Sid Meier's Civilization V

Sid Meier's Civilization V

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Uncivilized! (The Rise of Man)
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46.985 MB
30 Jun, 2021 @ 10:10am
12 Apr, 2022 @ 9:56am
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Uncivilized! (The Rise of Man)

Description
A comprehensive re-work of the Prehistoric Era and Prehistoric Era Reborn mods emphazising continuity and flow with the base game (BNW). In addition to a Prehistoric era; Uncivilized! also adds new units, technologies, wonders and buildings to every era, along with some new improvements. All new additions have unique art, portraits, flags, civlopedia entries and are vetted for proper balance with base game.

v.118 is a major update with many new inclusions. Additionally, load time has been cut in half to 1 min. and 30 sec. (results may vary).
https://sp.zhabite.com/sharedfiles/filedetails/changelog/2532775687

Also try the Custom DLL Mod Pack for Uncivilized!:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2688381447

Check out the National Park System:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2688396665

Enable Raging Barbarians for a more challenging Prehistoric Era.

Uncivilized! (The Rise of Man) begins at 50,000 BCE to correlate roughly with the Upper Paleolithic age. The Upper Paleolithic was not a time of great civilization, but of tribes; small groups working to survive a harsh reality. This mod attempts, within the limitations of the game, to offer a glimpse into the age preceding civilization.

Ranged units (Seige and Archer) have been re-balanced. Archer units have a lower defensive combat strength, cities have higher combat strength and all siege units receive the Range promotion free for 3 range. Siege units no longer have a 200 bonus vs cities, but have additional promotion trees (Siege Tactics I,II,III and Seacoast Defense I,II,II). Line of sight still applies where applicable. Taking cities is more difficult in Uncivilized!.

There are many changes to the base game to increase challenge, including traits, policies, improvements and promotions.

*Compared to: Base Game (BNW)

- New Technologies 26
- New buildings: 47
- New wonders: 13
- New Improvements: 6
- New resources: 6 (plus Lake Fish)
- New Units: 54
- Promotions: 45
- Re-imagined Units (New Art): 2

**Recommendations:
Tectonic Map Script (v.4) or latest
https://sp.zhabite.com/sharedfiles/filedetails/?id=121243367&searchtext=tectonic+map

Aggressive and Expansive AI (v 1) or latest
https://sp.zhabite.com/sharedfiles/filedetails/?id=239794296&searchtext=Aggressive+and+Expansive+AI

No Capture for Uncivilized! (Cities can only be captured by land or embarked melee units)
https://sp.zhabite.com/sharedfiles/filedetails/?id=2673412493

**Uncivilized! is not compatible with mods that change or add Eras or Technologies.
**May not be compatible with mods that change scout unit, ancient ruins, barbarians, policies.
**Custom Civilizations that gain bonuses or advantages at the outset will unbalance the game.

The following mods are included (in-part or in-whole) within this mod and should not be used separately.

- Ancient Ruins Expanded (v 5)
- Lake Victoria Fix (v 2)
- Wildlife (Reborn) (v 8)
- RemoteMining
- Wildlife (v 1)
- Missile Cruiser-- Indirect Fire
- Production from Jungle
- Bison added to Granary
- Better Helicopters
- Faster Aircraft
- Gibraltar, Reef and Krakatoa fixes
- Better Splashes
- Lumber Mills on Jungles
-Lake Fish, Fisherman and Buildings
-National Wonder Splashscreens

Credits:

Apshai (CarlosCodex), Novu and Muppets,
danrell, patum33, framedarchitecture, Wulfgar, Deliverator, WHoward, lemmy101, JTitan, Horemvore, LeeS, Barrowulf, Xarsus, Androrc, monju125, DonQuiche, RetroA, Barathor, Andrettin, Kwadjh, TOMATEKH, Ekmek, snafusmith, Wolfdog, BrutalSamurai22, hangman, Gedemon, Nutzzz, Patum333, bernie14, zwei833, Calypso, DJSHenninger, Firaxis, Redox, Ptep, Twist, Kramer, Faustaud, Haftetavenscrap, ISNorden, SunAoyun, Ryan, The Human Crouton, ANDRH612, Pouakai, Jason Grade, QT Luong, Gaia, Jameson Schultz, Noah Bradley, -InkAxis

*See README.txt for credits in detail.
Popular Discussions View All (2)
11
5 Feb, 2022 @ 7:48pm
Compatibility
aradgula
0
12 Apr, 2022 @ 10:20am
Known Bug
aradgula
94 Comments
Billy Pol Pot 6 Jun @ 2:05pm 
Is this mod still active? I really can't wait to play the next update((
Billy Pol Pot 14 May @ 10:40am 
sent you an invite, I would like to play the latest build too!
aradgula  [author] 20 Feb @ 6:53am 
SakuraKoi, thank you for the encouragement. When I began Uncivilized almost 7 years ago, if you can believe it. Whowards DLL-vmc was really the only good option at the time, so Uncivilized leans heavily on WHowards picknmix mod collection, many of which are included in the current Custom Mod Pack in my workshop. The new version of Uncivilized! fully incorporates Whowards dll-vmc and even more of his modules. While I did do some testing with a version of Community balance patch DLL, the amount of work to migrate to another DLL, is a bit ovewhelming, and I'm also skittish, in that I consider the new version of Uncivilized to be polished and quite stable. If you are interested in being the first bewsides myself to give it a whirl in it's current state, which is solid,, send me a friend request and I will provide a link for the current build. Thanks again!
SakuraKoi 19 Feb @ 8:12pm 
Just dropping by to say hi. And to cheer you on a little.

With Civ 7 being arguably a flop for now and Civ 6 modding remaining utterly flawed due to the asset limit, I too am looking back into playing Civ 5 somewhat sooner rather than later. Only recently as such I came across Uncivilized and I am smitten.

I'm very much a Marathon player and apart from complete overhauls that also bring them, I considered mods that add tech as the best (and it is a shame that there basically 'there can only be one').

As aware as I am that complete Gaia/Sapiens compatibility is impossible, I do hope for as much as plausible. Luckily, or so I believe, a lot of 'modules' shouldn't conflct like the Terrain and Resource Mods (Collection from Gaia). Regardless, I wish you all the best~
aradgula  [author] 19 Feb @ 2:22pm 
Noble_Steel, slow. In final play testing, but keep coming up with cool new things to add. Also, more than just a tech tree mod. The mod integrates the Prehistoric era, Enlightenment era and Future Worlds, along with expanding every era and adding tons of new content. Play is solid through the Renaissance, still working from there, just a matter of whether I can keep from adding new stuff. Not concerned too much about bugs, they've mostly been worked out the past couple years, although Future Worlds required some updating and haven't got there yet.
Noble_Steel 16 Feb @ 6:48pm 
Progress Update on that tech tree mod?
aradgula  [author] 4 Oct, 2024 @ 9:51am 
forgiveanangel, in it's current incarnation, not at all really. However, I'm in final balance play testing with a massive rebuild of uncivilized!, incorporating both the Enlightenment era and Future Worlds... along with a ton of original content, including a complete rebuild of the tech tree, expanding every era. It's a slow process though, my hope would be to get it out in 2-4 weeks.
Suzuran 2 Oct, 2024 @ 4:11am 
how compatible is this with Enlightenment Era and other such era mods?
aradgula  [author] 14 Sep, 2024 @ 2:42pm 
Caracal, I'm glad to hear it, thank you.
Caracal 12 Sep, 2024 @ 9:27am 
Really enjoying this mod, TYVM