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The Sami by Sukritact and More Civilisations.



This mod adds the indigenous people of Northern Europe, the Sami, to the game. Led by the haunting Eadni, the Sami are a unique civilisation geared at not only surviving but thriving in the tundra and snowy wastelands of the earth, gaining bonuses to food and land when their cities are founded upon snow or tundra. With their unique Boazovázzi scout replacement, the Sami become masters of hunting; able to consume animal resources such as Deer for a boost of Food and Production to the nearest city. But they are not only a civilisation designed for growth - but one of spirit, too. With their unique Temple the Seidi, the Sami can erect monuments of faith and culture around their cities, earning them a competitive place in the race for religion.

More info & discussion >>> http://forums.civfanatics.com/showthread.php?t=474393
Steam Workshop download >>>http://forums.civfanatics.com/showthread.php?t=494241&page=60
 
Cities of Marble (BNW)



There are many cities of brick but can you build a city of marble? With new and modified National Wonders you'll be able to specialize your cities like never before, raising the small and obscure city to glory and greatness!

Key Mechanical Differences:
  • Multiple new National Wonders.
  • Significant changes to existing National Wonders.

(Note: There are images of all the National Wonders broken down by era in the CivFanatics thread. Depending on how much space you have you may want to include some or all of the pictures along (or in place of) the highlights section below.)

Highlights:
  • Heroic Epic: now gives a free Great General upon construction -- useful if you are planning to swiftly conquer a vulnerable neighbor or if you need to make a heroic defense against an invading horde!
  • Grand Bathhouse: A new National Wonder for Granaries that provides a free Aqueduct and makes newly founded cities start with an extra population. For those going wide or tall.
  • National College: instead of giving a large science boost the National College now gives you scientist slots and a single free tech upon completion. Do you complete the National College early to get a critical technology? Or do you delay building the National College in order to grab an expensive technology for free?
  • Circus Maximus: now provides additional happiness from every Circus and Colosseum in your empire, providing a critical boost for expansionist empires.
  • Grand Waystation: a new National Wonder for Caravansaries. It provides an additional trade route and extra copies of luxury goods, supporting all kinds of trade.
  • Great Temple: now gives faith for every religion that has at least one follower in the city it is built. Trade routes from the city will spread your religion faster and the foreign religion the trade route brings back will improve your faith generation!
  • Diplomatic Mission: a new National Wonder for Constables that provides an additional spy and delegate. By hook or by crook you will achieve your agenda.
  • National Intelligence Agency: on top of improving spies it now provides happiness for every Courthouse and Police Station, ensuring a player who seeks to conquer the world won't have anything to fear from their new subjects.

Workshop >>> http://steamcommunity.com/sharedfiles/filedetails/?id=223742634
CivFanatics Thread >>> http://forums.civfanatics.com/showthread.php?p=13291819#post13291819
Download from CivFanatics >>> http://forums.civfanatics.com/downloads.php?do=file&id=22271
 
RFAC sure could use some press. We lost most of our subscribers when FramedArchitect's Steam files got borked, and we haven't recovered even to where it was. Here's a cut-and-paste of the OP on the official thread:



Announcing: Rise and Fall of Andean Civilization!



Dominate the Andes & Survive the Spanish Conquest!

Andean Late Intermediate Period Scenario (Brave New World version): Dominate the Andes & Survive the Spanish Conquest!



A total conversion scenario set in the Late Intermediate Period and Late Horizon of Andean culture (~1200 to ~1550).

Major features:


  • Six playable civilizations, each with a unique trait and path to victory
    Spoiler Civs :
  • All new buildings and units reflecting Andean culture
    Spoiler City :
  • Four Andean religions, and a new mechanic allowing you to gain bonuses by visiting religious Oracles
    Spoiler Religion :
  • All new Policy Tree, with branches dedicated to exploiting the environment and ideologies
    Spoiler Policies :
  • A detailed scenario map of Western South America
    Spoiler Map :
  • 15 new resources including potato, quinoa, cactus, llama, and guinea pigs (yes, you eat them!)
  • A challenging end-game event that includes plagues, Conquistadores and new heathen religions
  • Climate events that dynamically change the environment
  • New soundtrack available here (although the civfanatics version has the soundtrack built-in)
  • Now available in Spanish!

New in BNW:


  • New and original unit graphics
  • Trade caravans and cargo ships
  • Spanish translation by Yanapaki
  • New soundtrack
  • Improved balance, especially for happiness and warfare
  • A few map tweaks
  • Now able to use farm graphics instead of polders
  • Can buy out city-states with Great Prophets

Known issus:


  • Fairly common bug where game crashes when the Spanish arrive. A simple reload fixes this in many cases, but not always.
  • Game occasionally crashes when founding a Wanka city state. A reload usually works.


A note about the soundtrack: I will bundle the soundtrack with the mod for the BNW civFanatics version. For either steam release and the G+K civFanatics release, you can download it seperately. It should be compatable with all releases and all versions! :)

If you just want the bare map, you can download it here.
 
Greetings! This is my first mod published on CIVFANATICS and I hope it could be promoted. Thanks!

[BNW] Super Power Modpack

A Total Conversion Mod for a better late-game experience and modern warfare




Features:
  • Exciting civ 5 late game experiences - realistic modern warfare
  • Adaptive difficulty level - AI will get stronger if you are stronger
  • Fully new combat system - based on 2-unit-per-plot with AoE damage, collateral damage...
  • War casualties - untis KIAs will cause population loss
  • Nuclear winter threat - nuclear warfare, nobody wins
  • City corruption - arge empires are not easy to rule
  • Balanced and more realistic civilizations - no weak civilizations
  • Fully new Technology tree - no flight technology without discovering oil
  • Fully new Social Policy tree - Centralisation vs. Decentralization
  • Flexible management - move population between cities, unit automation

Discussion Thread:http://forums.civfanatics.com/showthread.php?t=529951


File Entry URL:

Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=285488395

ModDB: http://www.moddb.com/mods/super-power-modpack
 



The Dene Peoples
by Neirai and TPangolin

This mod adds the aboriginal people of Nothern America, the Dene, to the game, led by Thanadelthur - an Ex-Slave who forged peace between her people, the Cree and the Hudson's Bay Company. The Dene are a Musical people, with strong ties to Tundra, Faith and Music.

Music has always been very central to the Dene way of life. However, traditionally, the Dene only used one instrument: the drum. Drum circles with participants from all walks of Dene life were often formed, with the intent of channeling their respective spirit animals into the heart of the music.

The Sacred Drummer is the unique unit for the Dene, replacing the Great Prophet. Upon birth, it beckons the beginning of a sacred ritual commonly know as a Prophet Dance. The participants of the Prophet Dance danced with vigour, in order to hasten the renewal of the world and the subsequent return of the dead. This increases the Happiness of the empire alongside the rate at which Great People are born for all cities connected to the empire.

The Dene also have access to the Unique Yellowknife Encampment Improvement that progressively supplies Food, Faith, Iron and Musician Points for this unique Tundra-bound Civilization.

More info & discussion >>> http://forums.civfanatics.com/showthread.php?t=512802
Steam Workshop download >>> http://steamcommunity.com/sharedfiles/filedetails/?id=286913450
CivFanatics Database download >>> http://forums.civfanatics.com/downloads.php?do=file&id=23012
 
Hangman, what filtering gimmicky trick plugin did you use to create the Leader background image of MachuPichu for the Andeans?

PS; I'll give a serious thought about this Mod_Of_The_Week concept for Z-UI assets in the coming days while i finish the Z-TenetsInColors mod and continue the Icons for bc1's EUI.
 
Hangman, what filtering gimmicky trick plugin did you use to create the Leader background image of MachuPichu for the Andeans?

I'm actually not sure, framedarchitect did that one. I believe he was trying to get something similar to what I've gotten using 'posterize' and 'cartoon' in GIMP (but his technique looks better IMO).
 
Gimp's Posterize & Cartoon seems like a good combo to test-out for some other things i'm currently working on. I'll try contacting framedarchitect - somehow, somewhen. ;)

It's always been my Holy-Grail quest to figure out what the Firaxis Art Staff used to create (Wonders splashes, specifically) their distinctive effects as applied to very obvious photographic sources. Approximations aside, i'd prefer an almost perfect match to produce standardized custom stuff.
 
Gimp's Posterize & Cartoon seems like a good combo to test-out for some other things i'm currently working on. I'll try contacting framedarchitect - somehow, somewhen. ;)

It's always been my Holy-Grail quest to figure out what the Firaxis Art Staff used to create (Wonders splashes, specifically) their distinctive effects as applied to very obvious photographic sources. Approximations aside, i'd prefer an almost perfect match to produce standardized custom stuff.

Before this goes more off-topic, the general rule around here is to use a combination of the Cutout Filter and Surface Blur.
 
The Dene are this week's Mod of the Week - I would have done one of the others, so that we didn't have two civilizations in a row, but the descriptions wouldn't have carried over properly to Facebook. If the descriptions could be rewritten, I'd be more than happy to include them next time
 

Titans of Commerce, Science and Industry




Giovanni de Medici, Albert Einstein, Alexandre Eiffel -- titans of commerce, science and industry whos actions shaped the history of the world! Can you harness the potential of your greatest citizens to become an empire that can stand the test of time?

Great Merchants: Their Trade Missions provide more influence the later the era you are in. A late game Trade Mission can snipe a critical city-state alliance from a rival, securing Diplomatic Victory or denying it from the rival empire! Custom's Houses also provide an extra Trade Route, enhancing the economic development of your empire.

Great Scientists: Great Scientists now have decreasing returns making it inefficient to generate nothing but Great Scientists. Each time a Great Scientist is born (after the first) the modifier the player gets to "Discover Technology" (aka Bulb a Great Scientist) decreases by 25%. The modifier starts at +50% and has a minimum of -50%. Producing tons of Great Scientists early for Academies makes it less effective to Discover Technology after Labs. But waiting until after Labs to Generate your first Great Scientist means they will Discover Technology very efficiently!

Great Engineers: When born they provide 2 extra citizens to their city. Building a Manufactory will provide +2 Global Happiness, ensuring you are never unhappy with your new citizens. When Hurrying Production Great Engineers now scale better with the population of the city, allowing them to singlehandedly build World Wonders even in the late game.

Guilds: New Merchant's, Scientist's and Engineer's Guilds are available from the start of the game. These Guilds provide a way to generate Great Person points from very early stages of the game. However, dedicating much of your city's population to staffing guilds can potentially delay your growth and expansion.

Palace Yield: The above mentioned Guilds also reward rulers who specialize their cities. When you build a Guild the Gold/Production/Science provided by your Palace goes away. No longer will your Capital city be your best city in every aspect. By building the Guilds in different cities you can focus the cities in your empire to an economy that is greater than the sum of its parts!

Workshop page >> http://steamcommunity.com/sharedfiles/filedetails/?id=296909147
CivFanatics thread >> http://forums.civfanatics.com/showthread.php?p=13375056
CivFanatics Download >> http://forums.civfanatics.com/downloads.php?do=file&id=23111
 
The BNW Super Power Modpack was this week's Mod of the Week.

In general, it's better to have a description of the mod in paragraph form, rather than dot points. Please also remember to keep the description down to 200 words. :)
 
Does anyone have a Halloween themed mod that could be featured this week?

I'm... tempted to offer up a mod I just published on Steam, which was my contribution to Halloween. Unfortunately, it a) doesn't have a proper discussion thread, b) is based on a fictional character and setting, and c) I'm not terribly confident in the quality of my own code. (It's actually one of the most sophisticated civs I've made yet, but I know that the quality isn't nearly up to the level of JFD's or Leugi's work...)
 
Not sure if it's 100% Halloween related - but Nutty wrote a mod for me that replaces all Barbarian Brutes and Archers with Spooky Scary Skeletons.

Spoiler :
 
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