'Mod of the week' on Facebook & Twitter

Pouakai

It belongs in a museum.
Moderator
Joined
Jun 16, 2010
Messages
7,176
Location
Aotearoa
The CivFanatics staff is currently looking into ways to increase our presence in social media, particularly on Facebook on Twitter. Our first project of this sort is to feature a "Mod of the Week", in which we will showcase new and exciting mods which people may not be aware of, with the aim of showing off what our community has to offer.

If you'd like your mod to be featured, we need you to provide a summary of its content (in no more than 200 words), setting, features, goal and the like. Think of it as a blurb on the backside of a book cover or DVD case and include everything that would get a player interested in playing it. Of course the mod creator doesn't have to write the post himself, but his approval is required. The author must supply links to the mod's discussion thread and download location (note that this information is not included in the 200 word limit). We'd also like to have an image which can accompany the post.

The general idea is to cycle through mods from the different games of the Civ series with emphasis on Civ5, which means that we would feature a Civ5 mod every fortnight, broken up alternately by a Civ4 mod and a Civ3 mod. But that can change depending on the number of submissions.

You can submit your mod here, and we're open to any feedback you have on the idea
 

Pouakai

It belongs in a museum.
Moderator
Joined
Jun 16, 2010
Messages
7,176
Location
Aotearoa
As an example of the sort of post we're looking for, here is the first one (for which we used the India Civilization Pack, since it was a new, reasonably large mod from one of the people involved, so it was easiest to use for launch)

Welcome to our first 'Mod of the Week' - Civ5 'Indian Civilization Pack' by the 'More Civilizations' team.

This pack modifies the vanilla civilization of India and adds four additional civilizations from different points in India's history in order to better represent the subcontinent's rich history. The Indian subcontinent has been home to many empires and cultures which have risen and fallen throughout its recorded history. These include the ancient Maurya Empire, the Chola Empire, the Mughals, and the Maratha. These empires all have unique playstyles and focuses, from cultural bonuses during peace based on the success of the preceding war for the Maurya, to the naval dominance of the Chola, and from the firmly militaristic Maratha, to the cultural builders of the Mughals. Additionally, Vanilla's India has been overhauled to replace the uniques which were stolen (UU to Maurya and UB to Mughals), and now is a tall religious empire with bonus Gurkhas. The India Civilization pack is one of the most polished civilization mods yet, with the four new civs featuring Dawn of Man voiceovers by Andrew Holt and compatibility with Gedemon's YnAEMP True Start Location maps.

More info & discussion >>> http://forums.civfanatics.com/showthread.php?t=494241
Steam Workshop download >>> http://steamcommunity.com/sharedfiles/filedetails/?id=242272997&tscn=1395819495
CivFanatics Database download >>> http://forums.civfanatics.com/downloads.php?do=file&id=22462

 

JFD

Kathigitarkh
Joined
Oct 19, 2010
Messages
9,131
Location
The Kingdom of New Zealand


The Kingdom of France by JFD and Janboruta.

This mod splits the vanilla France into two civilisations: Bourbon France as led by King Louis XIV and Napoleonic France as led by Emperor Napoleon I. An initiative by Janboruta, vanilla France does not in any way reflect its leader: Napoleon, but fits perfectly with the grandiose Sun King. Thus, Louis XIV has been assumed as the leader of the tourism-focused vanilla France, whilst a new UA and new unique units that emphasise the role of Great Generals have been given to Napoleon. The congruency and historicity of these uniques have been carefully planned between myself and Janboruta, and should offer an experience befitting the legendary Emperor of France.

In addition, this mod features an exhaustive number of unique diplomacy lines for Louis XIV, a historically and aesthetically accurate map of Napoleon's Empire to replace the vanilla map, which included a number of discrepancies, superb musical themes for Louis, integrated true start location for Gedemon's YnAEMP, and a civilopedia not just copy-pasted from Wikipedia; making it the most polished of my mods yet.

More info & discussion >>> http://forums.civfanatics.com/showthread.php?t=474393
Steam Workshop download >>>http://steamcommunity.com/sharedfiles/filedetails/?id=244854883&searchtext=
 

Camikaze

Administrator
Administrator
Joined
Dec 27, 2008
Messages
27,333
Location
Sydney
Okay, JFD's mod will most likely be 'Mod of the Week' this week unless a competitor appears!

@Ekmek - that's a good idea; hopefully one of those mod authors will write a summary for their work to be featured at some stage!
 

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
Reform and Rule (BNW)

This mod alters every social policy and ideology tenet. This mod is more than a mere "balance patch". Most policies include effects that are unlike any existing policies and a few are unlike anything else in the game. These unique effects (like Patronage encouraging the capture of city-states, Commerce giving gold when your treasury is empty, or Freedom giving you "birthplace building" when a great person is born) enable all new strategies that require a different perspective from standard play. The subtle synergy that is woven throughout the policies adds up to an impact that is more than the sum of its parts. This is a mod you can play dozens of games with and still experience the thrill of discovering new techniques to take advantage of.

(There are pictures of all the new social policies at the workshop and discussion thread. If you have the space I think they would be useful to include.)

Steam Workshop >>> http://steamcommunity.com/sharedfiles/filedetails/?id=187067802
CivFanatics thread >>> http://forums.civfanatics.com/showthread.php?t=512565
Download from CivFanatics >>> http://forums.civfanatics.com/downloads.php?do=file&id=21934
 
Joined
Aug 8, 2013
Messages
823
M24 -- just downloaded it, looks like an awesome mod. Piety still might be underpowered though :). But this really shows some promise. (Wish it worked with JdH's multiplayer mod manager, though!)
 

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,376
Location
Little Rock
I'd like to submit City-State Diplomacy Mod (CSD) for consideration. CSD has been around since the early days of CiV, and has grown dramatically over the years. CSD remains one of the most-used mods for CiV, with over 20,000 downloads since version 1 way back in 2010. Since the release of BNW, CSD has expanded its focus to include new resolutions in the World Congress, new quests for city-states, and novel methods of securing votes for a Diplomatic Victory. In short, CSD, though it began as a simple means of circumventing the 'gold-for-minor-civ-influence' mechanic, is now a major overhaul of the diplomatic victory.

Below you can find an excerpt from the introductory post on CSD's main thread in the Modpacks forum. If you need additional information (or if I've posted too much information), let me know!

Cheers,
G



- Mission -

To give Civilization V a better, more realistic simulation of geopolitics via a new system of city-state diplomacy.

- Design Philosophy -

This mod is a complete overhaul of the city-state diplomacy system. It removes the 'Gifts of Gold' mechanic, introduces a new, unit-based system of influence, and adds many new city-state quests. This mod also greatly enhances the World Congress by adding additional means of gaining votes, new congress resolutions, and strategies for players that wish to use diplomacy to harm other players and benefit themselves.

Players are encouraged to build and use diplomatic units and/or complete city-state quests if they wish to earn influence. Because city-state diplomacy now requires production, time, and planning, players must actively and consciously strive to maintain good relations with city-states throughout the game. Furthermore, diplomatic units, being defenseless, are liable to capture or destruction if sent too far from safety, thus city-state diplomacy now utilizes a risk-reward system.

All of the features of CSD, from diplomatic units to world congress resolutions, have been thoroughly tested for balance and gameplay value. The AI has been trained to utilize every new system in CSD, and will play a much smarter diplomatic game in and out of the World Congress.

- This Mod Includes -

- 4 new diplomatic units (unlocked sequentially via the tech tree)
- 1 new great person (with an independent great person track)
- 1 new specialist
- 1 new improvement (the Embassy, which grants +1 vote in the WC)
- 2 new diplomacy-centric buildings
- 6 new national wonders (3 of which are unique to specific ideologies)
- 3 world wonders
- A modified Patronage tree
- 6 new world congress resolutions (2 of which are projects)
- 7 new city-state quests
 

Camikaze

Administrator
Administrator
Joined
Dec 27, 2008
Messages
27,333
Location
Sydney
As there was no Civ3 or Civ4 submission for this week, the City-State Diplomacy Mod is this week's Mod of the Week, following Reform and Rule last week.
 

Gazebo

Lord of the Community Patch
Supporter
Joined
Sep 26, 2010
Messages
18,376
Location
Little Rock
Do either of you have larger versions of this image (e.g. 600x600 or above) that could be used?

I don't, sorry. I also didn't see this message until just now - also sorry!

As there was no Civ3 or Civ4 submission for this week, the City-State Diplomacy Mod is this week's Mod of the Week, following Reform and Rule last week.

Yay!
G
 

ispanets

Warlord
Joined
Apr 1, 2013
Messages
135
Location
Moscow
The Lord of the Rings Scenarios (1650, 2950 of the Third Age) lets you experience the world of Tolkien inside your favourite strategy game. There are some games available in the market dedicated to the Lord of the Rings, but only a few treats the game from its strategic point of view.

In LOTR scenarios, you will find not only strategy, but also the features of a role-playing game (heroes, magic, spells, artifacts). With an amount of 22 civilizations (free peoples, dark servants and neutrals), you can choose the way to rule your country. New policies (magic, plundering, assassination), char units (heroes, mages, agents, emmissaries...), new abilities (spells, influences, robbery, assassination...), up to 120 artifacts hidden in the map, new units, encounters, a new action button system. This is only part of what you will find in the game.

These scenarios also include other mods:
- Allstars mod (featuring a new hero system)
- Faerun mod (new policies)
- 34 DLL from whowards
- Many other components made by me(Khose Galkin) and other Civ V fanatics modders.

You can check the wiki of the scenario at http://lord-of-the-rings-civ-v.wikia.com/wiki/Lord_of_the_rings_civ_v_Wiki.

The thread of the game is in: http://forums.civfanatics.com/showthread.php?t=503916
 

Attachments

  • newback.jpg
    newback.jpg
    302 KB · Views: 263

WesW

Warlord
Joined
Mar 14, 2002
Messages
143
Location
Florence, AL.
Mod thread: http://forums.civfanatics.com/showthread.php?p=13214860#post13214860

The Medmod VI for BNW is a comprehensive balancing/editing mod which seeks to improve AI performance, game-flow and overall balance, as well as expand the existing unit line-up. (Gods and Kings and the Spanish DLC are required.)

Here are just some of the mods main features:

AI development and behavior- Settings for roads, land and city development have been set to high.
Warmonger hatred has been set to 2.
I got the AI to build armor units instead of anti-aircraft units.

Up to three units may now be stacked on the same tile.

Eight new unit classes have been added to the game.

Flood Plains now give an extra food, and Forests give +1 prod. and -1 food.
Improving resources now gives a Base 2 bonus.

Towns (Kasbahs) are a new type of tile improvement added to the game.

The cost of purchasing units and buildings has been reduced by about a third.

Lighthouses now add 2 food to Lake tiles, and can be built in any city.
Observatories can be built in cities 2 spaces away from mountains.

Colosseums and Zoos give 3 happiness, while Stadiums give 4.

For National Wonders, the required number of buildings has been changed from "all cities" to between 4 and 6.
The Ivy League is a new National Wonder that adds 1 point of output to all Specialists.

Tech costs have been increased significantly.

Sorry if this goes over the word limit, but it really is just a sampling of the mod's main features. A full readme file is posted in the mod thread.
 

Camikaze

Administrator
Administrator
Joined
Dec 27, 2008
Messages
27,333
Location
Sydney
Okay, the LOTR scenarios was mod of the week this time.

The next Civ5 mod of the week will likely be in two weeks time.

@WesW - I'd love to have Medmod VI as a mod of the week, but the text does need to be substantially shorter. I'm not familiar with the mod, so it'd be best if you could cut it down to 200 words, rather than me having to figure out a blurb. :)
 

Machiavelli24

Mod creator
Joined
May 9, 2012
Messages
818
Race for Religion (BNW)



Race for Religion is more than just additional beliefs. Experience a new dynamic around religion while still being compatible with other mods, even those that add new religions. Don't get left behind in the Race for Religion!
  • Every pantheon belief provides a way to generate faith. Pick one that fits your circumstances and strategy. Using it well will ensure your success in the Race for Religion!
  • Once you have a religion your founder belief will spread it to the corners of your empire and beyond! Proselytize and profit at the same time.
  • A cornucopia of followers beliefs guarantees that no two games of Race for Religion will unfold the same. No matter your unique style or strategy there is a follower belief that will benefit you! Try to find all the subtle synergies you can!
  • Enhancer beliefs will allow your foreign worshipers to contribute to your cause. Become an international religion and nothing will be able to stop you!
  • Reformation beliefs provide alternative ways to spend faith. They enable faith to be used to acquire buildings, military units or even Great People.

Key Mechanical differences:
  • Dozens of new beliefs.
  • The cost to found a Pantheon does not increase as other players found Pantheons. Founding a Pantheon always costs 10 faith.
  • When a religion is enhanced the distance at which it generates pressure is reduced from 10 to 6.

(I also have images that show the various beliefs. If you have the space it may be helpful to include them in the post).

Steam Workshop >> http://steamcommunity.com/sharedfiles/filedetails/?id=180953757
CivFanatics thread >> http://forums.civfanatics.com/showthread.php?t=510231
CivFanatics download >> http://forums.civfanatics.com/downloads.php?do=file&id=21843
 

Camikaze

Administrator
Administrator
Joined
Dec 27, 2008
Messages
27,333
Location
Sydney
@WesW - I also require some sort of image for the facebook post. It doesn't have to be a full cover image, but can simply be a screenshot from the game with an updated tooltip, for example. :)

Race for Religion is this week's Mod of the Week - Medmod VI will definitely be featured in Civ5's next slot if there's an image available. There will be plenty of opportunities, so I thought it'd be best to wait for an image rather than put it out within one.
 
Top Bottom