Sid Meier's Civilization V

Sid Meier's Civilization V

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Empires at War
   
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File Size
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3.865 MB
18 Oct, 2013 @ 11:30am
1 Change Note ( view )

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Empires at War

In 1 collection by Lord Gyrun
Empires at War
5 items
Description
Core Module

Sparse Strategic Resources:
Iron, Horses, Coal and the other strategic Resources are a lot less abundant, greatly increasing the Importance to use them wisely (instead of just building a Factory in every city, etc.) At the same time Iron and Horses have new uses to make them useful throughout history. Horses for example are needed to construct Zoos

Buffed Natural Wonders:
More Natural Wonders can be found on the map and some of the weaker ones are buffed, giving them more impact in the early game. Great Leaders will adapt their strategies to put these Unique Map Locations to best use.

Pre Industrial Warfare:
Cities are a lot easier to take which makes pre Industrial warfare a lot more viable (especially for the AI who is quite bad at taking cities). Its not enough anymore to just build one archer and watch the AI derp around. Also Techcosts in the middle ages are increased to create more time for medieval warfare.

Diplomacy:
Removed WarmongerHate mechanic.
Many AI personalities are more aggressive now

Large Empires
in unmodded BNW a tall empire tradition opener is far more powerful than other choices. this is fixed. Cities cause less Unhappiness and luxuries give a bit more. Overall this makes wide empires more viable.

Barbcamps give 100 gold when plundered
Cost to buy plots with gold reduced
Production can be transformed into research/gold more efficient
Pikemen are unlocked in the Military section of the techtree
16 Comments
forgiveanangel 28 Jun, 2016 @ 6:27am 
Can someone give me a link to the ww2/ww1 picture used?
Prophet Ekalb (Nurgle Sux!) 18 Apr, 2014 @ 12:54pm 
By taking away the abundance or strategic resources you're discouraging war. Think about it, if youonly have 2 iron instead of 4, you cant really build a lot of good troops to attack.
m.willour 16 Feb, 2014 @ 6:13am 
Why why why are trade routes turn off? Might as well scrap the whole project with no trade routes!
Saw414 1 Nov, 2013 @ 4:09pm 
is this BNW only?
m.willour 30 Oct, 2013 @ 4:37pm 
I like the autor's ideas. If more work was put into this to fix trade routes and spying, I would consider it very playable. As it stands, I will probably finish the current game and not play again. Just not worth losing trade routes and spys.
Animal Mother 27 Oct, 2013 @ 9:34am 
Hmm is this bugged? I mean i just got a spy, and its not working. Cant click send or anything on spies :P Also trade routes seems weird, but thats maybe wad?
m.willour 27 Oct, 2013 @ 5:51am 
Could someone please explain how trade routes wotk in this mod? I played again and managed to have one route of about 7 spaces early in the game. Later I can't establish any routes no matter how short.
m.willour 26 Oct, 2013 @ 11:26am 
I also have the same trade route issue as veelami. It must require disabling other mods.
Animal Mother 26 Oct, 2013 @ 10:20am 
so is this awesome like civ4 or something? im just downloading now. ^_^
llehmorf 24 Oct, 2013 @ 11:52am 
hmm mod not downloading for me