markusbeutel
NiGHTS
Sorry for the slight delay - trying to get the file size under 10mb so I can upload it to CivFanatics...
Sorry for the slight delay - trying to get the file size under 10mb so I can upload it to CivFanatics...
Can you reduce the size by compressing it in a rar or zip file?
Version 10.5 - Released to http://forums.civfanatics.com/downloads.php?do=file&id=16650
IMPORTANT: DOWNLOAD/INSTALLATION INSTRUCTIONS!
Note that the following locations could differ depending on where you've installed CIV V.
1. Download and copy file into C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS
2. Delete your cache folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\cache
3. Delete the contents of the ModUserData folder in C:\<username>\Documents\My Games\Sid Meier's Civilization 5\ModUserData
4. Verify your cache and defrag your CIV V files through Steam (right click, properties, local files, verify integrity.
5. Make sure your game is up to date with Patch 1.0.1.383!
6. Load CIV V and click Install button in the ModBrowser.
Changelog:
- Added Nzinga Mbande, queen of the Kongo to the mod as a playable Civ - has a unique Workshop and unique Pikeman.
- Imperialistic Trait now grants a production bonus to Buildings already in the Capital instead of a Worker bonus.
- Wonders no longer become obsolete except for The Great Wall and the Platonic Academy.
- Removed the Jail, and now only Courthouses remove occupied Unhappiness.
- Re-added the Trade Technology -> requires Cartography.
- Added a Galleon to the mod -> stronger than Frigates, (35 strength), but with a weaker ranged attack (20), and doesn't cost Iron.
- Triremes now upgrade to Caravels instead of Frigates.
- Caravel's upgrade to Galleons.
- Nothing upgrades to Frigates - they're a class of their own.
- Added an Indentured Servant unit to Feudalism. It can create Improvements +50% faster than Workers, but costs food like Settlers.
- Fixed RA tool-tip in the diplomacy screen to require Oligarchy, and not Philosophy (which was the vanilla requirement).
- Apothecary now doesn't have a requirement, and grants +1 Food and +1 Science with a 2 maintenance cost.
- Storehouses grant an extra +1 gold, (+3 total instead of +2).
- Added the Statue of Zeus wonder to Warrior Code - it adds a Barbarian Swordsman and Horseman to your side, (0 Unhappiness).
- The Oracle moved from Warrior Code to Calendar.
- Added the Kiyomizu-dera Wonder to Calendar - it adds +2 food to bonus resources, +4 gold to luxuries, and +2 Science to strategic resources.
- Machu Picchu moved to Civil Service.
- Storehouses no longer become obsolete with Electricity.
- Added the Grand Canal Wonder to the new Trade Tech - grants +10% gold from trade routes and +2 Policies.
- Fixed all Tech tool-tips regarding what they unlock.
- Fixed bug where the Teotihuacan wonder wasn't requiring the appropriate techs.
- Fixed bug where the Great Lighthouse was stating it's vanilla bonuses.
- Fixed bug where Ivory wasn't getting it's Temple bonus.
- Fixed bug where the Pont du Gard stated a 50% food bonus when it was really granting only +33% food.
- Fixed bug where the Train Station and Factory required an incorrect amount of Iron to be built.
- Fixed bug where Solar Plants weren't getting their synergy bonus.
- Fixed bug where Public Schools weren't getting their synergy bonus.
- Fixed bug where Research Labs weren't getting their synergy bonus.
- Fixed bug where Hydro Plants weren't getting their synergy bonus.
- Fixed bug where Docks weren't giving a Production bonus to Oil.
- Added artwork for Textile Mill.
- Added artwork for Bakery.
- Added artwork for Foundry.
- Added artwork for Storehouse.
- Added artwork for Levee.
- Added artwork for Settler.
Note: I've had to remove a few artwork additions which will be added back into the mod over the coming days as I merge files and make them more efficient. Seeing as this is more of a content update - it's a bit bloated in terms of overall size. I should be able to get v10.6 down to around 6-7mb.
EDIT: I just realized I that I forgot to give Galleons a range attribute - I re-uploaded v10.5 with this fixed.
Just a quick question: Docks' tooltip says "+2P for Ocean resources", does this mean "sea resources in general" or "only sea resources on ocean tiles"?
I really like your modpack, one can see that alot of thought has gone into its core mechanics.
Just a quick question: Docks' tooltip says "+2P for Ocean resources", does this mean "sea resources in general" or "only sea resources on ocean tiles"?
I'm guessing that the new civ is the same as the one here: http://forums.civfanatics.com/showthread.php?p=10321311
Instead of the UA, what are her traits? I'm guess Organized and Charismatic?
That's correct. IMO, that particular Civ/Leader was the most well done from the community at the moment in that the artwork really fits well with the overall look and feel of the other vanilla CIV V Leaders. I've changed the UB and UU a bit as well from what they originally were - and I've made her Organized/Creative, (unit maintenance discount + free culture in every city).
She also probably has one of the stronger UB's in the game, with the Raffia Mill, (Workshop replacement), getting an additional +1 Production, +1 Culture, and a Gold bonus to Jungle tiles.
What endymon said.The later Era's already have a wide assortment of units available at the moment, and I've tried to space them out so each unit has a window of leverage in the game. Including the more powerful Mech Infantry unit would take away from some of the choices available regarding techs and what units to unlock - as the most dominant strategy would generally be to beeline whatever tech unlocks them.
I do plan on including them, (and the GDR), but this won't be until the Modern/Future Era portions of the Tree get expanded. This probably won't occur for awhile, because if I do this, people will invariably attempt advanced start games, and I haven't even begun to adjust the mod for advanced starts.
1.)I'm not in favor of "more" Civ's, in fact I wish each Civ would only have (1) Special Dynamic Characteristic instead of (2), the Civ's just seem way too similar and with the Civ Advantages the AI have they usually cancel out the Human's Civ's Dynamic advantage anyhow, like in the case of Egypt ... with the research advantage and several other Civ's having a Wonder Building dynamic, with egypt, I rarely build more than 2 - 3 Wonders very early. By the time I research the Tech's from Classical Era on, the new Wonders are already built.