Sid Meier's Civilization V

Sid Meier's Civilization V

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Dr. Neo Cortex
   
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42.197 MB
26 Oct, 2017 @ 5:26pm
30 Apr, 2021 @ 7:11pm
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Dr. Neo Cortex

In 1 collection by Marryth
Marryth's Civilizations
9 items
Description
Play as Dr. Neo Cortex and take over the world through scientific evil!
Popular Discussions View All (2)
2
30 Apr, 2021 @ 7:14pm
PINNED: Bug Reports
Marryth
1
18 May, 2021 @ 10:26pm
PINNED: Suggestions & Balancing
Marryth
10 Comments
Marryth  [author] 30 Apr, 2021 @ 7:14pm 
Crabs are people. Legit or quit. They now give +1 science per turn (along with fish). Hopefully the fish bonus don't end up being too much a benefit.
BlizzardWizard 26 Oct, 2019 @ 11:00am 
I really enjoyed this mod. Strong rec. Played on a huge Archipelago map w/ the highest sea level setting on immortal difficulty. I just had to do it where whales would be most common. That, and try creating a Wumpa island empire.

One may say said map choice was cheesing it even more, as the AI is quite terrible at naval warfare, but the mad dash for resources was fun. The unique unit didn't see too much play in this game, as there wasn't terribly much space for them to land on, but a couple helped out in my war against Germany.

Right up until they were obliterated by nuclear fire thanks to the unique building. (Which really helped me catch up with Korea, which came close to the science victory)

I noticed crabs and fish don't trigger the science yield bonus, but I assume that's intentional on the mods author's part for balance purposes.

Hours of fun were had. Makes me wish more characters from the Crash Bandicoot franchise had their own Civs, be it the villains or the bandicoots.
Total Eclipse 4 Aug, 2018 @ 4:26pm 
IGE is not working with this. :(
Ikereviews 18 Nov, 2017 @ 3:05pm 
the ingame editor dosent work with this mod so i cant put him in ai only battles ra and anubis do work with ige
Harkodos 26 Oct, 2017 @ 9:08pm 
Aactually, the playtesting was great, wonderful even. I was able to re-evaluate my mods to give them truly unique UAs. What killed it was mostly the size of the workload and the dialogue/text (which I'm trimming back on my current mods a bit). As for the Civs, I'm actually remaking Kefka and Exdeath to be much better than before (Kefka's UA is MUCH more thematic than his original), and all the graphics are completely redone (I want to keep a clear and concise quality throughout my mods). The other two I want to be a surprise, but are definitely from the Final Fantasy series.
Marryth  [author] 26 Oct, 2017 @ 8:21pm 
24 at once sounded kind of questionable at first, hah. I could understand the idea of wanting to set it up like that, a systemized approach to get everything done at the same time, but the time for testing and making sure everything actually works like it is supposed to would scare me. Not to mention the time to write full dialogue (judging from your Kefka/Exdeath dialogue files). 4 Definitely looks more manageable though.

Which 4 are you presently working on?
Harkodos 26 Oct, 2017 @ 8:15pm 
Well, my first "set" has been revised since my initial annoucement. To be sure I still plan to make those Civs, don't get me wrong, but it's admittedly going to be a while before I get to those specifically (especially because I am no longer working on 24 at once. *BAD IDEA!* I'm only working on 4 at present, and will only work on 4 hence forth as I'm getting my method for modding down). I'll be revealing how I plan to tackle the rest once my current 4 are finished.
Marryth  [author] 26 Oct, 2017 @ 7:53pm 
@Harkodos The one I'm looking forward from you most would probably be either Ultimecia's Empire, Kuja's Genomes or Mateus' Palamecian Empire. Out of your first set, anyways. Those three really stand out to me and would be really fun to play.
Harkodos 26 Oct, 2017 @ 7:35pm 
Glad to see someone can get to releasing the mods I've announced faster than me. Hopefully I have something to release by the end of this year.
Marryth  [author] 26 Oct, 2017 @ 6:03pm 
This was an arguably quick release, but in actuality, this should have been one of the first mods I would have ever posted.

I had all of the details and assets done but couldn't actually get this civilization to work because the guide I was originally using was out of date. So I decided to revisit this, give it a little polish, rebuild it using the proper steps, and publish it for you guys.