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Title: Economy Mod
Type: Modpack
File Version: 5
Requirements: Latest Patch
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15440
Author Name: Valkrionn
What's new in this version?:

  • Updated to include the latest version of Robk's Info Addict mod.
  • Fixed a UI issue suffered by those running high resolutions
  • Reduced the Flatland Defensive Penalty from 25% to 10%
 
Title: Redcoat and Continental Infantry
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15816
Author Name: Deliverator, Oleg153
Discussion Thread: http://forums.civfanatics.com/showthread.php?t=396179

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Title: Conquistador Musketman
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15849
Author Name: Deliverator
Discussion Thread: http://forums.civfanatics.com/showthread.php?p=9874560

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Title: Zulu Impi
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15862
Author Name: Deliverator
Discussion Thread: http://forums.civfanatics.com/showthread.php?t=397159

Preview:
 
Title: American Infantry
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15897
Author Name: Blazekid87, Danrell



Title: Japanese Infantry
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15898
Author Name: Blazekid87, Danrell



Title: Russian Infantry
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15899
Author Name: Blazekid87, Coffee Junkie



Title: English Infantry
Type: Unit
File Version: 1
Requirements: -
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15902
Author Name: Blazekid87, Coffee Junkie

 
Title: Echoes of Ages
Type: ModPack
File Version: 13
Requirements: Latest Patch
File Entry URL: http://forums.civfanatics.com/showthread.php?p=9852673#post9852673

Author Name: Cyrinno
What's new in this version?:

Slightly Adjusted Police Station
Slightly Reduced Happiness Late Game
Happiness Removed from Capital Upgrade Buildings
Publicani Tax Office now National Tax Office(removed roman name)
Airport Added(25% Air Production; +15XP Air)
Social Engineering Tech now Social Empathy tech(so it fits in description panel)
Markets no longer give money from whales
Stock Exchange now gives money from whales
BugFix: Air fighters now get 50% penalty as reported when attacking land.
They were suffering 75% penalty. Now Fixed.
 
Title: Thal's Balance Mods
Type: Modpack
File Version: n/a (components have independent versions)
Requirements: none (dependencies are included in download)
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15667
Author Name: Thalassicus
What's new in this version: (See version history below)

Spoiler Version History :
Version History: Nov 2 - Nov 17

Unofficial Patch
v. 28

  • From collaboration with Attila, moved several top-bar user interface fixes to Attila’s Mods (included in the Balance – Combined download).
v. 25

  • Added the missing label for the Science yield type (TXT_KEY_YIELD_SCIENCE).

Attila’s Mods
v. 8

  • More concise and consistent top panel info matches the “turns to next tech” display, and fits better on some screen resolutions:
    • Turns to next policy.
    • Turns to next Great Person (and what type it will be).
    • Changed “HELP” button to a question mark.
  • Fixed a bug with golden age hover tooltip.
  • Strategic resources now display even if no units use it.

City Development
v. 9

  • -1:c5science: Scientists.
v. 8

  • City-states no longer build the Agra Fort, Baths of Trajan or Medici Bank (city states don’t build wonders).
v. 7

  • v7 and up are not backward compatible with savegames of v6 or lower (or saves without the mod installed). It’s best to update mods in-between finishing one game and starting the next. I apologize for any inconvenience this might cause.
  • Building tooltips now indicate what specialists they provide.
  • Moved 1:c5citizen: Scientist Specialist from Library to the University.
  • Moved 1:c5happy: from Colosseum to Stadium.
  • -15%:c5production: Courthouse.
  • Trade route income changed to favor highly populated cities a little more.
  • These changes are part of a comprehensive approach to address concerns of balance between small and large empires (especially infinite city sprawl). I thought long and hard about this for several weeks, and there appears to be no way to completely address some balance issues with only the existing buildings. These will likely be the only “new” things added in any of my balance mods, as I want to keep things as close to vanilla as possible. Feedback on this is welcome (click here).
    • Aqueduct building for early food storage.
    • National wonders: Agra Fort (defense and merchants), Baths of Trajan (happiness), and Medici Bank (gold and merchants).

Civilizations
v. 6

  • Updated Jaguar and Mohawk Warrior tooltips to indicate they start with Woodsman.

Diplomacy
v 3

  • A recent patch un-solved the exploitative nature of direct :c5gold: payments again, so I fixed it again in this mod.

Terrain Improvements
v. 13

  • -1:c5production: on mined luxury resources.
  • Removed +1:c5production: Quarry bonus from Engineering.
v. 12

  • Reduced yield of several Great Person improvements slightly.
  • Various techs at the end of the Renaissance era now boost GP improvements 50%.

Combat
v. 15
  • Slightly reduced strength of Castles and Military Bases.
v. 14
  • Changed name of mod from Units to Combat.
  • Paratroopers are now Recon class, can be upgraded from Scouts, and have double drop range.
  • Medic promotion is available after Survivalism/Scouting I for land units.
  • Bombard promotions replaced with Survivalism for Submarines.
  • Fixed a bug preventing promotion swapping from occurring.
v. 13

  • Scouts keep their faster-movement promotion when upgraded by Ancient Ruins.
v. 12

  • Slightly reduced city defenses.
  • Reduced prerequisite requirement for Siege promotion.


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Title: MediEVO (Medieval Era Extension)
Type: ModPack
File Version: v29
Requirements: None
File Entry URL: http://forums.civfanatics.com/downloads.php?do=file&id=15942
Author Name: rf900
What's new in this version?: New: Altered gameplay to have most turns in Medieval Era and end game at Renaissance. New units, buildings, wonders, techs, policies, victory conditions and other elements.
Post: http://forums.civfanatics.com/showthread.php?p=9803019

In MediEVO (MEVO) you will play Civilization V focusing in the Medieval Era which I find fascinating. This is not a scenario, but a normal CivV game with modifications that will play mostly during the Medieval Times. It will have gameplay changes directed to give a better feel of playing during that period.

With the new combat system the units during this period are very well balanced and provide interesting battles. As the period remains unchanged mostly, the combat will seem more real. Also focusing on one era lets you enjoy the units and buildings without the constant fast science progress that makes thing obsolete before building them and creates situations with old vs new items.

So basically the game will start the same during the first to periods (ancient and classical), it should be fast. When entering Medieval Era speed will decrease GREATLY. The game will end by time in the year 1550, and the victory conditions will match to keep the balance. The total length of the game will try to be similar to the vanilla version in each of its speeds.

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