For now my
Serps Multiplayer Modpack Improved Gameplay is finished
I will test it more deeply in some weeks, but I think it is playable already, I found no bugs during a quick testing.
So it is kind of a
beta version. You can test it and report bugs.
The aim is to not change gameplay, but improve it! That means there are alot of great mods out there. But some of them would unbalance the game, so I only use balanced mods or balance them myself with some changes.
I translated most of the mods into german. But not everything, since it would be too much work (e.g the 90 new pantheon beliefs). Feel free to translate it and send me the translation
And of course you can play it in english
It should be played with EUI:
http://forums.civfanatics.com/showthread.php?t=512263
(since I deleted some files (YieldPlotManager from Various Components DLL) to make it compatible with EUI)
Also try the communitas map, it's great! (just download the map and copy paste it in Documents\My Games\Sid Meier's Civilization 5\Maps . Now you can also play it in multiplayer)
Download:
http://www.file-upload.net/download-10579372/MP_MODSPACK_Improved_Gameplay_multi_v14.zip.html - multi version v14 beta
Known Bugs:
-
Installation:
Simply unpack the zip file with 7zip/winrar or simular and copy paste the result into Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC .
Now a list what my modpack contains, with a short description and in some cases my changes. You can find the original mods (with more detailed description) simply by google the names

I took about half of the mods from the great collection from whoward:
http://www.picknmixmods.com/main/home/home.html
- (BNW) Leugi's Barbarian Inmersion Enhancements (v 1):
Desc: Harder and smarter Barbarian with some special promos depending on the age and sometimes barbarian Generals in their camp.
Settings: settings_BarbarianNames = 0, settings_BarbarianChangeAll = 0, settings_BarbarianPromos = 1, settings_BarbarianGenerals = 1, settings_BarbarianUnhappiness = 1, settings_BarbarianEvents = 0
My Changes: You can gain up to 150 XP via fighting barbarian. Reduced value "BARBARIAN_CAMP_ODDS_OF_NEW_CAMP_SPAWNING" from 3 to 2. Raised "BARBARIAN_CAMP_MINIMUM_DISTANCE_CAPITAL" from 4 to 5. Raised ""BARBARIAN_CAMP_MINIMUM_DISTANCE_ANOTHER_CAMP"" from 5 to 6.
- AI - Smart (v2):
Desc: AI acts much smarter, especially in fights.
- AI - Warmonger Adjustment (v1):
Desc: Adjustments to the warmonger threat received from capturing cities
- Buildings - Guilds Great Work Displays (v 2):
Desc: Adds three Great Work slots to each guild. To maximise the theming bonus the slots must be filled with Great Works from consecutive eras
- Buildings - Storage Yard and Stockpile (v 1):
Desc: A stockpile is a reserve of building materials (production) that can be used to jump-start the city's next building project.
- Buildings - Upgrade System (v 12):
Desc: Most basic buildings in town can be upgraded, which will increase the gain +50%, but costs +100% maintance.
- Civ5ModVorposten (v 1):
Desc: My own little improvement, it does provide +50%defense and costs 3 Gold/turn maintaince. I use the graphics from the Lookout-Tower Mod and the abilities from the Fortress Borders mod, to create a new improvement to expand your territorium without building cities. (More details see Fortress Borders)
- Diplomacy - Auto-Denounce (v 1):
Desc: Human players will auto-denounce AI players before going to war with them
- DLL - Various Mod Components (v 66):
Desc: Whowards mod components, to play with all his awesome mods/bugfixes with one single dll.
- Ethnic Units (v 31):
Desc: Most units gets great new graphic designs depending on their civilization!
- Faster Aircraft Animations (v 3):
Desc: like the name says ^^
- Fortress Borders (v 2):
Desc + My Changes: Normally this mod would give Forts culture borders. But I deactivated that (because we need normal forts), now only my new improvement "Vorposten" has this ability (german for outpost/picket). You can build it everywhere, except ressources and water/ice/mountains..
. You will gain controll over the tiles next to it. But: If more than 5 turns no unit is stationed there (or the Vorposten is removed), the land goes back to nature. And if an enemy unit is stationed there, the land and the Vorposten become the own from this enemy. So you should not build this near your town, since you could loose land you already captured with your city. In this new territorium you can improve your units, heal faster and also build improvements to get access to ressources, so everything you can do in your own territorium! (I also fixed some problems from the original mod)
- Gibraltar, Reef, and Krakatoa Fixes (v 101):
Desc: Better placement from these Natural wonders on maps.
- Global - 2 Units Per Fort (v 1):
Desc: Two Units at once can be in one Fort!
- Global - 3 Units Per City (v 1):
Desc: Two Units at once can be in one City! (yes only two, not three
)
- Global - City Bombard Range (v 2):
Desc: The city bombard range depends on your age. In the first age it is just 1 tile. Then 2 tiles. And someday up to 3 tiles range
- Global - City Forest Bonus (v 3):
Desc: Give initial production boost for cities founded on forests, as if the forest had been chopped down by a worker (so in the beginning it could help to found the city on a forrest
)
- Global - City States Gifts (v 4):
Desc: While discovering a new city state, they will give you a gift of gold (mercantile), food (maritime), culture (cultural), faith (religious) or (possibly) a unit (militaristic). In addition to the specific gift a friendship boost is also given - city states are sociable, they like meeting great nations! The first team to meet a city state gets more than subsequent ones, and the leader of the team gets more than the other team members.
- Global - City Working Distance (v 7):
Desc: The cities can now work at up to 5 tiles away from the city and you can also buy these tiles with gold!
Settings: To work on 4 tiles you have to research Civil Service. To work on 5 tiles you have to research Railroad.
- Global - Commander Influence Borders (v 1):
Desc: You can see the Influence of Genreal and Admiral.
- Global - CS Liberate After Buyout (v 1):
Desc: City States can be liberated after being married into the Austrian Empire or assimilated bt Venice
- Global - CS Raze Rarely (v 2):
Desc: City States will only raze captured cities if it will make them very unhappy (happiness less than -10) as opposed to just unhappy (happiness less than 0)
- Global - GA Happiness (v 1):
Desc: During a Golden Age, any excess happiness continues to accumulate towards the next Golden Age
- Global - Grateful Settlers (v 2):
Desc: Other player's settlers captured from Barbarians will sometimes remain as settlers and not convert to workers. The chance depends on the relationship between the original civ and the capturing civ and the popularity difference between the two civs
- Global - Local Generals (v 2):
Desc: Great Generals and Admirals gained from combat experience spawn in the war-zone and not in a distant city
- Global - National Wonders Exclude Razing (v 1):
Desc: National Wonders (NW) requiring a building in every city exclude those being razed (in addition to excluding puppets)
- Global - Naval Nearest Water (v 2):
Desc: Fixes the problem where the naval units jump to the nearest city and not the nearest available water plot
- Global - No Conquered Spaceships (v 2):
Desc: Capturing a capital will destroy any parts of a partially assembled spaceship. Parts in transit are not affected.
- Global - No Followup From Cities (v 3):
Desc: Units attacking from a fortified position (cities, citadels and forts) will not follow-up into the hex if they kill the defender, but they will remain within their walls.
- Global - Passable Forts (v 3):
Desc: Ships may enter forts/citadels
Settings: Only Forts/Citadels next to a coast tile are passable.
- Global - Pro-rata Buildings Purchase (v 2):
Desc: Partially constructed buildings in a city can be rush bought for a discount
- Global - Religious Settlers (v 1):
Desc: Settlers (and other units capable of founding a city) from a city with one or more religions will take a random religion with them. When the new city if founded it will fully adopt that religion. If the "Global - Grateful Settlers" mod is active, if the re-captured settlers are of the religion founded by the liberator, there is a greater chance they will remain a settler unit.
- Global - Spice Islands (v 1):
Desc: Changes Indonesia's trait such that the bonus luxuries appear around the city as workable resources, instead of under it.
- Global - Truly Free Great People (v 1):
Desc: Great People from policies, traits, buildings, etc, do NOT increase the cost of earnt GPs
- Global - Venice Keeps Resources (v 1)
Desc: Mercantile City States acquired via a Merchant of Venice do not lose their unique resources
- Goody Huts - No Auto-Mapping (v 2):
Desc: Removes maps and barbarian camps from automatic goody hut outcomes, units that can pick their goody hut outcome may still choose a map.
- Goody Huts - Tech Refund (v 7):
Desc: If a Goody Hut gives the currently being researched tech, transfers a percentage of the research lost to a tech dependant on the one discovered
- Improvement - Airbases (v 12):
Desc: Adds a buildable airbase improvement that permits up to three aircraft to be stationed on a tile, or five after radar is researched.
- Improvement - Farm Replacement (v 1):
Desc: Fixes a bug from farm improvement. This mod replaces the layout handler used for Farms with RANDOM and adds new, non-era specific, graphics for farms.
- Improvement - Lookout Towers (v 1):
Desc: I only use the graphic from this improvement for my "Vorposten". The rest is deactivated.
- Improvement - Tunnel (v 4):
Desc: Tunnel Boring Machines (TBMs) construct tunnels through mountains. Like workboats, once the tunnel is built the unit is consumed. Tunnels create a rail link across the tile and once the link is established ANY unit may traverse the mountain tile
- Improvement Upgrades (v 1):
Desc: Alot new improvements, that can be build over the old improvements, to further improve outputs E.g.: Enchanced Mine, En. Quarry, Fair Trade Plantation, Hunting Lodge, Ranch, Sawmill... Adds also improvements like Ski-Resort, Beach-Resort, Suburb and many more. They all can be build in the middle/late game.
My Changes: There were some bugs with some of these improvements. I did my best to solve them and I think I did (although I tested not every building, only the ones used the most). Also these improvements are very powerful, that's why now you can't place two of the same kind next to each other. And I added the new luxuries to the enchanced mine/plantation.
- Jungle Yields Mod (v 100):
Desc: Lumbermill/Sawmill can be build on Jungle. And if you remove Jungle, the next city will gain a production boost. Ths mod makes the jungle more equal to the forest.
My Changes: The mod removed the science boost from university+jungle. I deactivated this, so jungle can give science.
- Low Resolution Improvements (v 4):
Desc: The file size of the improvements' art is reduced allowing the game to load them quicker which can reduce lag from many improvements without changing their appearance noticeably.
- Maps - Random Goody Huts (v 6):
Desc: Generate random goody huts on fixed maps (ie .Civ5map files, not map scripts)
- More Luxuries (v 155):
Desc: Adds new Luxuries: Amber, Lapis, Jade, Coffee, Olive, Perfume, Corall, Tabacco, Tea, Glas (Glas only from mercantile city states)
- NaturalWonders - Equality (v 5):
Desc: Changes Natural Wonders such that the combined Happiness, Food, Gold, Scrience, Productuon, Culture and Faith yield is eight
- Policy - Free Warrior:
Desc: Free combat unit with the Honor Policy (in much the same vein as you get a free Settler and Worker with Liberty policies)
- Policy - Reveal Capitals (v 6):
Desc: Patronage reveals City States and Commerce reveal Capitals of other civilizations. You will still have to trek to each location to meet the City State, but at least you will know where they are.
- Promotions - AntiAir Specialisations (v 1):
Desc: Replaces the land-attack Drill and Shock promotions for AA units with air-attack Interception and Flack promotions.
- Promotions - Extra Cargo (v 5):
Desc: Two promotions to increase cargo capacity (ie extra planes or missiles for Carriers, Cruisers and Subs)
- Promotions - Jet Long Range Recon (v 3):
Desc: Jet Fighters gain +2 reconnaissance range
- Promotions - Terrain Crossing (v 3):
Desc: Some new promotions like Alpine Corp, Arctic Corp, Ice Breaker, Ocean Explorer and Deep Water Embarkation. To make units to be able to walk over ice/mountains and so on.
- Rebalanced warfare (v 2):
Desc + my changes: Changes ranges and some starting promotions from units. I set the following: All Siege Units get the promotion Indirect fire, allowing them to shot over forest/hills/mountains. All siege units after the catapult (catapult still has 2) will have a range of 3! So now they are really powerful against cities. Gatling guns, machine guns and bazooka units have range 2 and reduced melee strength. Normally Infantry units would get the siege promotion with this mod, but since this would be much to powerful, I removed this.
- Reforestation (v 8):
Desc: You can plant a new forest with workers! In addition to that there is a small chance a forest ressource will appaer at this tile!
My Changes: It takes now twice of the original time to build a new forest, since otherwise it would be too powerful.
- Religion - Beliefs Expansion Pack (v 25):
Desc: Add approx. 90 beliefs, These beliefs are mostly an expand from existing beliefs for a wider choice for all beliefs type. For example: Vanilla belief gave (+1 Happiness from shrines), i expanded this belief and made 6 of them out of it with all a different ressource bonus (Culture, science etc..)
My Changes: Added the new Luxuries Lapis, Amber and Jade to the Mine God. And added the new enchanced improvements to the improvement gods.
- Religion - Fixed Pantheons (v 1):
Desc: Increases the faith for a Pantheon to 20 (from 10) but removes the per-Pantheon increment (so all players get their Pantheon at 20 faith) [in my test games it's alway 13.. but it does not increase, so everything is fine]
- Religion - Fixed Prophets (v 2):
Desc: Removes the random element from how much faith is required for pre-Industrial era prophets
- Religion - Improved Customization (v 15):
Desc: This mod allow any civilization to choose a bonus belief to give you more choices when you found a new Religion. (Just like the Byzantine). Accordingly, Theodora's trait have changed to: 'All cities get a Free Shrine. Holy Sites provide 50% more Faith'
- Resource - Granary Includes Bison (v 3):
Desc: like title says.
- Ressource - Mint Include Copper (v 2):
Desc: like title says.
- Speedy Starting Settler (v 1):
Desc + my changes: The starting settler (and only the starting one) is faster. It ignores tiles costs and as a movement of 6 (original was 10, but I think 6 is enough).
- Tech - Satellites Reveal Cities (v 9):
Desc: Satellites reveal cities, making them targetable without line of sight.
- Terrain - Brazilwood Camp Extension (v 3):
Desc: This mod extend the ability to build the improvement : Brazilwood Camp, to every civilization. Accordingly, a unique building has been added to Brazil civilization: the 'Jesuit Church', wich replaces the Garden.
- Terrain - Kasbah Extension (v 3):
Desc: This mod extend the ability to build the improvement : Kasbah, to every civilization. Accordingly, a unique building has been added to Morocco civilization: 'The Riad', wich replaces the Garden.
- Terrain - Polder Extension (v 3):
Desc: This mod extend the ability to build the improvement : Polder, to every civilization. Accordingly, A Unique building has been added to Netherland civilization: The 'Polder Mill' wich replaces the Windmill.
- Terrain - Pontoon Bridge (v 3):
Desc: A pontoon bridge permits land units to cross small, shallow bodies of water. Can be build be an embarking worker, which is consumed building it. Can only be build on water with at least 4 land tiles around it.
- Terrain - Poor Tiles Tweak (v 2):
Desc: This mod gives a minor base yields and unlock some worker improvements possibilities for poor or useless terrains like snow and desert. Removing the irritating penalty of having tiles that cannot be worked by the city within the city range and making Nordic or 'Oasisless/floodplainless' Desertic cities a little more viable.
- UI - Trade Routes Enhancements (v 6):
Desc: Adds * View/Recall/End option to Trade Routes Overview * Reduces city entry size when re-homing a trade unit * Display destination cities in the tooltip when rehoming. Domestic trade routes (shipping food/prod) can be cancelled immediately (ie don't send any more stuff). International trade routes (gold) can be recalled, and will end when the trade unit reaches its home city
- Unique Policy Buildings (v 4):
Desc: This mod adds a unique building unlocked by each policy tree. Each building is unlocked by the policy opener. (More info see steam workshop)
- Units - Cheap Workboats (v 2):
Desc: One Worker (cost 70 hammers) can build/repair an unlimited number of improvements, but one Work Boat (cost 50 hammers) can build/repair only one. This mod reduce costs of Workboats.
- Units - Colonists and Pioneers (v 2):
Desc: Adds the Pioneer and the Colonist: Midgame and lategame settlers that founds cities with additional population, territory and buildings. turn into a workers upon founding a city. Unlocks at Compass and biology. Spanish conquistadors found cities like Pioneers.
- Units - Mech Infantry (v 9):
Desc: Mech Infantry - Power Suits for the Modern Infantry Man
- Units - Multiple Upgrades (v 2):
Desc: Warriors have an alternative (non-iron) upgrade path via Spearmen and Pikemen. Pikemen have an alternative (non-mounted) upgrade to Musketmen. Crossbowmen have an alternative (non-ranged) upgrade to Riflemen
- Units - Population (v 7):
Desc: Refugees from captured cities that are being razed. Units spawn at random from captured cities that are being razed and represent the displaced population that are willing to settle elsewhere in the new empire. Move the unit to a new city and garrison it to add the unit to the population of that city.
- Units - Prospectors (v 7):
Desc: Prospectors can extract gold and resources from Gems, Gold, Silver, Marble and Copper (G&K) outside the civilisations borders
MyChanges: Added the new luxuries Lapis, Amber and Jade
- Units - Starting Scout (v 1):
Desc: You start with a Scout instead of a warrior.
- Units - Subs Immune Under Ice (v 2):
Desc: Like title says.
- Units - Visible Trade Units (v 1):
Desc: Trade Units does not disappear in fog. Now you can always see them.
- War - Less Damaged Captured Cities (v 3):
Desc: This mod reduce the damage to population and buildings that is instantly applied to a city when you capture it.
- Workable Mountains:
Desc: Mountains can now be worked by cities once they have a yield. They don't start with one, but a small number of buildings can improve them. (For more info see workshop or CivFanatics)
A big Thanks to all the modders who created these and other fantastic mods!
Changelog:
v11:
Bugfixes:
- Added Truffles to Hunting Lodge (en+de)
- Added Cocoa to Fair Trade Plantation. (en+de)
- deactivated some barbarion immmersion changes: tech percent, minimum distance, first turn percent (de+en)
- added some missing translations (de)
- fixed double files that I included by accident in the german file (de)
v12:
- a multi language version, which includes german and english
- Corrected some typos (german text)
- Fixed a bug in barbarion immersion, which removed the terrorists promotion
- Barbarian generals will spawn not before the average age of all players is classic or higher (that way the barbarian are not that heavy during the first exploration)
- Reduced the possibility of spawning barbarian generals from 1/40 to 1/120 per camp. With 1/40 after ~30 turns in nearly every camp was a general, which was too much.
- Added the mod "Wonder Race (v4)". Now you get a message, when someone else is building the same wonder like you.
- Translated the gifts-text of city states into german.
- Added +2 Sight Range to the Speedy Starting Settler.
v13:
- fixed a bug introduced in v12, which prevent barbarian camps from spawning (so in v12 are no barbarians)
v14:
- removed "Multiple Upgrades" mod, till I know how to make it multiplayer compatible
- Changed text from "Wonder Race" Mod. You now get only an info, if someone builds the same wonder, but you will not know if you are winning or loosing.
I wish I could add Active AI, but unfortunately I'm not able to merge two dll files =/ But I got the information from JDH, that he plans to make his dll code public after the next big update. Maybe there will be some guys that are able to merge this with other dlls like the community patch.
@cicero225:
After adding the german textdatabase function, the override files only contains the german text and no english text.
My CopyTextDatabaseGerman() function does look exactly like the en_US function. I just changed en_US into de_DE. Should I change more, e.g variable names to get more than one language, or isn't it possible to get a multi version?
I tried to do merge the english and german versions textfiles (this units_mongol file). But this seems not to work. When I try to start a game, it will crash back to desktop.