Sid Meier's Civilization V

Sid Meier's Civilization V

*Medieval*
30 kommentarer
jmhymas2006  [ophavsmand] 19. maj kl. 14:47 
yes works with community patch
arieviloj 19. maj kl. 4:10 
works whit community patch?
ImperialIGuess 24. juni 2022 kl. 14:40 
thanks!
jmhymas2006  [ophavsmand] 28. mar. 2022 kl. 9:01 
Thanks M'aiq, I've added some images
ImperialIGuess 24. mar. 2022 kl. 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  [ophavsmand] 19. jan. 2022 kl. 0:02 
No reason why not, though I've not tried it
PouletEnString 16. jan. 2022 kl. 13:12 
possible in multiplayer ?
jmhymas2006  [ophavsmand] 16. maj 2021 kl. 12:48 
Thanks, glad you like it. I prefer civ 5 to civ 6 as well.
TevoTFM 13. maj 2021 kl. 22:19 
Civ 6 bad, Civ 5 good, thanks for this mod.
jmhymas2006  [ophavsmand] 29. juni 2020 kl. 12:12 
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. juni 2020 kl. 14:28 
can i play this with elder scrolls mod or not?
jmhymas2006  [ophavsmand] 10. apr. 2020 kl. 11:24 
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 kl. 4:01 
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  [ophavsmand] 9. apr. 2020 kl. 1:32 
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  [ophavsmand] 9. apr. 2020 kl. 1:32 
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 kl. 17:00 
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 kl. 17:00 
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  [ophavsmand] 7. apr. 2020 kl. 16:15 
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 kl. 12:05 
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  [ophavsmand] 20. jan. 2020 kl. 13:00 
You're welcome Altha, hope you enjoy it
Altha 19. jan. 2020 kl. 19:08 
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  [ophavsmand] 4. dec. 2019 kl. 8:38 
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  [ophavsmand] 4. dec. 2019 kl. 7:53 
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 kl. 20:51 
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. okt. 2019 kl. 4:03 
Thanks that's great, i'll have a through play around with the mod when i have the time
jmhymas2006  [ophavsmand] 16. okt. 2019 kl. 12:28 
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  [ophavsmand] 16. okt. 2019 kl. 12:28 
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  [ophavsmand] 16. okt. 2019 kl. 12:28 
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. okt. 2019 kl. 5:17 
Could you provide more detail here on what this mod does? You would get more subscribers that way and therefore more comments
jmhymas2006  [ophavsmand] 9. okt. 2019 kl. 15:36 
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!