Requested Mods

does anyone know what happened to age of ascension and its companion mods? is it just dead now or has someone else been able to pick up there work? author hasn't been online since 2013 and i can't find the files for it. i would also take just having the files alone.
 
1) a mod where we could choose a palatial type that would influence the style of play right from the start,
generating resources for war, production, growth etc.
 
I want to see a playable civilization that represents Languedoc, with Raymond VII as their ruler. The abilites of this civ should feature their Catharism religion in a significant way.
 
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Just a few civs really
The sequence is by importance
Fiume under Gabriele D’Annunzio (Impresa Di Fiume - starts with great writer, cannnot build cities, great writers can be expended to annex city states, Arditi as a UU, has bonuses against cities)
China under Jiang Zemin (Three Representitives - gain culture, production or happiness upon adopting policies, he’s a meme on Chinese internet)
Serb Republic under Radovan Karadzic
Albania under Enver Hoxha
Uganda under Idi Amin
Hungary under Viktor Orban
Manchuria under Puyi
Albania under King Zog
China under Sun Yat-Sen (Three People’s Principles)
The UK under Boris Johnson and/or Tony Blair

Please do it for the memes, if anyone wants to do them, please reply so I know someone cares for my ideas
 
I'd like to see the Conquest for Unique Unit mod come back, I miss playing with that mod a lot. Can anyone make it again?
 
I would also request Chile under Pinochet and Dominican Republic under Trujillo.
Edit: And Turkmenistan under Nyazov, he was really crazy
 
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I play with an excelent mod called Ethnic Units, but I find the lack of ethnic replacements for musketman a bit sad... thus, I'd like to respectfully request a small mod in this regard. Bit since asking unique muskets for every civ would be abusing you good will, I limit my request to the following units:

- Mediterranean musketman: a Roman themed model, to be applied for Rome, Byzantium, Greece and maybe Carthage and Egypt. Inspirational images in the spoiler:

Spoiler :


- Mesoamerican musketman: an Aztec themed model, to be applied for Aztecs, Incas and Mayans (I know this in not accurate, but...)

Spoiler :
Almost 01 hour searching the internet and this is the only image I could find... to exactly what I hoped for...


- Eastern musketman: a Chinese model, to be applied for China, Korea, Mongolia, Siam and maybe Indonesia.

Spoiler :



Japan would need an exclusive model... thought who makes musketman with them, if the have kick ass samurai? Unless Japanese pikes (and only Japanese!) changed to upgrade into muskets...

Spoiler :



I'd like to see the Conquest for Unique Unit mod come back, I miss playing with that mod a lot. Can anyone make it again?

I second this request, for I'd like such a mod as well.
 
I play with an excelent mod called Ethnic Units, but I find the lack of ethnic replacements for musketman a bit sad... thus, I'd like to respectfully request a small mod in this regard.
Note there's a unit request thread if you're requesting new models.

Anyway, FWIW, Ethnic Diversity has many of these already (see link in my sig). It's got almost 3x as many unique units as Ethnic Units, which hasn't been updated since 2014.
If you want to make your own edits to Ethnic Units, note these are the musketmen that E.D. uses that Ethnic Units doesn't:
  • musketman_ger* (Germany and Austria) by Civ4 Invictus, zwei833
  • Polish_Chosen (Poland) by zwei833, Wolfdog
  • Streltsy_* (Russia) by Bakuel, Wolfdog, Tomahawk.nsk
  • Arquebusier (Netherlands and Eastern European CS's) by Gagonite, Wolfdog
  • EthiopianOromo* (Subsaharan African civs and CS's) by JTitan, Civ4
  • CL_Ogichidaa (North American CS's) by Sukritact
  • civ5_iromu* (Iroquois) by Patum333
  • native_rifleman (Shoshone) by Deliverator, coffee junkie
 
Since there is already 3 domesticated animals (cattle, horses, and sheep) as resources, how about chickens (chicken coop as an improvement), ducks (a pond as a improvement), geese (a pond or pen as an improvement, goats (a pen as an improvement), donkeys (a pen as an improvement), turkeys, (a pen as an improvement),. and pigs (a pen as an improvement). The animals on the truffles in the default game is exactly (wild ?) hogs.
 
Playing with a civ with strong strategic ability or trait defining your strategy (which also captures historical context and abilities of that leader) is something I look for. For example, while Bismarck is an excellent choice for a leader, trait "teutonic furor" and bank and tank are not his thing. As I recall, Bismarcks dominating trait was diplomacy, which allowed him to cunningly beat his napoleonic opponent in war and after unification of Germany he keep up peace in Europe with diplomatic letters to every major leader. Traditional nationalist Bismarck was Europe's greatest peacemaker of all time. In Civ game, placing diplomats in other civs capital should give Bismarck player ability to "force" good relations, at least defensive pact. In a way it's a bit like Great Wall in Civ I, since you maintain peace with it. Yet it gives you change to cunningly get upper hand alliance in a war you seek. Besides superior diplomacy, units and buildings remain negotiable. I would prefer factories which give happiness, 'cos it was Bismarck who started insurance based social policy for workers. And that was a huge thing to do before 1900's. My third suggestion is another building, because Bismarck wasn't really a military man. Bismarck was eager to beat his opponents, criminals and agitators, so enhanced police station would symbolize this.
 
Since there is already 3 domesticated animals (cattle, horses, and sheep) as resources, how about chickens (chicken coop as an improvement), ducks (a pond as a improvement), geese (a pond or pen as an improvement, goats (a pen as an improvement), donkeys (a pen as an improvement), turkeys, (a pen as an improvement),. and pigs (a pen as an improvement). The animals on the truffles in the default game is exactly (wild ?) hogs.
Also bring back beavers and clams (Civ 4).
 
I'd like to see in Civ 5 a simple and "live" spy, inspired on Civ 2's spy.

- Specific building to produce it;
- Expensive to train and to maintain;
- 100% free transit in other civilizations territories (this would also be good to reveal the map earlier, since on Civ 5 we can't buy maps from the AI);
- Only intercepted (and finished) by another spy.

He should perform just simple actions:

- Investigate city
- Sabotage unit
- Sabotage production
- Sabotage building (including Spaceship components)
- Steal technology
- Steal maps

Once caught by an enemy spy, it would create a diplomatic hit, that would increase on reincidences until a 90% of chance of a war declaration.
 
@Wardog - it's a good idea. Here are a couple in that area, similar to what you're describing:

Tomatehk's "The Great Spy": https://steamcommunity.com/sharedfiles/filedetails/?id=883589180
My "Covert Operations": https://steamcommunity.com/sharedfiles/filedetails/?id=1293662755

The first one uses an espionage "agent" type unit. The second one does not, but adds an extension to the game's normal Espionage Popup to accomplish much the same thing.

The problem with using a unit on the map to accomplish these things is that it's almost impossible in normal game mechanics to get it to actually behave like the agent you're describing. The game's AI simply won't understand how to use it, which means the new spy system will be a massive human-player bonus, something that Civ5's AI simply doesn't need.

That's why on the Covert Ops mod I dropped the unit and used the game's normal Diplomats/Spys to notionally perform missions like the ones you describe. The AI definitely benefits from the new spy system, as they can perform these same missions, often at a fraction of the cost, and with much lower chances of diplomatic reactions (like denouncements and war). The new spies are now more of a benefit for the AI than the human player, something Civ5's AI definitely can use.

@Tomatekh is a spectacular modder, one of the best. So, perhaps he found a way to address the AI disadvantages with his great spy unit. I'm sorry I don't more about it, as I've not played the mod. Perhaps between these two, you can find the gaming experience you're looking for?
 
It's been a while since I looked at my mod so I don't remember all the details, but, the AI uses the espionage system but doesn't use the unit itself. The AI still spawns the unit (as production of the unit is just based on a new yield I introduced which AI would accumulate normally through the games flavor system prompting it to build espionage buildings). However, once the unit spawns, the AI doesn't have to move it. It has access to the spy missions based on its current intelligence yield, visibility, and a few other factors I check, then chooses a target based on diplomacy factors, how many game points they have, and distance, and then chooses a mission from there. Once the mission is done, the AI unit is killed, and they won't access it again until they spawn a new unit.

I felt for the human player it was much more fun to use a unit and interact with the map. However, I knew the AI would never do this and made a separate system for them. It's not perfect, and the two aren't completely identical, but I think they're comparable and both AI and humans have access to the same stuff. I think, but don't completely remember, I might have even adjusted it in a later patch to give the AI a slight advantage with lower costs, etc. just to compensate for a human player being able to use everything better. However, my mod didn't just add the unit. I created a whole little espionage system with the unit, missions, buildings, wonders, yields, beliefs, policies, specialist functions, visibility, rumors, etc. and the AI can use the majority of it normally with no issue.

One thing that was important for all my mods was for them to be completely add-on and not mod any core files or require any modded DLL. This was to ensure the widest range of compatibility and usability. There are several things I could have easily coded and done better (especially AI) if I made a custom DLL (or even just used one of Whowards) but I felt that would've have locked out a lot of users.
 
Every time i lose a wonder race i get disappointed and give up. Are there any mods that prevent the AI building wonders? Alternately, is there one to disable wonders?
 
Every time i lose a wonder race i get disappointed and give up. Are there any mods that prevent the AI building wonders? Alternately, is there one to disable wonders?

On the Steam Workshop there is a mod called AI Wonder Progress (New Frontier) by BlueMoon that lets you see if another civ is building a wonder and how long it will take at present for them to finish it. That can help you decide if you want to start a specific wonder and also allows you to chop them out if you notice they are getting closer to completing it before you.


Ooops, never mind, I didn't realise this was the Civ V board - the above mod was for Civ VI.
 
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