Sid Meier's Civilization V

Sid Meier's Civilization V

Uncivilized! (The Rise of Man)
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Update: 12 Apr, 2022 @ 9:56am

v.119

New art concept for Copper, Flint, Obsidian, and Stone Surface Mine to eliminate redundancy.

-Surface mine now utilizes the art of the natural resource (listed above), but in differing dimensions for operational mine and pillaged mine.

-Obsidian now has custom quarry art in late game.

-See last two photos on description screen

-Change made to eliminate duplication in using the barbarian camp for surface mine art and to better maintain continuity throughout the early game.
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Balance tweaks throughout the game.

Update: 26 Jan, 2022 @ 6:04pm

v.118 (Major Update)

Technologies:
-Removed 'Trapping' and 'Physics' (Physics to be re-used later)
-Horseback Riding moved 1 column earlier for historical accuracy, replaces trapping.
-Religious Texts added
-Gothic Architecture added
-Philosophy, Drama, Theology and Education moved 1 column earlier for historical accuracy
-Future Era techs slightly adjusted.
-Processes moved
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Buildings
-Amphitheater renamed 'Theatre'
-Circus moved to Industrial era, to better reflect history and modern era 'Bigtop'
-Hippodrome added, replaces Circus in Ancient Era
-Colosseum converted to Wonder
-Arena added (replaces previous Colosseum)
-Circus Maximus requires an Arena in every city, and must have a Hippodrome in the city built.
-Theater of Dionysus wonder added
-Central Bank national wonder added (requires a bank in every city)
-Glazier added
-Caravaserai buffed (now 100%, from 50% previously, change in land trade route distance, +1 gold from other civs trade routes to a city with a caravanserai)
-East India Company buffed (now provides 50% change in land trade route distance, still requires a market in every city and now requires a caravanserai in the city to build)
-Above changes to land trade routes: 10 tiles base, 20 tiles with Caravanserai, 25 tiles with east India-After combustion, 20 tiles base, 40 tiles w/caravanserai, 50 tiles w/East india
-Garden receives new era appropriate portrait
-Hunting Camp added
-Dock, Boathouse, and Marina added (must have Lake within borders)
-Aztecs receive tech enhanced yield to floating gardens to offset inability to build Docks, Boathouses or Marinas. Aztecs can build Fisherman (see Units below)
-A number of buildings and wonders have been moved to better reflect historical accuracy and/or game balance.
-Foraging Site (building) added
-Ski Lodge added (not as stringent building reqs compared to Ski Resort added previously)
-More Splashscreens for single instance Prehistoric buildings
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Units
-Fisherman added (improves Lake Fish and Crabs by building fishing boats, is consumed in the process, costs the same as a Work Boat (see resources below)
-Samurai no longer builds Fishing boats, receives new custom promotion and culture from defeating an enemy
-Gladiators added (Murmillo and Veles, free with construction of Colosseum wonder)
-Rebalanced Prehistoric Barbarians, less likely to attack city.
-City States receive custom units to provide upgrade path for warriors, where previously limited to swordsman requiring iron. New units and upgrade path below:
-City State warrior - Spearman - Pikeman - Arquebusier (replaces musketman, doesn't require flint)
-Upon defeating Barbarian animals, Food and Production yield increased.
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Resources
-Lake Fish and Lake Crab (lakes 'may' now have resources, mostly fish, and a few Crab)
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Promotions
-Way of the Warrior custom promotion for the Samurai
-Defense Force custom promotion for all City State land units.
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Policies
-Exploration Policy branch adjusted for balance and interest
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Terrain (preparation for upcoming v.119 changes)
-Bananas, berries, Citrus, Deer, Bison no longer provide +1 food initially.
-Foraging Site (building) adds +1 food to Bananas, Berries and Citrus.
-Hunting Grounds add +1 Food to deer and Bison.
-Cooking Pit adds +1 Food to Deer, Bison, Ivory and Furs
-Hunting Camp (Ancient Era) adds additional Food to animal resources.


Play-through testing in progress, please report bugs or errors of any kind in the comments or discussion tabs.



Update: 27 Dec, 2021 @ 6:04pm

v.117

Removed National park System. Avaialable as stand alone mod here:
https://sp.zhabite.com/sharedfiles/filedetails/?id=2688396665

Added 'splash screens' for National Wonders (Heroic Epic, National College, etc...) and other single instance buildings. (see screen shot)

Re-balanced 'Exploration' social policy. Opener now cuts building time in half for Lighthouses, Shipyards, Harbors, and seaports. Extra Movement and Sight Promotion moved to 'Navigation School' policy and Free Great Admiral moved to Exploration Finisher.

Great Shaman now adds 1 Happiness and upgrades to Crossbowman (instead of Horseman) with recon promotions intact.

**Great Shaman will upgrade to 'Composite Bowman' in next update.

Update: 20 Dec, 2021 @ 10:39am

v.116 is incompatible with upcoming Custom DLL Mod Pack due to inclusion of the "National Park System", which will be removed from v.117. The National Park System is available as a standalone mod that is compatible with Uncivilized!, as well as the upcoming Custom DLL Mod Pack. The National Park System mod can be found here:

https://sp.zhabite.com/sharedfiles/filedetails/?id=2688396665

v.116

**Update will impact saved games, complete in-progress games before updating.

Added National Park 'System' of three buildings: (credits FramedArchitecture, Jason Grade)

1) National Park Service: May only be built once per civilization (requires Natural Wonder within borders, +4 Science, +1 Culture, City Culture increased by 2%)(Tech_Dynamite)

2) National Park Entrance: Requires the National Park Service and a Natural Wonder within its borders, available in all cities that meet these reqs. (+1 Gold, +1 Tourism, +1 Happiness, Specialist_Engineer slot, increases local Natural Wonder yields by +1 Science and +1 Culture if worked by city, yields stack the more cities you have with a National Park Entrance near a Natural Wonder) (Tech_Railroad)

3) National Park Visitor Center: Requires National Park Entrance, available in all cities that meet this req. (+2 Gold, +2 Tourism, +2 Culture, +1 Happiness, increases local Natural Wonder yield by +1 Gold, yields stack the more cities you have with a Visitor Center near a Natural Wonder) (Tech_Electronics)

Ski Resort: City must be next to mountain (+3 Gold, +3 Culture, +2 Tourism)(Tech_Penicilin)

Goldsmith: (Credit WHoward69) +1 Gold per turn from Gold and Silver and +2 from Gems and Pearls nearby. City must have an improved source of at least one of Gold or Silver. (Tech_Metallurgy)

Textile Mill: (Credit WHoward69) +1 Production and +1 Science. Also +1 Gold per turn from Sheep, Cotton and Silk and +2 from Dyes nearby. City must have an improved source of either Sheep, Cotton or Silk. (Tech_Economics)

Three Gorges Dam (World Wonder)(Credit - Pouakai) +4 Production and +1 Culture. Provides a free Hydro Plant and Great Engineer in the city in which it is built. City must be built on a river. (Tech_Robotics)

New Special Forces Art: better unit art and fixed wonky animations.
Minor text corrections
Preparatory work for upcoming Custom DLL Mod Pack for Uncivilized!


**No database or LUA log errors.


Update: 12 Dec, 2021 @ 2:21pm

v.115

Re-balanced Prehistoric Era Barbarians
-Better city attack balance.
Re-balanced City Defense Flavors for siege weapons to reduce AI spamming of siege weapons. Removed extra maintenance cost.
Added Missiles in Cities can be captured
Miscellaneous text corrections

** Coming soon: Custom DLL mod pack for Uncivilized!

Update: 6 Dec, 2021 @ 9:04am

v.114

Fixed/Rebalanced Prehistoric Era Barbarians to prevent cities/players from being drained of gold
-Less damage from Barbarian animals.
Fixed Krakatoa not spawning.
Rebalanced Natural Wonder yields based on WHoward Narural Wonder Equality mod
Fixed African Forest Elephant movement/attack
See v.113 for additional recent fixes

** Coming soon: Custom DLL mod pack for Uncivilized!

Update: 4 Dec, 2021 @ 1:52pm

v.113

** May impact saved games negatively, should be minor in most cases.

Fixed/Re-balanced Viking Longboat - Added new promotion, tweaked special traits.
Fixed/Rebalanced Sawmill - Added riverside production yield.
Fixed Hunting Ground taking longer to build on Forest and Jungle even though not removed.
Re-balanced Fort (encourages AI to build) - added 1 productrion yield, set "no two adjacent, set "pillage" where previously Fort was totally destroyed.
Re-balanced Citadel (to encourage AI to build more) - added 1 culture yield and 1 production yield, +2 culture at Chivalry, +1 production at Dynamite. Already set "no two adjacent"
Re-balanced Kasbah - set "no two adjacent"
Lowered Barbarian City Gold Ransom from 20 to 10.
Minor civs no longer able to build Gravettian Sculptor.
Added 1 "extra maintenace cost" to siege units to prevent AI from spamming, adds additional layer of management to player economy.
Miscellaneous text corrections.
Verified no "Database Log" errors on new build.

Uploaded add-on mod (No Capture for Uncivilized!)
Naval melee units can no longer capture cities, must use land melee or embarked melee units.

https://sp.zhabite.com/sharedfiles/filedetails/?id=2673412493

Update: 30 Oct, 2021 @ 10:07pm

v.112

Fixed ancient ruins rewards giving warriors and workers in the prehistoric era. Error only impacted Prince and below difficulty levels.

Update: 30 Jun, 2021 @ 10:10am

v.111