The Pursuit of Historical Accuracy and Immersion
General Overview
Historical Timeline: Tech tree beginning in the Neolithic Era has been reorganized into a historical timeline to provide for more realistic progression through history. Each tech represents an Age instead of an individual...
Hello, friends. Welcome to part two of our Developer Diary covering Millennia’s economy.
Rob kicked things off for us the last time, outlining the different types of Goods and Resources, the role of Needs, and how Workers can scale in more advanced economies.
This time, we’ll build on that...
Kevvy's Modpack
This modpack is available on Steam. Either search there for 'Kevvy's Modpack' or go here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2871172795
A collection of simple mods that buff weak game components. Base benefits remain unless stated otherwise. Currently modded...
Kevvy's Modpack
This modpack is available on Steam. Either search there for 'Kevvy's Modpack' or go here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2871172795
A collection of simple mods that buff weak game components. Base benefits remain unless stated otherwise. Currently modded...
I've been experimenting with trying to scale wonders specifically however I have run into a snag.
Directly editing ( Civ5ArtDefines_Expansion2_Wonders.xml ) will give me properly scaled wonders Red Fort, Parthenon, Globe Theater, Uffizi, Parthenon, Prora.
Trying to add one the lighthouse and...
Mod for the chinese franchise Release that Witch: four new civilizations, one for each major kingdom and their respective leaders, along with unique buildings and units. As always, I've found no errors or problems in my game, but if you find anything, please let me know so I can try to resolve...
Mod for the chinese franchise Release that Witch: five new civilizations for each royal prince and their respect leaders, along with unique buildings and units. I've found no errors or problems in my game, but if you find anything, please let me know so I can try to resolve it.
For...
Enlightenment Era (Vox Populi)
(steam workshop)
Installation
To install, extract to C:\Users\[your username]\Sid Meier's Civilization 5\MODS.
More details in forum thread.
Credits
Pouakai, Janboruta, Sukritact: authors of EE
zwei833: author of RER
Xony: initial version of EE Compatibility...
I've been trying to give some buildings a defense stat that didn't have it originally, like so.
<Row>
<Type>BUILDING_KREPOST</Type>
<Defense>250</Defense>
</Row>
But this gave me a "column Type is not unique" in Database.log. I've been trying to figure...
Hello,
I've recently published a mod, and could really use some help testing it. The mod itself is quite stable, but it adds a LOT of content to the game, so getting all of these new things properly balanced will take the evaluation and perspective of as many players as I can get. Here is a...
It is possible for buildings to require a resource in order to be built, the classic example being the hydro plant.
However, losing your last aluminum or your only source of aluminum (mine is pillaged, city with mine is lost etc) does not have any negative effect on the hydro plant. So in...
What the title says. The new buildings added in my mod have no Civilopedia text, even though I've defined Civilopedia text in the Text.sql file using what I believe is the proper format ('LOC_PEDIA_BUILDINGS_PAGE_BUILDING_*NAME*_CHAPTER_HISTORY_PARA_1').
Other text defined in the same file...
NOTE: the version of the mod in the download area is a very early, experimental and buggy version and should never be downloaded. Ever...
I have finally finished the V0.0 version of the mod, and it is downloadable on Steam at:
https://steamcommunity.com/sharedfiles/filedetails/?id=2422701461...
I wanted to create a New Table for Buildings That changes their Yields with Civics/Techs (with Lua Coding, beause I don't want to use modifiers) like The Improvements with "Improvement_BonusYieldChanges" Table, but came upon an obstacle: Lua Objects. There is no such thing like...
I want to add a new table for Buildings (and maybe also for Units) that would require multiple resources cost and maintenance, ie: Buildings_Requirements (BuildingType, MainResourceType, MainResourceCosts, SecondResourceType, SecondResourceCosts, MaintenanceRecourceType...
So my idea is that I want the cities to look smaller. That is, more buildings in the city center but each are scaled to like 10-20% and the amount is multiplied by 5.
My question is: is this possible? Im just wondering if anyone tried something similar and if you had any success. Or perhaps...
Hey Guys! I wanted to edit the tooltip in the Tech/CivicsTree of Buildings to show more informations (ie. Production Cost, Maintenance, ResourceCost...) just like the one of Units. I am new to lua and just starting to learn it, sp i got the tooltip to show the ProductionCost and the Maintenance...
Hi,
These are the files, including the edits I made discussed in the thread, https://forums.civfanatics.com/threads/terrain-technology-limiting-culture-spread.641656/ .
The modcomp allows for;
1) blocking the spread of cultural influence of terrain types until a pre-requisite technology is...
Adds several new buildings that are unlocked by getting monopolies on resources. Only for Vox Populi.
Compatible with Even More Resources for VP, and More Unique Components for VP.
If you want to disable Civilization unique luxuries (Brazilwood, Cloves, Pepper, Nutmeg, etc.) from unlocking the...
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Attention!
This mod (EFM) contained basic errors, so I closed it. If you saw fantasy in EFM but didn't enjoy the game because of the bugs, you can give...
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