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Requested Mods

Discussion in 'Civ5 - Creation & Customization' started by Alex_K, Sep 23, 2010.

  1. hereford12

    hereford12 Chieftain

    Joined:
    May 23, 2012
    Messages:
    4
    I'd love to see a good fantasy mod a la FFH (broken record I know). That mod was one of the best games I ever played.
     
  2. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    There are a few that people are working on, so with any luck some should start appearing.
     
  3. lord_graywolfe

    lord_graywolfe Wolfman

    Joined:
    Jun 7, 2005
    Messages:
    717
    Location:
    Washington
    well after trying the game from time to time i still end up going back to civ IV. i get bored with V quickly, i have found a mod that allows units to stack and that made it a bit more fun but there are still a couple of issues that bug me

    i still want all gunpowder units to attack from range like archery units

    i want to have actual naval transports not the army units turning into boats. that is maddening for so many reasons.

    and finally i would like to be able to actually for alliances with the other civs. you become their friend and they say maybe something will come of this but there is no option to form any kind of long term alliance.

    maybe i will find something close to these and be able to play again.
     
  4. SG-17

    SG-17 Deity

    Joined:
    Sep 23, 2006
    Messages:
    2,617
    I haven't read through all 24 pages but does anyone know if there is a version of Civ4's Rhye's and Fall of Civilization in the works for Civ5?
     
  5. thadian

    thadian Kami of Awakened Dreamers

    Joined:
    Sep 27, 2006
    Messages:
    2,288
    Location:
    Indiana, USA
    I request a mod that creates a new diplomacy option for city states.

    This option will allow you to raise the cost others pay to befriend this city state by paying gold.

    SG - Good news, it should be out shortly after the .dll is released. so far its the best we can hope for, i think.
     
  6. thadian

    thadian Kami of Awakened Dreamers

    Joined:
    Sep 27, 2006
    Messages:
    2,288
    Location:
    Indiana, USA
    I also request a mod that places all of the legend improvements like el dorado and fountain of life
     
  7. wolfman1234

    wolfman1234 King

    Joined:
    Mar 27, 2004
    Messages:
    764
    Location:
    Spain GMT+1
    We need RFRE for Civ V guys, and we need a valiant who can make it. :)
     
  8. midn8t

    midn8t The Sundance Dog

    Joined:
    Apr 23, 2002
    Messages:
    102
    Gender:
    Male
    Location:
    Wisconsin, USA
    I am looking for mod for civ 5 and gods and kings that allows you to have more then 22 players in game, me and my freinds use to have mod for civ4 that allowed us to play aginst each other plus 32 othere civs right now i count at least 32 civs in my game and would love to be able to play aginst them all at same time...!
     
  9. wuTz

    wuTz Warlord

    Joined:
    Jan 12, 2012
    Messages:
    160
    It's always the same, the replayability of the game is not so good, because:

    1. FIRST Kill the barbarians
    2. SECOND Kill your enemies
    I'm bored of this...
    Kill means attack or defend...

    How about an EVOLUTION-MOD that gives Barbarians the chance to develop and give us a more dynamic world...while REVOLUTION fits in perfectly (the "inner Barbarians" that are not willing to follow our way)

    THAT WOULD BE SO COOL..SO DYNAMIC..SO FANTASTIC
    less "black and white"/ good and bad, more realism
     
  10. Turnad

    Turnad Chieftain

    Joined:
    Mar 11, 2008
    Messages:
    9
    It would be nice for something to replace one of Byzantiums UU's for a UB. Maybe something that generates culture/faith. A more extravagant temple maybe?
     
  11. Tyrador

    Tyrador Chieftain

    Joined:
    Jun 23, 2012
    Messages:
    22
    Have somebody considered making Fallout theme mod? It would be best cause nobody did it))
     
  12. learner gamer

    learner gamer King

    Joined:
    Sep 4, 2009
    Messages:
    657
    Has anyone thought of putting together a mod for Civ 5 and /or G&K which combines:

    (i) the tech and social policy trees of Thal’s VEM (which rebalances Civ 5 very well IMHO); and
    (ii) changes some of the game’s mechanics analogously to Civ NiGHTS (eg. happiness from pop, unhappiness from military units, maintenance costs back on cities instead of buildings

    assuming of course that both mod makers above are amenable to their mods being used in this way. (NB. You would of course perhaps need to modify the tech and / or social policy trees further to reflect changes to the game mechanics in (ii) above.)

    Effectively, you’d end up with a game which then uses Civ 5’s framework (ie. separate beakers, gold, culture (and faith in G&K), along with its social policies and tech tree), but which rewards you for:

    (i) settling new cities (especially if they’re settled for luxuries)
    (ii) growing those cities (since pop add to happiness); and
    (iii) developing your cities (since maintenance costs are no longer on buildings but back on cities.)

    Suggested mod name: Civ 4.5.
     
  13. 3335d

    3335d CCtP Player

    Joined:
    Jun 15, 2012
    Messages:
    642
    I don't know if this mod is possible, as it is quite complex and introduces entirely new entities into the game.

    1. The concept of the "city radius" and "citizens working tiles" should be abolished. If anyone is working tiles, they are rural people, and should be residents of the tile, not of a city. Specialists would be the only individuals who reside in a city in my proposed mod.
    2. Each city should start with +10 food, +10 production, and +10 gold in order to facilitate the new way my mod works, which establishes a clear difference between urban and rural areas.
    3. A new specialist type "government employee" should be added, generating -1 happiness but providing a 5% boost to gold and production output in the city.
    4. A city should be able to import food and production from rural areas any distance from the city, thus enabling large early- and mid-game cities (these existed in real life; cf. Rome, Babylon, Constantinople, etc). In order to import Food or Production, a Road or a River must be present on or adjacent to a given hex.
    5. When resources are being imported on a Road, there should be a penalty of 0.1% yield loss for every tile away from the city that the tile yield being imported is being created.
    6. The map should be much, much bigger. 2400 x 1200 would be a great map, if commensurate increases in the movement points of each unit were implemented and the map size is computationally feasible.
    7. Food importation should also be possible over coastlines and oceans with the Astronomy or Optics tech, with a loss of 0.5% of food and production for every tile the tile yield is transported.
    8. All "losses" should be gone after Refrigeration is discovered.
    9. In order to import Food, a city should require a Granary.
    10. Gold will not be imported to a city in the traditional sense, but the gold generated in a city by importation will be 20% of the value of the gold the tile produces.
    11. The player should be able to calibrate the amount they want to import to each city that they are importing to, but must leave the tile with a minimum of 2 Production.
    12. Resources should be importable or exportable between cities; none of the "must have improved source of x nearby."
    13. Cities should be able to be built right next to each other, in order to create large metropolitan areas. Placing cities so far from each other is ahistorical.
    14. Tile yields should be boosted by 5x, as should the improvement bonuses (but not Great Tile improvements).
    15. All techs which are of a "Cultural" type (such as Drama & Poetry) should be grouped into a "cultural tree," which is in all respects like the tech tree except that culture is used to explore it. In addition to the buildings which would be unlocked unlocked like former Cultural techs, cultural developments should also lead to new social policies (which may themselves be cultural developments in order to make the game easier to run).
    16. The Culture Tree should have at its end a cultural development called "Utopia," which enables the Utopia Project, providing +50% :c5culture: for the entire empire and +50 :c5culture: for the city in which it was built. There should be no Culture Victory, but rather there should be a repeating cultural development called "Utopian Thought" granting +5 :c5food:, +5 :c5production:, +5 :c5culture:, +5 :c5science:, +1 :c5greatperson:, and +1 :c5happy: to every city every time it is "researched".
    17. Wherever it makes sense, buildings, wonders, projects, or units which are enabled by a cultural development should also have a technological requirement - for example, it makes no sense to enable the United Nations in the absence of Radio and Flight but with the cultural development of Globalization.
    18. If possible, it would be great if, like Civilization NiGHTS, this mod could have a system of Cultural Revolutions and Governments, only the latter would be unlocked with Cultural Developments rather than techs as in the current Civ NiGHTS. They would still be attainable by Civilization NiGHTS's Cultural Revolution system.
    19. A new game speed - "Glacial" - should be added, with 1 turn per year until 1800, then 1 turn per 6 months until 1900, then one turn per month subsequently.
    20. Bonus Resources, Strategic Resources, and Luxury Resources should be fully tradeable within your empire and outside of it.
    21. The tech tree should be extended with Genetic, Diamond, and Interstellar Eras (when you actually can attain the Space Victory). At the end of the Interstellar Era, there should be a Warp Drive tech (not fictional, this could actually be possible) serving as a gateway to the Galactic Colonization Technologies technology, which will be a repeating technology increasing the score of the player while also providing +5 :c5happiness: and +1% :c5science: every time it is researched, as well as boosting :c5production: by 5% every time it is researched.
    22. Strategic Resources should come in a quantity increased at least twentyfold to account for an increased map size.
    23. The existing bit of the Tech Tree should be expanded to fill the gaps left by the Cultural Development Tree.
    24. All of the units, buildings, etc. which go along with this mod should be added.
    I just hope that the AI can cope with this.
     
  14. Mopums

    Mopums Chieftain

    Joined:
    Mar 11, 2011
    Messages:
    5
    I know we already have the Great Wall of China out there, but thats only for a certain time period and it only covers x amount of your border, I tried to create this mod, but I had no clue what I was doing so I just stopped trying :p SO if someone could somehow figure out how to either take the Great Wall and make it so it can span all of your borders (only on one continent) or for all those really serious modders out there, to create a whole new futuristic looking wall, I would love that! Just a request though... :D
     
  15. wuTz

    wuTz Warlord

    Joined:
    Jan 12, 2012
    Messages:
    160
    Events which trigger your people to gain or to lose faith would be great
     
  16. thadian

    thadian Kami of Awakened Dreamers

    Joined:
    Sep 27, 2006
    Messages:
    2,288
    Location:
    Indiana, USA
    I would like a mod that makes resources something you can build, plant and harvest!

    Step 1: Building a resource. This would be akin to making a building, except you are producing a resource. There are 2 options - the first is to add it to a building such as market. It could be added to palace but then it could only be done in capital.

    Step 2: Pick-up. This would allow a worker unit to "pick up" the resource from the city, like the herdsman unit picks up a resource off the map. Then you go to your favorite tile and...

    Step 3: Plant it. This would allow you to plant your resource on said tile. This resource could then be improved and harvested by the city. This would also allow you add horses to your pasture tile, iron to your mine tile or even make that good terrain but no resources city good.

    The overall idea is this would add a new form of control to the hands of the player - the ability to "build" yourself out of deficits and shortcomings and even re-shape the way the game is played by adding in new strategy aspects (find iron or build it!).
     
  17. Sizzled Chicken

    Sizzled Chicken Chieftain

    Joined:
    Nov 18, 2007
    Messages:
    61
    A few things I'd like a mod for in order of most want to least want.

    1. A mod that adds the units and stuff from the Steampunk mod.
    2. A mod that turns the GnK Trading Posts back to how they used to look. I liked it when they looked like little towns.
    3. A mod that lets you plant forests.
     
  18. Androrc the Orc

    Androrc the Orc Emperor

    Joined:
    Apr 19, 2004
    Messages:
    1,621
    Location:
    Vienna, Austria
    Putting new resources on the map is doable through Lua, but I don't know if creating an action for workers to do that would be...
     
  19. Androrc the Orc

    Androrc the Orc Emperor

    Joined:
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    1,621
    Location:
    Vienna, Austria
  20. Sizzled Chicken

    Sizzled Chicken Chieftain

    Joined:
    Nov 18, 2007
    Messages:
    61

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