Sid Meier's Civilization V

Sid Meier's Civilization V

Capture Great People
37 Comments
Latex Santa 20 Sep, 2024 @ 10:47pm 
Wow, I thought this mod was lost forever.
Thank goodness I've found it again.
Joebob 17 Aug, 2016 @ 9:28pm 
@Yuki Hikari Captured settlers turn into workers in the base game as a balance feature. It isn't the mod's fault.
Neko Akizuki 23 Dec, 2015 @ 3:21pm 
is it suppose to turn captured settlers into workmen?because everytime i captone one,it turns into a useless worker,cuz i spam them at the very beginning,so i wouldnt need anymore by the time i start warring
JEELEN 30 Jan, 2015 @ 12:29pm 
@RJ815 Nice addition. ;)
Dynamite With A Laser Beam 23 Jan, 2015 @ 10:59pm 
nice
Nice 23 Jan, 2015 @ 5:19pm 
Wait.... you could take the merchant of venice?



heheehehehehe >:D hue hue hue
Rootimus 16 Jan, 2015 @ 3:57pm 
Thank-you
RJ  [author] 31 Oct, 2014 @ 11:08am 
@⺈ĐꚆѓøčĶ῭Ǭج৴., Oh, I see. I'm not sure how exactly to change the Great Prophet behavior in order to reset charges if captured. Might be much more complex than this fairly simple mod currently is. Religious units in general are problematic when captured, and IIRC that is due to them being coded weird in the first place. Apologies for not being able to be much help.
RJ  [author] 30 Oct, 2014 @ 8:42pm 
@⺈ĐꚆѓøčĶ῭Ǭج৴., I'm really not sure what convinces you that is the case. IIRC, captured Great Prophets can totally be used to build a Holy Site or enchance a religion. I've certainly seen the AI capture Great Prophets from an enemy and then found a religion that way.
Nono 21 Aug, 2014 @ 9:33am 
A ransom system after capturing great people would be good too ! But i'm not modding and i dont know if it could be easily implemented
RJ  [author] 20 Aug, 2014 @ 9:29pm 
@Nono, an interesting idea, but it seems the way trading code is implemented in the source code is pretty messy, so I'm not sure how feasible it is. It is a neat idea though, so if I can figure it out I can try to make it work.
Nono 17 Aug, 2014 @ 8:27am 
You should make a mod where everything is tradeable (units, great people, work of arts). This game is lacking trading seriously! It should complete this mod nicely
RJ  [author] 16 Aug, 2014 @ 2:19pm 
@WiKnight, you can attempt to use Vanilla Civ with this mod and see if it works as is (to test it out, the Really Advanced Options or In-Game Editor mods could be good for quickly giving a nearby enemy civ great people that you can capture). If it doesn't work by default, just remove the CaptureGreatPeople_BNW.xml entry from the UpdateDatabase part of the modinfo text file and that should do the trick.
Yusis_2000 16 Aug, 2014 @ 4:52am 
Do i need BNW or can I use Vanilla Civ with this mod
lichen 13 Aug, 2014 @ 10:04am 
Awesome! I was really bummed that you could capture great people in CivRev and not in Civ5, but now you've fixed my problem!
Markusaw 13 Aug, 2014 @ 4:26am 
Finally...
(C)FatheredPuma81 9 Aug, 2014 @ 5:00pm 
@RJ815 you saw nothing I did not read it correctly.
inahut 9 Aug, 2014 @ 3:39pm 
Sounds interesting. I am interested in hearing from subscribers how this mod plays out.
RJ  [author] 9 Aug, 2014 @ 2:45pm 
@(C) FatheredPuma81, I have no idea what you're talking about since Generals and Admirals are (IIRC) killed by default gameplay rules and this mod doesn't change that. Only artists, engineers, scientists, merchants, etc can be captured with this.
rainsinger 8 Aug, 2014 @ 9:35pm 
RJ - I was just using arbitrary numbers for the most part, but there is something to be said for the fact that those with more "dangerous" knowledge tend to be less likely to assist the enemy as opposed to free-thinking types who simply want to create their art. Not always true, by any means, but...
MUredhawk41 8 Aug, 2014 @ 3:02pm 
I love the idea of this!
RJ  [author] 6 Aug, 2014 @ 12:20pm 
@SomeRandomChair, religious units retain their original religion in terms of spreading it, but otherwise I think you're right. Though, BrrBrr did have an interesting idea in terms of a potential future improvement, as oftentimes another civ's great works can be more valuable than your own in terms of theming and whatnot.
SomeRandomChair 6 Aug, 2014 @ 11:45am 
@BrrBrr
Your country, it's effectively as if you had created it. Civ 5 doesn't store data on who originally made the units.
BriFighter 6 Aug, 2014 @ 11:25am 
If you capure a great artist and use it to make a great work, will the great work be from your country or theirs?
RJ  [author] 6 Aug, 2014 @ 7:48am 
@The Nightmare Tank, I can't say for certain without personally testing it myself, but it probably should. I thought barbarians in general tended to capture rather than kill civilian units, though after the early eras they've either turned into a mere nuisance or disappeared entirely in various games. So if your path for a great person is so unguarded as to be at risk for barbarian capture (e.g. across the water or over long distances on land), you'd still probably have to go find and clear out the barbarian camp to recover them, much like workers and settlers behave during barbarian capture by default.
NMT-001 6 Aug, 2014 @ 6:44am 
Does this happen if Barbarians capture Great People, too?
RJ  [author] 5 Aug, 2014 @ 1:22pm 
@rainsinger, I'm not sure there is any way to do "percentage" of capture like that without much more extensive modding. I know the "prize ships" promotion is kind of like that, but I don't think it's applicable in the same way to great people and such. I also find your "percentage of loyalty" quite odd, as I have no idea how you came to the conclusion that engineers and stuff are somehow automatically much more loyal than artists and merchants, etc. Admirals and generals preferring to die makes sense (hence why I specifically left them out of this mod), but I don't know where you're pulling numbers for the rest. Not to mention, with numbers like 5% and 20%, they're so low you'll almost never actually get a capture from them.
Boundo 5 Aug, 2014 @ 12:40am 
Awesome idea!
rainsinger 4 Aug, 2014 @ 9:00pm 
If you wanted to go with something a bit more "realistic" you may want to have a percentage chance of capture, based on the type of unit: General/Admiral 5%; Engineer 20%; Scientist 40%; Artist (All types) 60%; Merchant 75% or something like that... basically the units that are less likely to be both pivotal to the game and also less likely to betray their home country, are more likely to be captured, and so on. I know it'd be a ton more work, but something to consider down the road?
Sub Zippo 3 Aug, 2014 @ 4:37pm 
I always hated that you could capture prophets but no other great people. Thanks for this.
Mr_Awesome88 3 Aug, 2014 @ 2:39pm 
thxs
RJ  [author] 3 Aug, 2014 @ 2:16pm 
@mr_awesome88 for spawning units mid-game you'd probably have to use something like the Ingame Editor mod. For the screenshots here, I just used Really Advanced Setup to grant me some helicopters and the enemy a bunch of great people.
Mr_Awesome88 3 Aug, 2014 @ 12:28pm 
how did u rigg the pic i want to spawn units in midgame
RJ  [author] 2 Aug, 2014 @ 11:32am 
@DarkAdminium, how does it not make sense? A great person when faced with military pressure will either allow capture to survive or be killed. The game just forced the "be killed" option before. I think many historical famous people weren't that nationalistic to the point that they would refuse to work for another country if the alternative was death.
Turboscopic 2 Aug, 2014 @ 2:36am 
It makes zero sense realistically, but idk, this is fantastic
love 1 Aug, 2014 @ 7:45am 
Cheers!
A Winged Hussar in Spirit 31 Jul, 2014 @ 3:11pm 
Thank you!!!