Sid Meier's Civilization V

Sid Meier's Civilization V

America Improved
35 Comments
pedersilver5 2 Jul, 2021 @ 4:42pm 
Tried to play only a warrior on start of game, no settler, three moves thought maybe they get the settler by discovery, but game crashed, deleting this mod.
desertGhost  [author] 26 Aug, 2018 @ 11:52am 
@Grandmaster Flash

Unfortunately I don't have any helpful suggestions. This civ is separate from the stock american civilization and as such is not compatible (at least not out of the box) with true start earth mod.
Fl_4sh 26 Aug, 2018 @ 11:43am 
I can't get this to work with the true start earth mod, any suggestions?
SecretAgentStallion 31 Dec, 2017 @ 9:02pm 
This is a cool mod and I like it a lot, but the UU doesn't allow internal trade of food. Because it replaces the granary and the granary allows that, I find myself unable to send a trade route to my own city...

Can you fix this bug?
Otto 23 Oct, 2017 @ 7:36am 
This is a vast improvement, its much more accurate than the current stuff as well. Why would America not have a military ability? Well, a useful one anyway.
Sven-Vihtori 7 Feb, 2017 @ 12:52pm 
I started playing this and after a while realized i can't build pioneers. Started from ancient era, is that the problem?
FreeGravy 6 Feb, 2017 @ 5:25pm 
I am geeking out over the UU, well designed and implimented.
:steamhappy:
desertGhost  [author] 14 Jul, 2016 @ 12:05pm 
@tristanpa2015
I have investigated the problem and I am unable to determine the cause. The attributes for the unit should lead the AI to use it to settle cities. I have altered the units attributes slightly. Hope it helps. Thanks.
AHumanPerson 12 Jul, 2016 @ 8:32pm 
The AI won't settle new cities with the pioneers. It just has 4 pioneers sitting around the capital. Can you help? Thanks in advance
Archduke Sleepyhead 5 Feb, 2015 @ 5:01pm 
I can already tell this is an improvement b/c of TR!
goldenfiberwheat238 5 Sep, 2014 @ 3:59pm 
why does this need gk?
airwicket 12 Jul, 2014 @ 1:59am 
overpowered but good start..
Cryptographer 4 Jul, 2014 @ 1:37pm 
Interesting that we came up with similar Unique Abilities and Units :D
Kurisu 3 Jul, 2014 @ 12:44pm 
got that right VVVVVVV
Ringus the vampire squid 30 Jun, 2014 @ 8:34am 
TEDDY ROOSEVELT SHALL RULE ALL!!
76561198116284665 29 Jun, 2014 @ 10:50am 
this is a great mod dont listen to any of these people who r critizin the mod
Spoon 28 Jun, 2014 @ 2:11pm 
thx
desertGhost  [author] 28 Jun, 2014 @ 8:52am 
@Mr. Awesome
This mod adds another America civ and doesn't replace the existing America; it wouldn't work with True Start Location. However, I don't know if it would encounter any problems with TSL off. So I'd recommend giving it a try with TSL off. This civ has not been tested on ynaemp.
Spoon 27 Jun, 2014 @ 5:19pm 
does it work with ynaemp
desertGhost  [author] 27 Jun, 2014 @ 10:51am 
The new update should fix the issue with the unique ability.
desertGhost  [author] 27 Jun, 2014 @ 10:08am 
@mictrepanier1
Just to clarify, the bonus doesn't work unless you have gunboat diplomacy? I'll look into this problem...
76561198109593364 27 Jun, 2014 @ 7:19am 
I tried the mod, The influence bonus just worked when gunboat diplomacy was active- seems to stack, but the bonus are not awarded as thet should­..
ObscureEffigy 26 Jun, 2014 @ 6:24pm 
Screw germany! Americas buff is x3 times stronger and its units x4 times!
HABS 26 Jun, 2014 @ 9:03am 
You should make an "Insest" buff for this because Teddy Married one of his cousins!

desertGhost  [author] 26 Jun, 2014 @ 9:00am 
@Phoenix Striker
I get where you're coming from; the pioneer is very strong. But the pioneer can't attack and because of its combat strength is rarely attacked. Essentially it's still a just settler outside of not stopping city growth. If the civ is determined to still be overpowered (I updated it recently for balance purposes) I'll be glad to make changes.
Furry Profile Pic 25 Jun, 2014 @ 10:29pm 
I know I should've said this earlier, but the Pioneer feels a bit overpowered. Maybe take away the not stopping city growth, I feel that'd make it more balanced. If you don't feel like implimenting this, I understand. I'm deffinately going to try this out some time.
desertGhost  [author] 25 Jun, 2014 @ 9:00pm 
Ok I uploaded the new version with the suggested changes.
desertGhost  [author] 25 Jun, 2014 @ 8:49pm 
Yeah. I think I'll take away the heal every turn bit too.
Furry Profile Pic 25 Jun, 2014 @ 7:51pm 
Yeah, that'd make it better. Also, the Ranger just sems way too overpowered. I mean, double attack, heal every turn, AND no movement cost? If you want to keep all of those, it should be three times more expensive, or twice as expensive and only two of the bonuses.
desertGhost  [author] 25 Jun, 2014 @ 6:39pm 
Yeah after playing around with it I'm considering removing the social policies 10% cost reduction. Anyone think that this would help balance the civ?
desertGhost  [author] 25 Jun, 2014 @ 2:35pm 
I'm welcome to suggestions on how to improve the civ.
Furry Profile Pic 25 Jun, 2014 @ 12:33pm 
You don't say?
desertGhost  [author] 25 Jun, 2014 @ 9:03am 
@mictrepanier1
I don't know. I'm going to guess that it would, but I haven't got a chance to test this civ with an autocracy ideology.
76561198109593364 25 Jun, 2014 @ 5:47am 
Gain 4 influence per turn from every city state you could demand tribute from. - Does it stack with gunboat diplomacy ?
diet coke with bacon 25 Jun, 2014 @ 12:41am 
:)