Civ Megapack V3!!! Updated for SVN!!!

Why? It literally does nothing besides providing a much more varied roster of civs.
And at the worst, it could be made a BUG option - who wants, has it, who doesn't, doesn't.
Currently, it requires semi-complicated installation for absolutely no good reason.
So, really, why not?
Also, what about OTHERS?
 
I'm not sure - we had it all in the main mod but it's helpful to not have such a large amount of data there that doesn't HAVE to be. My system is constantly whining for more hard drive space for my pathetic sized c drive and I have 2 have 2 c2c full installs taking up a huge chunk on this core drive to operate as I do so it would not be helpful to clog my system even more full than necessary.
 
The entire difference is about 30 MB, which is about 2% of the whole mod. I honestly don't think it's something that should be judged by its SIZE, lol.
Of course, the decision is yours - I'm just confused about why you are so negative about it.
 
The entire difference is about 30 MB, which is about 2% of the whole mod. I honestly don't think it's something that should be judged by its SIZE, lol.
Of course, the decision is yours - I'm just confused about why you are so negative about it.
yes, but that's about 30% of the room I have left on my c drive. I got one of the SSDs when they were at only about a half TB.
 
Out of curiosity do these new civs come with unique buildings? I found that was a missing element in the mod (still love it though). It would add a lot to replay value.
 
Out of curiosity do these new civs come with unique buildings? I found that was a missing element in the mod (still love it though). It would add a lot to replay value.
"Missing element", loool!
While Vanilla has merely as many "unique" buildings/units as there are civs (multiplied how many each has, which is between 1 and maybe 3), C2C introduces CULTURES!
As in, you can BUILD several HUNDREDS of cultures (divided geographically, so it's quite hard to get ALL of them) - and EACH of them has at least one "unique" building or unit.
That's HUNDREDS of accessible "unique" stuff, but you have to actually "unlock" them, lol.
And yes, unlike Vanilla, ANY civ can eventually unlock ANYTHING "unique" - either directly (whatever belongs in your "geographic region") or via conquest (of civs from other "regions").
This feature is IMMENSE, lol.
To sum up:
In C2C, you choose your playing civ mostly for "regional culture" and for role-playing cosmetics.
And if you (like me) play without "starting traits" - then even more so.
Some subtle stuff still exists, but MOST of your progress now actually depends on YOUR playing style and capability, and I mean it.
It's GREAT!
 
I didn't ever encounter buildings with the cultures, unless that has been a recent change. They allow you to build world units that you can then have construct a series of special buildings, or assign them as a great person to the city. I'm not by any means saying that the game is bad. It just feels like one playthrough is enough without any special buildings. Although just one playthrough is several hundred hours, so I'm not complaining. What however, is the point in making new civs to play if they don't get any special buildings? Why not just create new leaders? I don't really understand.
 
I didn't ever encounter buildings with the cultures, unless that has been a recent change. They allow you to build world units that you can then have construct a series of special buildings, or assign them as a great person to the city. I'm not by any means saying that the game is bad. It just feels like one playthrough is enough without any special buildings. Although just one playthrough is several hundred hours, so I'm not complaining. What however, is the point in making new civs to play if they don't get any special buildings? Why not just create new leaders? I don't really understand.
Buildings are probably instead affected by Continental Cultures (I definitely recall examples of this), so I give you that.
As of now, civs are mostly there simply for role-playing with a small effect of Continental Cultures (and AI civs do behave differently, obviously).
I myself had suggested in the past to eliminate the concept of Starting Civs altogether, allowing each player (even AI) to choose their cultural development direction totally from scratch.
Well, you can see that this idea wasn't accepted, lol.
 
Interesting. I think there is an option to allow your civs to develop naturally in a custom game, so I think the idea was indeed accepted. Does this mod introduce new traits as well?
 
Interesting. I think there is an option to allow your civs to develop naturally in a custom game, so I think the idea was indeed accepted. Does this mod introduce new traits as well?
I always play with Custom Traits and No Starting Traits, which allows to shape TRAITS in unique ways each game.
But that's something totally different.
Traits mean stuff like Zealous and Warmonger, which define your Leader.
I was talking about Cultures like European => English, which give you access to "unique stuff" (mostly units now, but Continental Cultures also unlock some buildings).
While you can always have only one Leader (though with multiple accumulated Traits) - Culture works differently.
You start with your "civ-defined" Continental Culture (for example: European, if your Starting Civ is French), and it's quite tricky to unlock MORE of them.
Namely, except for maybe one or few (I only recall one case now) - the ONLY way to get access to more Continetal Cultures is via conquest of cities from other civs.
For example, if you conquer enough Chinese cities, you may be able (depending on what AI built there) to also unlock Asian Continental Culture (which is "native" for the Chinese civ).
Right now, there are these Continental Cultures: African, Asian, European, Middle Eastern, North American, South American, Oceanian.
In most cases you can guess (or just check the game files) what CC should be present in the civ you encountered, but it also depends on some other factors, sometimes funny ones.
Like, the FUN point about C2C is that if you play a long and crowded (thus random) map with lots of civs, you MAY encounter "Buddhist African Incas", LITERALLY.
 
dumb question..is this civ megapack included in the last version of C2C?

thx
No such thing as a dumb question :)

The extra civs in the mod are not directly included in the main C2C mod. You need to install the Civpack mod manually as described in the download file in the first post.

I use the latest SVN version and can see all the civs with no issues.
 
I'm interested in this modmod, but I have a question regarding load-times/turn-times.
I assume loading then game will take a bit longer - which is fine by me, but does the extra civs impact turn-times?
If I play with, say 8 civs, will the extra possible civs have an impact in the turn-time in that game? I don't know if every possible civs have parameters in a specific game, and therefore impact the computers performance, or whether it doesn't matter, once the game have been configured...
Can anyone say anything about this?
 
I'm interested in this modmod, but I have a question regarding load-times/turn-times.
I assume loading then game will take a bit longer - which is fine by me, but does the extra civs impact turn-times?
If I play with, say 8 civs, will the extra possible civs have an impact in the turn-time in that game? I don't know if every possible civs have parameters in a specific game, and therefore impact the computers performance, or whether it doesn't matter, once the game have been configured...
Can anyone say anything about this?
This simply increases the available civ pool, it doesn't even affect Civpedia's speed in any visible way, let alone anything else. Well, besides the mod folder, but that's trivial.
Your mistake is to assume that the game LOADS all the available civs - when it instead merely CHOOSES from the pool you give it, but loads the correct number you PLAY with.
 
This simply increases the available civ pool, it doesn't even affect Civpedia's speed in any visible way, let alone anything else. Well, besides the mod folder, but that's trivial.
Your mistake is to assume that the game LOADS all the available civs - when it instead merely CHOOSES from the pool you give it, but loads the correct number you PLAY with.
Thank you, that was the answer I was hoping for! 🥳
 
This is something of a cross-post with the main forum, where I started a thread to ask for help.

I don't use SVN and have recently installed V43 with the Megapack mod added. The civs work fine, but! There is a big problem too: I can't build cultural units or heroes anymore. Even when I have built the culture and have added all the required resources, techs and what-not in World Builder, the cultures show as built in the city screen but as unavailable among the culture resources. The relevant units are also unavailable because they lack the culture resources. Like I wrote before though, I have actively built the cultures but the units are still unavailable eventhough I have all requirements needed.

Upon uninstalling and re-installing my game and the mods I use, I discovered that it's the Megapack mod that fouls it up. Without it, I can build cultural units and heroes just fine. So either:
- Something about this mod is incompatible with building those units and prevents the built cultures from actually showing up and thus working as available resources.
- I have misinstalled the mod somehow. I installed it in my folder /Mods/Caveman2Cosmos and replaced all duplicate files when asked to. Is that how I should have done it or did I make a mistake in doing so?
I'd really appreciate the help as I love playing with the Megapack Modmod. But then, I also love having many cultural units and heroes.
Thanks.
 
This is something of a cross-post with the main forum, where I started a thread to ask for help.

I don't use SVN and have recently installed V43 with the Megapack mod added. The civs work fine, but! There is a big problem too: I can't build cultural units or heroes anymore. Even when I have built the culture and have added all the required resources, techs and what-not in World Builder, the cultures show as built in the city screen but as unavailable among the culture resources. The relevant units are also unavailable because they lack the culture resources. Like I wrote before though, I have actively built the cultures but the units are still unavailable eventhough I have all requirements needed.

Upon uninstalling and re-installing my game and the mods I use, I discovered that it's the Megapack mod that fouls it up. Without it, I can build cultural units and heroes just fine. So either:
- Something about this mod is incompatible with building those units and prevents the built cultures from actually showing up and thus working as available resources.
- I have misinstalled the mod somehow. I installed it in my folder /Mods/Caveman2Cosmos and replaced all duplicate files when asked to. Is that how I should have done it or did I make a mistake in doing so?
I'd really appreciate the help as I love playing with the Megapack Modmod. But then, I also love having many cultural units and heroes.
Thanks.
Try THIS one, maybe?
https://forums.civfanatics.com/threads/civ-megapack-v3-updated-for-svn.673932/page-3#post-16370034
Or just switch to SVN, lol, not sure why people sometimes don't like it - it's way better than the previous releases (and bugs are in both anyways, lol).
 
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