Sid Meier's Civilization V

Sid Meier's Civilization V

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Poverty Point (Brave New World)
   
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15.702 MB
14 Aug, 2017 @ 1:53pm
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Poverty Point (Brave New World)

In 1 collection by Tomatekh
Tomatekh's New Civilizations
31 items
Description
Adds Poverty Point to the base game.

The Poverty Point culture, named after its type site in what is today northeastern Louisiana, refers to a pre-historic group of indigenous peoples who inhabited the area of the lower Mississippi Valley and surrounding Gulf coast from ca. 2200 to 700 BC. Reaching its peak around 1500 BC, Poverty Point represents one of the oldest complex cultures, and possibly the first tribal culture in the Mississippi Delta and the present-day United States. The culture is known to have traded extensively with surrounding areas and for its complex of earthworks which, along with the older Watson Brake site, acted as a direct predecessor for the later mound building traditions of the southeastern United States.

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Note:
- This civilization requires the Brave New World expansion.
- Updates to the mod will most likely break save games. Please do not update until you are ready to begin a new game.

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Leader: Táhera

UA: Place of Origins: Building an Effigy Mound allows you to change Spirit Guardians*, each providing a unique bonus effect. Receive a free Fox-Man when you discover Trapping (this free Fox-Man can’t be used to found a Religion or build a Holy Site).

UU: Fox-Man (Prophet): Bonus changes depending on your current Spirit Guardian.

UI: Effigy Mound: +1 all Yields except Food; doubles at Astronomy. May be built by any Great Person once per Era, expending the Unit. Building an Effigy Mound allows you to change Spirit Guardians. Cannot be Pillaged.

*Spirit Guardians:

- Old Man Above: Effigy Mounds provide double Faith. Religious Units are cheaper to purchase and may be born at lower Faith levels. Fox-Men will continue to be born even if all Religions have already been founded.

- Kneeling Woman: Cities with less than 5 Population gain an additional +1 Population whenever they grow. Fox-Men may be expended to heal adjacent land Units.

- Red Fox: Receive an infantry Unit near your Capital every 15 turns. Peace with Barbarians. Fox-Men improve the combat effectiveness of nearby land Units (this effect will stack with the Great General's Leadership bonus).

- Long Tail: Clearing a Barbarian Encampment provides bonus Science toward a Technology known by a rival Civilization. Camps provide +2 Science. Fox-Men increase the experience earned by nearby land Units.

- Stone Turtle: Land trade routes originating from a City settled adjacent to a River have a 33% increase in range. Any City, regardless of owner, receiving such a trade route has +10% Production when constructing Buildings. Fox-Men may be expended to gather Resources.

- Duck Foot: Land military Units ignore terrain costs when moving along Rivers or Coastal tiles. Fox-Men improve the combat effectiveness of nearby naval Units (this effect will stack with the Great Admiral's Naval Leadership bonus) and may embark with additional Movement.

- Beaded Locust: Culture Specialists generate an additional +1 Great Person Point of the appropriate type and Great Works provide an additional +1 Culture. Fox-Men may be re-rolled into another random Great Person type.

- Potbellied Owl: Civilian Units, excluding Great People, have additional Sight and will retreat to your nearest City instead of being captured. Fox-Men increase the Improvement construction speed of nearby Workers.

- Horned Serpent: The empire enters a Golden Age. All rival Civilizations enter Anarchy. Fox-Men may be expended to cause Resistance in a rival Civilization's Cities.

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A more detailed explanation of the civ and its abilities can be read here:
Civ Modding Wikia[civilization-v-customisation.wikia.com]

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Credits:
- DJSHenninger converted the unit and improvement models (from Bakuel’s Civ IV Native American Great Prophet and Hrochland's Civ IV Serpent Mound)
- Sukritact made the civ map
- JFD wrote the base code for the popup and interface lua
- Reedstilt provided design input
- The leader screen uses artwork by Alfredo Rodriguez
- Music from Canyon Trilogy by R. Carlos Nakai
- All code and art otherwise not listed created by Tomatekh (primary author).
24 Comments
Tomatekh  [author] 20 Sep, 2018 @ 5:19pm 
Hmm, steam might be acting up. You can try manually downloading it and unzipping it into your mod folder (direct download link at the bottom of the description).
Regosichar 18 Sep, 2018 @ 12:29pm 
this wont appear in my load list in game..any ideas?
Tomatekh  [author] 23 Aug, 2018 @ 9:30pm 
Yeah, we don't know and it's impossible to know what they called themselves. The culture today is known as Poverty Point as that's the name of the archaeological type site (which in turn was named after a cotton plantation that was on the site before the mounds were first found).
Arcadian 23 Aug, 2018 @ 8:06am 
Too bad we have to call them something so degrading. I assume we don't know what they called themselves, let alone understand their language.
htdang12 4 Sep, 2017 @ 6:08am 
Thanks, @willowvignette. Not sure why I didn't see it before. Sheesh.
willowvignette 3 Sep, 2017 @ 12:25pm 
There's a direct download link at the bottom of the description...
htdang12 3 Sep, 2017 @ 12:20pm 
I'm not seeing this Civ in either the Mods folder or as a selecton in the setup screen.

Don't suppose you have a direct download link? I've subscribed and unsubscribed x2 without any luck. I'd hate to clear the cache and have everything re-download since I only activate some mods and leave others to experiment with.

Thanks.
Tomatekh  [author] 21 Aug, 2017 @ 9:16am 
Another mod you are using is causing Poverty Point's pop-up lua from firing incorrectly. You will have to figure out the conflicting mod.
RMD🦆cc 21 Aug, 2017 @ 8:19am 
I seemed to have found a bug. I was playing as a different Civ. The game asks me to choose a spirit guardian right before I started. Since I was not playing as Poverty Point, I can't choose anything so I can't continue. Kindly please fix this bug.
Tomatekh  [author] 17 Aug, 2017 @ 2:49pm 
If your mod is complete, save it all in mod buddy, then make a build of the mod with modbuddy (Build -> Build Solution), then in modbuddy go Tools -> Publish to Steam Workshop -> Begin -> Upload New Mod -> Accept -> ... then select the built solution.