Sid Meier's Civilization V

Sid Meier's Civilization V

Growing Fog of War
22 Comments
Solit 13 Feb, 2022 @ 1:12pm 
Can't wait to try this out. Feels like its gonna help with the huge glaring balancing issue of making recon units more useful in Vox Populi overall.
hambil 4 May, 2020 @ 3:42am 
Well done, definitely blends well with neolithic starts.
745647790 19 Dec, 2019 @ 4:22pm 
On the contrary, I don't like this. I don't want fog. I've been looking for it for a long time
[Reyne] Rabbit 4 Aug, 2019 @ 4:38am 
Great mod! :D
Bobb 15 May, 2018 @ 2:29pm 
Does this mod effect minimap?
SirVanzeek 4 Nov, 2016 @ 3:36pm 
Does for of war not cover your own area back up - like within your borders there is no fog or what? Love the idea but I want to be able to see my own holdings
RustyMerc 25 Jun, 2016 @ 4:51am 
I can't find the Community Patch by Gazebo either.
RustyMerc 25 Jun, 2016 @ 4:19am 
This is a nice idea, I only have one question... How does it affect the Satellites tech? Seeing as how that reveals the entire map for you, does this mod go against that tech after however many turns?
hivernal 23 May, 2016 @ 2:26pm 
Do the techs work with Community Balance Patch's tree?
Mazzini 2 Mar, 2016 @ 1:10am 
About Ally's territory, fog doesn't turn up since it is re-discovered each turn, is it correct (no cbp still)
mindset404 1 Jan, 2016 @ 4:59pm 
Ominious mod, starting from the ancient era really makes you feel isolated and as if you're alone combating the wild savages.
Muad'dib 8 Oct, 2015 @ 3:41am 
Can't find Community Patch by Gazebo. can you fix a link to it?
hungup_99 20 Aug, 2015 @ 10:08am 
I very much like the idea of this mod, however it seems to break the auto-explore for at least the scout unit. I had a scout continue to move back and forth between two spots for 10+ turns as each time it moved the fog would roll back in and he'd want to go 'explore' it again. Just something to keep in mind, though I suppose if the fog rolls back in after the scout moved through auto-explore isn't much help anyhow - other than revealing the mini-map. It's surprising how the feel of the game changes when you know there was a resourse out there somewhere, but can't recall exactly where and have to go out looking for it again (memory anyone?), and makes your civ feel that much more alone and isolated, especially in early game.
frob2012 13 Aug, 2015 @ 9:46am 
Great Mod! Thanks!
Darth Arminius 28 Jul, 2015 @ 7:56pm 
Hi. I'm the author of a mod called Ultimate Eras Mod and I am quite interested your mod. I would like to discuss possibly implementing your mod into mine so that the effects of returning fog of war are present in my mod by default. Of course credit will be given and links to your original mod. PM me if you wish to discuss further.
zArkham4269 10 Jul, 2015 @ 8:07am 
Well one work around I've used regarding such mods (like the Gaia mod) is I use the different profiles on my machine to run different versions. I'm thinking off trying out that whole group of mods on my wife's profile so I can just have the basic mods needed.
abijeet95  [author] 10 Jul, 2015 @ 8:02am 
@zArkham4269

Some of the function included in Community Patch make programming easy. I will work removing requirement of Community Patch in the future.
abijeet95  [author] 10 Jul, 2015 @ 8:00am 
@zArkham4269

I just tested the trade units, and because trade units don't have sight, the plot gets fogged. Might work on changing that once I figure it out how implement it.

That fort idea sounds cool. Might incorprate that into my v2 of this mod.
zArkham4269 10 Jul, 2015 @ 7:47am 
I realize this is outside the scope of this mod, but another way to make scouts more useful into the industrial age is giving them an ability to give a combat bonus to an adjacent artillery unit to represent artillery spotters/LRSU units in the field. Thus scouts would be useful till the end game.

I wish I could use JFD's mod you mention but I find that those DLL changing mods end upp screwing up too many other mods I like to use.
abijeet95  [author] 10 Jul, 2015 @ 7:43am 
@zArkham4269

Spies set that city to visible, so that wont change. Cities don't get hidden by fog, rather the area around them does. As for the trade units, I willl have to test that. Never paid attention to that while testing, and playing with the mod.
zArkham4269 9 Jul, 2015 @ 9:38am 
Also, how does this mod effect if you have a diplomat in a capital? Would that continue to allow you info around that city? Or spies in cities?

Plus shouldn't forts give a bonus sight? It would seem this mod means building forts on your borders would allow you to not only defend said borders but also give you a little bit more advanced warning.
zArkham4269 9 Jul, 2015 @ 9:35am 
How is this impacted by your trade units? One would assume they would keep their trade corridor free of FOW even though they aren't "real" units.