I've done a couple mods for Civilization V, but they were civilizations. I'm wondering how I might go about modding the building quests. Any...
So I choose the +4 Floatstone for Skycranes from the building quest, but didn't get the Floatstone. I didn't notice this until later, but you can...
Here's my idea for an Extra Seeding Options mod (re-posted from the What Mods do you want to see come out first? thread). Sponsors: The North...
Hello All, I've found myself always picking Freedom or Order in my BNW games. Perhaps because I tend to go with Diplomacy and Cultural...
Portugal: Lords of Exploration (G&K version) (v.1) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History...
So I've returned to Civilization 5 modding after a year or so away and was updating my Portugal mod. I've gotten everything to work with the base...
Italy: The Renaissance Years (v.1) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History -4-...
Hello All, I've been working on a revision to my Portuguese Civ mod and was wondering if it was possible to translate a Civilization trait...
Hello All, I think I just found a bug, though I don't know what is causing it. After winning my most recent playthrough (I've logged on about...
There is a very interesting thread going on at Gamingstackexchange. I'm not a math guy, but I thought this made some great points about when to...
Portugal: Lords of Exploration (v.2) by Joseph Miller (aka jaldaen) -1- Description -2- Potential Mod Conflicts -3- Version History -4-...
Improved 1UPT (v.1) by Joseph Miller -1- Description -2- Potential Mod Conflicts -3- Version History -4- Credits -5- Contact information...
Hello All, Originally, I was hoping to use starting bias to do this mod, but if I understand it correctly there is no way to guarantee a...
Hello All, I'm just messing around with making a mod and was wondering if there was an easy way to add +1 movement to all units. What about...
Hello All, I just read Gamespot's Civ V On the Cheap article... and it had a very interesting observation: Enabling the strategic map before...
In the General Forum I found this comment and it got me to thinking: A better mechanic in Civ4 (and maybe even 5) would be to build "suburbs"...
Anyone planning on doing a Mercantile/Scientific city state mod? We have city states that give food, culture, and military units... why not gold...
So I'm considering a few changes to the ships of Colonization based off of research into the ships' different historical advantages over each...
As a new modder I have a quick question to ask the general colonist player: Are Civilization traits (Tolerant, Conquistador, etc.) stronger...
I was just about to go to bed last night when an idea for a mod hit me... would people be interested in a larger starting fleet for each Civ with...
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