Sid Meier's Civilization V

Sid Meier's Civilization V

64 ratings
Lothlorien, Mirkwood and Rivendell Civilizations
   
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16.452 MB
14 Mar, 2018 @ 6:37am
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Lothlorien, Mirkwood and Rivendell Civilizations

In 2 collections by elia bruzzone
Civilizations
12 items
Arda Civilizations, Tolkien World
10 items
Description
This mod adds three civilizations: Lothlorien, Mirkwood and Rivendell.
Lothlorien, with Galadriel, has the trait: 25% of combat of each kill become culture and faith, three Unique Buildings.
Mirkwood, with Thranduil, has the trait: +20% combat strenght near a tree house, 50% of combat of each kill become culture and 25% faith.
Rivendell, with Elrond, has the trait: +50% theming bonus in capital, +10% great people growth each declaration of friendship, +2 science from each specialist and +2 culture improvement of GP, 25% of combat of each kill become faith and 75% become culture.

The Unique Unit of Rivendell is Elven that replaces composite bowman with some promotions.
the Unique Building of Rivendell is Banquet that replaces Opera House. It provides 2 happiness, 2 culture, 2 food and 2 points and 2 specialists for musician.

The Unique Buildings of Lothlorien are: Forest of Lorien that replaces monument, Lorien Walls that replaces walls and Tree House that replaces workshop.
Forest of Lorien provides 2 culture, 1 faith and 1 culture from forest tiles and the promotion Forest life.
Lorien Walls provides more defense to the city and the promotion Defense of Lorien.
Tree House provides 2 production and food, +10% production, 1 production from forest tiles.

The Unique Unit of Mirkwood is Elven that replaces composite bowman with some promotions.
The Unique Improvement of Mirkwood is Tree House that provides +20% combat strenght, +1 food, with Masonry and Military Science +1 production, +1 food with Philosophy and +1 culture with Acoustic. It can be built on forest or jungle.

These civilizations, which I am doing based on Tolkien's books (Lord of the Rings, The Hobbit and Silmarillion) are more powerful than the normal ones, so if they are played individually they have clear advantages over the others. Instead my goal is to make these civilizations to create scenarios where there are only these civilizations that will recreate situations in Tolkien's books.

9 Comments
Modrian 5 Apr, 2018 @ 10:57pm 
The usual cause in cases like this is a weird interaction of various mods (and I use a lot) which is completely unpredictable and for all practical purposes untraceable. In my play I just deleted the inappriate unit anc continued on. Thank you for checking.
elia bruzzone  [author] 5 Apr, 2018 @ 1:58am 
@mikevarn
I recreated the situation you said but it did not happen to me. I do not know how I can help you. In addition to giving birth to a Great General, I have also tried to conquer a city of Sauron but the Nazgul does not appear as it should be. I just can not understand how it happened and why it happened to you and not to me.
Modrian 4 Apr, 2018 @ 4:57pm 
Play note: Playing Rivendell, when I generated a Great General as a result of war, also received a Nazgul (which also acts as GG) at the same time. This is probably not intended as Nazgul should be reserved for Mordor. Hopefully an easy fix.
Modrian 4 Apr, 2018 @ 4:54pm 
Delightful group of Mods, especially when played against each other, as you suggest. Who knew Galadriel could be so bloodthirstly? Any further additions would be welcome.
段某 18 Mar, 2018 @ 11:40pm 
very good!!
vynle 18 Mar, 2018 @ 11:27pm 
You know it is a high brow mod when they add Avari.
R Rex 17 Mar, 2018 @ 4:15pm 
No Lindon=Absolute Garbage
hoha21 17 Mar, 2018 @ 2:11pm 
Found it. Thanks.
hoha21 17 Mar, 2018 @ 1:54pm 
I cant see the Mod in my game?