Sid Meier's Civilization V

Sid Meier's Civilization V

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thank you ceski23, very cool
   
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Items (18)
Artificial Unintelligence
Created by Delnar_Ersike
Improves Civilization 5's Artificial Intelligence (Computer Players). Nothing more, nothing less. This is the Full version of the mod: it contains both XML and DLL modifications. As a result, the mod is not compatible with mods that modify the game's DLL (...
Better City Defenses
Created by TofuSojo
I find cities are too easy to conquer in the early game. Siege units are not needed until later than they should be. E.g. if a city has Walls, siege units should normally be requried to take it (just like in real life...way back then). Early cities also ta...
Better Resource Buildings
Created by TofuSojo
All bonus and luxury resources should get buffed by a building as the Mint and Lighthouse buff a few of them. Gems is an oddity in that it gave an extra gold without a building. Also, a building for speeding the production of ranged units (like the Stable ...
City and Barb Camp Placement Fix
Created by TofuSojo
Prevents cities from being founded, and barbarian camps from spawning, on Snow Tiles or waterless Desert Tiles (not next to an Oasis, River, Lake, or the Coast) for realism's sake. Snow Tiles represent Antartica-like conditions (land buried under miles-thi...
Coasts and Rivers Yield Gold Again
Created by TofuSojo
Coasts and Rivers yield 1 gold again, which the BNW expansion removed. I always liked how this represented small scale local trade. Yes you can make lots of gold later on with the trade system, etc, but they didn't add a replacement for gold generation in ...
Early Production Fix
Created by TofuSojo
I believe the Ancient and Classical eras would benefit from a production building. I think it's silly you have wait until the third era for one and that it slows the game down too much. I also fixed problems I perceive with the Stoneworks and Windmill. -Ne...
Fortress Borders
Created by preffect
This mod adds cultural borders to fortresses expanded one tile away. This mod will allow you to claim resources or expand your borders without building cities you don't want to have. You can also now support battle lines far outside of your territory, by b...
Barbarians - Unlimited Exp
Created by BlouBlou
This mod removes the maximum experience that you can get from barbarians. Features: You will now get experience at any level when fighting barbarians. AI players will now get experience at any level when fighting barbarians. Compatibility: Compatible with ...
Nuclear Plants Can Meltdown
Created by TofuSojo
Every turn every Nuclear Plant has a chance that it will have a meltdown, just like in Civ 4. This also makes Solar Plants more desireable. I recommend my Solar Plant Fix mod ( http://steamproxy.net/sharedfiles/filedetails/?id=329991093 ) or it's alter...
Promotions - Expansion Pack
Created by BlouBlou
This mod add new promotions choices when leveling your units and also change the promotion tree system to improve customization possibilities. It roughly triple your promotion choices for every unit, adding many new promotions, and rearranging dependencies...
Religion - Beliefs Expansion Pack
Created by BlouBlou
This mod largely expands the pantheon/beliefs choice for more customization when founding your religion. It adds roughly 90 new Beliefs, completly overhauling (but including) vanilla beliefs. Features: Add approx. 90 beliefs, These beliefs are mostly an ex...
Religion - Early Piety
Created by BlouBlou
This mod makes the 'Piety' branch in 'Policies' available at start along with 'Tradition', 'Liberty' and 'Honor', enabling you to choose the religious path earlier and make use of that shrines reduced construction cost. Features: Adds the 'Piety' branch to...
Religion - No AI Free Pottery
Created by BlouBlou
This mod removes 'Pottery' from the Free Techs List the AI player get on King+ difficulties setting at the start of the game, allowing you to be on an equal footing regarding religion founding and pantheon choice. Features: Tired of getting your wanted bel...
Techtree Overhaul
Created by TofuSojo
This mod adds units, buildings, and techs to change the tech tree to fix the following problems, in my opinion: 1) A unit's upgrade shouldn't be right after it -Infantry no longer comes right after Great War Infantry 2) Old units should become obsolete onc...
Units - No Futuristic Units
Created by BlouBlou
This mod disable the Giant-Death Robot and The XCOM Squad from normal games, letting you play in the latest age without the Sci-fi components. Features: The Unit: Giant Death-Robot has been disabled. The Unit: XCOM Squad has been disabled. Related Technolo...
Units - Starting Scout
Created by BlouBlou
This mod replaces the starting 'Warrior' with a 'Scout' instead. Features: Everyone (including AI players) get their starting warrior replaced with a scout. Notes: If you own Brave New World Expansion, i strongly recommend using all the three Scouts mod fo...
Religion - Improved Customization
Created by BlouBlou
This mod allow any civilization to choose a bonus belief to give you more choices when you found a new Religion. (Just like the Byzantine). Accordingly, Byzantine civilization's trait has been changed. Features: Unlock the reserved beliefs slot when foundi...
Workable Mountains
Created by Keukotis
Also available on CivFanatics Mountains can now be worked by cities once they have a yield. They don't start with one, but a small number of buildings can improve them. Palace now provides +1 Culture for Mountains. Stagnate your capital for an early policy...