - 0.85 per citizen in this mod - and I feel 5% extra is about right per slave market. Possibly a few percent more but less than 10. If a slave specialist does get more production there should be some downside ... hmmm ...
sokka777 10 Apr, 2020 @ 4:01am 
Well, citizens of ancient Athens and Rome demanded for their rights didn't they? And class systems were always main reasons of rebelions so I thought giving unhappiness modifier would be good. Also I thought it would be impossible to put minus numbers to specialists but if it isn't giving -1 gold per noble would be awesome too. Ah, and I was also curious about 'Can specialists per building be more than 3?'. If it is right, I would like to see next version of your mod with lots of slaves LOL
jmhymas2006  [author] 9 Apr, 2020 @ 1:32am 
Thanks for your input.

I'm experimenting with a Slave unit, buildable with a slave market. Like a worker but builds at half speed, and can hurry production like an Engineer but only a small amount. Cheap and maintenance free.

Your English is very understandable, and apologies if mine is difficult for you to understand.
jmhymas2006  [author] 9 Apr, 2020 @ 1:32am 
Hi sokka.
1. Not sure a mine and slave market is comparable. A slave market with 3 working slaves would give 6 production bonus, +1 per slave per dungeon built; if there are 3 dungeons in the civilization that's +15 production! And the 10% building production bonus. Could become too much, which is why slave markets are obsolete with Law. I started with 10% unhappiness per slave market, but that seemed too much so reduced to 5%.
2. Like the idea of a building with culture only specialists. Not sure why it would produce unhappiness - maybe cost gold? I wonder what would happen if a specialist yield was say -1 gold? Or a production loss. What tech would be required to build? Senate is a very roman/greek word, maybe there's a more generic name...
3. Like the Tribunus idea. Buildable if all cities have a Senate? The forbidden palace has -5% unhappiness modifier in this mod.
sokka777 8 Apr, 2020 @ 5:00pm 
p.s. As your mod is focusing in Ancient ~ Medieval times, I think slavery and class system is necessary for realistic things. It's undoubtly true that Rome was built with thousands of slaves and hundreds of nobles.

I am currently living in S.Korea which is not using English as native language so there must be wrong grammar or spellings + speech may be rude. If so sorry about that and wish you to make an another standalone mod or input my idea to your mod. Have a good day my friend
sokka777 8 Apr, 2020 @ 5:00pm 
Or.. can you make another standalone mod for me? My idea is simple

1. Slave was not efficient because mines give 4 production in late game while slaves give 3 production 1 gold with dungeon. I think Slave should give 4 productions from start of the game. Of course unhappiness penalty should be worse. I think 15% would be good.

2. Building Senate consisted of three 'Nobles' which are new specialists. Nobles will produce 4 culture but no Great Person Points. Like slave market I think Senate should give unhappiness 15%

3. Like Rome, I think building 'Tribunus' would be interesting choice to make. It will reduce unhappiness like Forbidden Palace in banilla game. Difference would be Forbidden Palace is a world wonder with 10% discount of unhappiness and Tribunus is national wonder with 20% discount of unhappiness.

jmhymas2006  [author] 7 Apr, 2020 @ 4:15pm 
Hey that's great sokka. How about you modify an unpublished version of the mod and let me know what you've done? I'd be really interested to see, and if I like it will put in with thanks!
I don't use slavery much as I prefer to keep the happiness so would appreciate input on this.
sokka777 7 Apr, 2020 @ 12:05pm 
Great mod. Have played until year 1200 with Babylon civ. Can I modify your mod about slavery? It would be such an honor for me.
jmhymas2006  [author] 20 Jan, 2020 @ 1:00pm 
You're welcome Altha, hope you enjoy it
Altha 19 Jan, 2020 @ 7:08pm 
As of late I almost always play with the limit to Medieval era mod, so I will have to try this out starting sometime this week; thank you for sharing your work.
jmhymas2006  [author] 4 Dec, 2019 @ 8:38am 
Sometimes, after an update to the mod, the game has crashed. I've cleared the cache and started a new game and this sorts it, though occasionally needs doing more than once for some strange reason...
jmhymas2006  [author] 4 Dec, 2019 @ 7:53am 
Hi Daniel, shame about the crashes, it doesn't do that with me. Have you looked at any logs for any idea why?
Daniel 3 Dec, 2019 @ 8:51pm 
I really like the changes you made in this mod, great job! But it crashes every time I found a pantheon, so I haven't really been able to play with it :(
General Brooks 17 Oct, 2019 @ 4:03am 
Thanks that's great, i'll have a through play around with the mod when i have the time
jmhymas2006  [author] 16 Oct, 2019 @ 12:28pm 
Some base game features are modified and balanced with new features (eg Library science bonus decreased as new School building also enhances 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 have accompanying artwork or reuse otherwise redundant base game art.

Hope that helps!
jmhymas2006  [author] 16 Oct, 2019 @ 12:28pm 
New stuff introduced: 13 technologies, 30 buildings (with 1 new specialist), 6 national wonders, 4 wonders, 9 units (with 8 new promotions), 3 improvements.
Tech tree redesigned to accommodate new techs and hide unused.
New features mostly attempt to add something different, eg Slaver unit gains gold on kills, Shell Shrine building adds faith for (non-fish) sea resources, Fletcher building adds +5% to bow accuracy (not crossbow), Dungeon building (requires a castle) reduces enemy espionage, Camp Fire improvement adds culture to forest or jungle.

Base game post medieval advances (such as trading posts receiving +1 production, Petra wonder receiving enhanced yields, world congress, ideologies eg Worker's Facilities enhances Workshops and new Foundry building instead of Factory (unbuildable in this mod), conversion of production to wealth and research) are reassigned and modified if appropriate to medieval era.
jmhymas2006  [author] 16 Oct, 2019 @ 12:28pm 
Well, ok sure!

There are only database changes in this mod. It's both a restriction and an enhancement of the game focusing on the Medieval period.

The game starts with no Palace pre-built, and the new Mysticism tech (enabling Palace construction) rather than Agriculture pre-learnt so the early game lasts longer.
Research costs for techs are scaled up so all subsequent eras take longer, and there are generally more turns per tech advance.
Post medieval eras and techs are disabled (with a few early renaissance kept and reassigned to medieval, eg Astronomy to enable ocean travel late game).

AI by default will only play civs that have at least 1 medieval special unit or building.
Game pace modified so game ends around 1525AD rather than 2050AD
General Brooks 15 Oct, 2019 @ 5:17am 
Could you provide more detail here on what this mod does? You would get more subscribers that way and therefore more comments
jmhymas2006  [author] 9 Oct, 2019 @ 3:36pm 
Hey guys, been released over 6 months, now on version 12, and not a single comment?! What do you like/not like? What works/doesn't work? What is well balanced/imbalanced? Let me know please!