el_hidalgo
Prince
What if civilization had never progressed beyond the medieval era? Then you would have MedievalCiv!
This mod only includes "medieval" (more or less) techs and units. But it's more fleshed out. It includes many medieval techs not present in the main game. The civics have been rounded out and a new category, Military, added. Only civs from the medieval era are included, but they have each been given a unique unit/building. In addition, I went a bit crazy and replaced most of the buttons with medieval-era artwork. It's minor, but I thought it would add flavor, and it got to be kind of an obsession.
The difference between this mod and some of the other medieval era mods out there.... It is more general. It doesn't focus specifically on Europe/Middle East. It is not tied to a specific scenario or map (it can be used with any map, but remember that some of the civs have been removed). It also sticks closely to the main game. UPDATE: There is also a new religious victory condition.
Enjoy, and please let me know what you think!
DOWNLOAD LINK: http://forums.civfanatics.com/downloads.php?do=file&id=16259
Civics
------
Government: City-State, Hereditary Rule, Republic, Empire
Legal: Customary Law, Vassalage, Bureaucracy, Religious Law
Labor: Tribalism, Slavery, Serfdom, Apprenticeship
Economy: Barter System, Palace Economy, Manorialism, Merchant Economy
Military: Militia, Mercenaries, Champions, Standing Army
Religion: Paganism, Organized Religion, Monasticism, Tolerance
New Techs
-----------
Stirrups, Chivalry, Alchemy, Festivals, Quarantine, Medieval Medicine, Firearms, Fireworks, Maritime Trade, Overland Trade, Navigation
New Units
----------
Almogavar, Arquebus, Assassin, Bombard, Cog, Druzhina, English Longbow, Gallowglass, Gendarme, Ghazi Warrior
Ideas for future development: of course more civs and leaders, more units, more buildings. Religious units. The inquisition (project, wonder, and/or unit). And I had an idea for a Renaissance victory project: kind of like the space race, except you build various projects associated with the Renaissance: Brunelleschi's Perspective, The Reformation, Voyage to the New World, Classical Revival, etc., and then you win by escaping the middle ages. But I started to get mod fatigue, so I will leave all that to the uncertain future... depending how this is received, if anyone wants to help, and so on. But, it's playable as is.
Credits: MedievalCiv is based on the medieval "stop" mod by topsecret, as merged with BBAI by cripp7. I have used a lot of community art from this site as well, and I thank the many talented modders for their contributions. Pedias mainly come from Wikipedia, with edits by yours truly.
This mod only includes "medieval" (more or less) techs and units. But it's more fleshed out. It includes many medieval techs not present in the main game. The civics have been rounded out and a new category, Military, added. Only civs from the medieval era are included, but they have each been given a unique unit/building. In addition, I went a bit crazy and replaced most of the buttons with medieval-era artwork. It's minor, but I thought it would add flavor, and it got to be kind of an obsession.

The difference between this mod and some of the other medieval era mods out there.... It is more general. It doesn't focus specifically on Europe/Middle East. It is not tied to a specific scenario or map (it can be used with any map, but remember that some of the civs have been removed). It also sticks closely to the main game. UPDATE: There is also a new religious victory condition.
Enjoy, and please let me know what you think!
DOWNLOAD LINK: http://forums.civfanatics.com/downloads.php?do=file&id=16259
Civics
------
Government: City-State, Hereditary Rule, Republic, Empire
Legal: Customary Law, Vassalage, Bureaucracy, Religious Law
Labor: Tribalism, Slavery, Serfdom, Apprenticeship
Economy: Barter System, Palace Economy, Manorialism, Merchant Economy
Military: Militia, Mercenaries, Champions, Standing Army
Religion: Paganism, Organized Religion, Monasticism, Tolerance
New Techs
-----------
Stirrups, Chivalry, Alchemy, Festivals, Quarantine, Medieval Medicine, Firearms, Fireworks, Maritime Trade, Overland Trade, Navigation
New Units
----------
Almogavar, Arquebus, Assassin, Bombard, Cog, Druzhina, English Longbow, Gallowglass, Gendarme, Ghazi Warrior
Ideas for future development: of course more civs and leaders, more units, more buildings. Religious units. The inquisition (project, wonder, and/or unit). And I had an idea for a Renaissance victory project: kind of like the space race, except you build various projects associated with the Renaissance: Brunelleschi's Perspective, The Reformation, Voyage to the New World, Classical Revival, etc., and then you win by escaping the middle ages. But I started to get mod fatigue, so I will leave all that to the uncertain future... depending how this is received, if anyone wants to help, and so on. But, it's playable as is.
Credits: MedievalCiv is based on the medieval "stop" mod by topsecret, as merged with BBAI by cripp7. I have used a lot of community art from this site as well, and I thank the many talented modders for their contributions. Pedias mainly come from Wikipedia, with edits by yours truly.