Erebras
Prince
The CivSpecific Mod gives each civilization units that reflect its culture-group. For example, European civs use longships and wolfs-head swordsmen (the default swordsman). Mediterranean civs use galleasses and cataphracts. Asian civs use junks and horse archers. Every effort has been made to use units already available in other scenario folders that come with the game(s) to minimize the amount of downloading and installing.
The CivSpecific Mod involves more than changing appearances, however. New civilization advances have been added. New units have been added, most notably the lines of naval power and naval transport units added to pre-industrial navies, and infantry for the medieval periods, The mod has kept the "generic flavor" of the default game, while altering certain aspects for the sake of game balance. Since it's still a mod dealing with all of human history instead of a specific point in time, you won't find highly-detailed distinctions among the units, such as a dozen different WWII-era tanks or a man-at-arms for each European nation. All I've really done is kept the foot-knights out of the New World and Renaissance pikemen out of the Dark Ages (don't take this too literally; it's an oversimplification!).
Most importantly, CivSpecific's unique features and changes can be found in the Civilopedia under Game Concepts, to reorient the player to what is different about this mod to avoid any nasty surprises later. ("Whatdya mean I can't build FLAK units?! I love those things!") You will find similar notices in several of the Civilopedia main headings, appearing in the first of the list of units and tech advances, for example.
The CivSpecific Mod involves more than changing appearances, however. New civilization advances have been added. New units have been added, most notably the lines of naval power and naval transport units added to pre-industrial navies, and infantry for the medieval periods, The mod has kept the "generic flavor" of the default game, while altering certain aspects for the sake of game balance. Since it's still a mod dealing with all of human history instead of a specific point in time, you won't find highly-detailed distinctions among the units, such as a dozen different WWII-era tanks or a man-at-arms for each European nation. All I've really done is kept the foot-knights out of the New World and Renaissance pikemen out of the Dark Ages (don't take this too literally; it's an oversimplification!).
Most importantly, CivSpecific's unique features and changes can be found in the Civilopedia under Game Concepts, to reorient the player to what is different about this mod to avoid any nasty surprises later. ("Whatdya mean I can't build FLAK units?! I love those things!") You will find similar notices in several of the Civilopedia main headings, appearing in the first of the list of units and tech advances, for example.