Sid Meier's Civilization V

Sid Meier's Civilization V

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Medieval
   
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5.020 MB
29 Mar, 2019 @ 7:56am
2 Apr @ 5:27am
71 Change Notes ( view )

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Medieval

Description
Early game lengthened and expanded. No tech progression after a brief Renaissance era at end of game. Extended Ancient, Classical and particularly Medieval eras - split into Medieval and Late Medieval. Tech tree redesigned to accommodate new techs and hide unused, see Tech Tree images (split into early and late to fit)

The game unfolds and progresses throughout the time period. Spies are trained at one per era starting with Classical (and an extra with new Embassy National Wonder), and great person faith purchase allowed as in unmodded Industrial era in Renaissance end game.

Most powerful units are Knights, Crossbowmen, Longswordsmen etc. All civilizations have special units, improvements or buildings modified or created to be playable in the time frame.

Games have the same number of turns as usual, but end around 1525AD (if time limit selected). All victory modes are possible with space race reassigned to elixir of life production, possible world leader votes and cultural influence quicker to gain. (Tourism is renamed as Status).

There's a lot of new stuff to maintain interest and variety throughout; 36 buildings, 11 wonders, 14 technologies, 13 units, 4 improvements and 3 specialists. Some existing features are modified to fit into new timescale, and some post medieval base game features are modified and reassigned to medieval. Eg ideologies usable after 6 universities, world congress allowed after new Law tech, tech enhanced improvements are modified and included. See Ancient Era image for some of the new units and buildings.

New features attempt to add something different, eg Slaver units gain gold on kills, Fletcher building adds +5% to bow accuracy (not crossbow), Dungeon building (requires a castle) reduces enemy espionage, Cartographer building adds science for Natural Wonders as well as improving trade routes, Nature Shrine improvement adds faith for nearby mountains.

Includes various tweaks and rebalances for instance in trade, city connections and unit strengths.

Many game features are modified and balanced with new features (eg Library science bonus decreased as new School buildings also enhance science. Buildings adding XP are restricted to land units, new buildings do the same for naval units.)

All new features are viewable in Civilopedia and help text (just in English language), and have accompanying artwork or reuse otherwise redundant base game art.

BNW required. Works with any DLC.

Database changes only, except
includes Kyte's Dynamic Culture Overview and modified versions of Kevin Fitzgerald's Workable Mountains, William Howard and Kevin Kidder's Lighthouse near Sea +Lakes lua mods, with thanks.
Modified NewEraPopup.lua to use appropriate splash screen on new eras

Version changes detailed in ChangeLog.txt file in the My Games\Civ 5\MODS folder
28 Comments
[GGG] Imperial 24 Jun, 2022 @ 2:40pm 
thanks!
jmhymas2006  [author] 28 Mar, 2022 @ 9:01am 
Thanks M'aiq, I've added some images
[GGG] Imperial 24 Mar, 2022 @ 11:33am 
it would be wise to add pictures in game of the mod to the page so people can have a better look at the tech tree and more :d
jmhymas2006  [author] 19 Jan, 2022 @ 12:02am 
No reason why not, though I've not tried it
Wizzix 16 Jan, 2022 @ 1:12pm 
possible in multiplayer ?
jmhymas2006  [author] 16 May, 2021 @ 12:48pm 
Thanks, glad you like it. I prefer civ 5 to civ 6 as well.
TevoTFM 13 May, 2021 @ 10:19pm 
Civ 6 bad, Civ 5 good, thanks for this mod.
jmhymas2006  [author] 29 Jun, 2020 @ 12:12pm 
Aven'oul, i don't know the elder scrolls mod, so i'm not sure. i guess you could try and see!
Aven-0ul 28 Jun, 2020 @ 2:28pm 
can i play this with elder scrolls mod or not?
jmhymas2006  [author] 10 Apr, 2020 @ 11:24am 
Apparently there isn't a strict limit on specialists per building, but the city display can't properly show more than 4. New mod version is out, with Slave unit, inspired partly by your comments, thank you! And slave specialists reduce culture by 1 which you probably won't like! I'm still thinking about the details of a building with Noble culture producing specialist, yes is possible for specialist to reduce other yields. As far as unhappiness goes, citizens produce unhappiness automatically - 0.85 per citizen in this mod - and I feel 5% extra is about right per slave market. Possibly a few percent more but less than 10. If a slave specialist does get more production there should be some downside ... hmmm ...