Sid Meier's Civilization V

Sid Meier's Civilization V

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Description
Mods that overhaul the game, yet still doesn't make it unbalanced.
Items (134)
Aggressive and Expansive AI
Created by Krajzen
Increases AI expansionist and military tendencies - way too many people have complained on passive nature of BNW AI :) I increased all AI leaders' victory/wonder/city state competitiveness, possible war approach and possibility of war declaration, as well ...
Ancient Building Pack
Created by thecrazyscotsman
Alternate download here. This Building Pack adds 3 additional economic and growth buildings to the Ancient Era. Credit to Kwadjh for the Weaver icon. The building yields are below. --------------------- Bakery (New) +1 Food +1 Food from Wheat Requires Whea...
Ancient Building Pack 2
Created by thecrazyscotsman
Alternate download here. This mod adds an additional 3 buildings to the Ancient Era: Palisade Wall, Potter, and Smelter. The building yields are below. ---------------------------------------------- Palisade Wall: +3 Defence +25 City HP Unlocked with Agric...
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 ...
Cistern and Marina - New Buildings
Created by thecrazyscotsman
Alternate download here. This mod is designed to be an alternative to the Lighthouse lake mods (including my own). I wanted to create a mod that improved lakes without required an lua files or references that may conflict with other mods. Of course this mo...
Civ Names by Policies
Created by Lex
For BNW only. If you are going to ask a questions about the mod algorithm, name specific, localization, etc., read the full description before. Special thanks to SaintDaveUK for many additions to naming system. Localizations. Write your name here. Spanish ...
Classical Building Pack
Created by thecrazyscotsman
Alternate download here. This mod adds 3 buildings to the Classical Era: Agora, Inn, and Herbalist. The new building yields are below. --------------------------------------- Agora: +1 Culture +1 Artist slot +1 Gold from Spices and Marble 1 maintenance Unl...
Diplomacy Values (BNW)
Created by Xibalba
Shows actual values for AI opinion modifiers. Gives you a more accurate idea of just how much the AI hates your warmongering/religion spreading/wonder stealing ways. For Brave New World. Gods and Kings version here. Mod changes the CvGameCore_Expansion2.dl...
Enhanced Military Buildings
Created by thecrazyscotsman
Alternate download here. This mod is designed to better reflect several aspects of Military and Defensive structures. Military buildings have been revamped. The Barracks now adds City Hit Points and Defense, reflecting its crucial role in city defense. The...
Expanded Civilopedia Entries (Brave New World)
Created by Tomatekh
This is an update to my Gods and Kings mod which can be found here: Expanded Civilopedia Entries (Gods and Kings). ~~~ Note: - This mod only works in English. - This mod requires the Brave New World expansion. - Due to how mods are loaded, this mod is only...
Faster Plot Expansion
Created by Krajzen
Cultural cost of gaining new plot is reduced by 1/3. Now 'holes on the map' fill faster, borders looks better, and this is yet another buff for originally underpowered wide empires....
Foreign Trade Routes
Created by Gedemon
Foreign Trade Routes allows one trade routes per city with another civilization's city if they are connected by road, river, coast or ocean and you have an open border agreement (or at least friendly relation for a city-state trade route) , and correspondi...
Great Prophet Historical Names (BNW or GK)
Created by Tomatekh
Adds historical names to the Great Prophet unit similar to other Great People. This mod is also included within my Historical Religions Complete (BNW & GK) mod. ~~~ Currently a Great Engineer spawns with a historical name such as 'Nikola Tesla', whereas th...
Helicopters Can Fly Over Water
Created by RJ
Removes helicopter embarking in favor of being able to hover over coast and ocean. Transitioning from water to land or vice versa does not cost any extra movement points except in weird cases, but helicopters are still much more maneuverable now. Should wo...
Improved Lighthouse
Created by thecrazyscotsman
Alternate download here. Updates the Lighthouse to make Lake tiles more useful. Also adds Tourism later in the game. The Lighthouse now provides: +1 Food from Lake/Coast/Ocean tiles +1 Production from Sea Resources +1 Food from Fish +1 Tourism after resear...
Improved Water Mill
Created by thecrazyscotsman
Alternate download here. This modifies the Water Mill yields to better reflect its historical use as a labor-saving device and for making flour. The Water Mill now yields: +1 Food +2 Production +1 Food on Wheat ---------------------- FAQ Q. I'm having a pr...
Improved Windmill
Created by thecrazyscotsman
Alternate download here. This is a very simple mod which adds +1 Food from Wheat to Windmills. This is to better reflect the historical use of the Windmill as well as role of Grain as a staple for many of the world's population. ---------------------------...
Gibraltar, Reef, and Krakatoa Fixes
Created by Barrowulf
::::::::: FEATURES ::::::::: Prevents Gibraltar from spawning on small islands; especially single-tile ones which may render it unworkable! (special thanks to whoward69 for help) Prevents Gibraltar from spawning next to ice, which I believe looks really ba...
Industrial Building Pack
Created by thecrazyscotsman
Alternate download here. This mod adds several new buildings to the Industrial era, including buildings which further improve local resources or provide strategic resources. ------------------------------- Textile Mill +3 Production +1 Production on Sheep,...
Medieval and Renaissance Building Pack
Created by thecrazyscotsman
Alternate download here. This mod adds 5 new buildings to the Medieval and Renaissance eras. The buildings are below. -------------------------------------------- Apothecary +1 Food +1 Science +5% Food Requires Metal Casting Alchemist +2 Science on Gold re...
More Luxuries
Created by Barrowulf
DESCRIPTION Adds nine more luxuries to the game and an additional Mercantile city-state luxury. Overall, they function the same as the existing luxuries and utilize the same placement and balancing methods. Also, this mod fixes a few bugs found in the main...
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...
R.E.D. - Just Ethnic Diversity
Created by Nutzzz
Just Ethnic Diversity modmod for R.E.D. Modpack for Civilization V (vanilla), Civilization V: Gods + Kings. and Civilization V: Brave New World Unofficial modmod. Reverts R.E.D. Modpack (v 27) to vanilla scale. ACTIVATE R.E.D. FIRST! Cannot be activated at...
R.E.D. Modpack
Created by Gedemon
Regiment and Ethnic Diversity for Civilization V, G+K, BNW and all DLC - Rescaling : all human and mounted units have been scaled down, no more giant infantry against tank ! Of course, the relative scale is nothing close to realism, but it looks way better...
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...
Resource - Granary Includes Bison
Created by BlouBlou
This mod adds the new bonus resource introduced in Civ 5 lastest patch: 'Bison' to the list of resource already improved by the 'Granary'. Features: Extends the bonus of the 'Granary' building (which already upgrades 'Deer') to the 'Bison' resource. Fix th...
Resource - Mint Includes Copper
Created by BlouBlou
This mod adds the luxury ressource : 'Copper' to the Mint's benefits and requirements. Features: Mints can now be built in a city if it has Copper within its city limit. Just like Gold or Silver. Extend the bonus of the Mint building (who already upgrade G...
Strategic Buildings Pack
Created by thecrazyscotsman
Alternate download here. This mod adds several buildings to the later eras which make use of Horses and Iron to ensure that those strategic resources maintain value for the entire game. The new building yields are below. -----------------------------------...
Units - Airship and Land Ironclad
Created by BlouBlou
This mod brings the 'Airship' and the 'Land Ironclad' units from the Smoky Skies scenario by Fireaxis in normal games, without hurting game balance or changing normal gameplay. Features: Adds 2 new units to the industrial Era, 'Airship' and 'Land Ironclad'...
Units - Scout to Explorer
Created by BlouBlou
This mod introduces a new recon unit in industrial age, the explorer. It also give to scouts an upgrade option to become explorer when obsolete. Features: Adds a new recon unit: the explorer, to the game, which was inspired by the Scramble for Africa scena...
War - Less Damaged Captured Cities
Created by BlouBlou
This mod reduce the damage to population and buildings that is instantly applied to a city when you capture it. Features: Population survival has been increased from 50% to 75% (For example, capturing a city of 10 population would leave the city with 7 pop...
Terrain - Poor Tiles Tweak
Created by BlouBlou
This mod gives a minor base yields and unlock some worker improvements possibilities for poor or useless terrains like snow and desert. Features: The state of those tiles before the mod: Snow and Desert had 'No Yield' No basic tile improvement could be bui...
Trading Posts Grow into Towns
Created by TofuSojo
As they are worked by citizens over time, Trading Posts grow into Hamlets, Villages, and finally Towns yielding more gold as they grow, just like Cottages in Civ IV grew into Towns. The Towns are still improvements, not a new city. I loved this system as I...
Unique Policy Buildings
Created by thecrazyscotsman
Alternate download here. This mod adds a unique building unlocked by each policy tree. Each building is unlocked by the policy opener. Compatibility: REQUIRES Brave New World. All other DLC optional. Will work with any mod that does not alter the Policy Op...
Reforestation
Created by framedarchitecture
Allows workers to plant forests on Plains, Grassland, Tundra and Snow tiles once Fertilizer is discovered. Workers can also plant forests on un-owned tiles outside your borders. Reforestation replaces existing improvements and features, and has a small cha...
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...
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...
Emigration
Created by Mk Z
Immigrants are attracted by happiness and productivity of your empire from foreign cities. Ideologies affect migration in different ways. What's new in v6: * migrants carry religion * part of conquered population escape as refugees * emigration system rewo...
Terrain - Motte-and-bailey Fort
Created by BlouBlou
This mod add the ability to build the improvement : Motte-and-bailey Fort to workers of every civilization, adding another fortification option to the game. Features: Makes The 'Motte-and-bailey Fort' (From the 1066 Scenario by Fireaxis) available to worke...
Terrain - Pontoon Bridge
Created by BlouBlou
This mod adds the ability to build the improvement : Pontoon Bridge to workers of every civilization, adding another Improvement option to the game that was normaly reserved for Firaxis scenarios. Features: Makes The 'Pontoon Bridge' (From the American War...
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...
Enhanced Improvements
Created by thecrazyscotsman
This mod adds additional yields to the following improvements: Lumbermill +1 Gold Plantation +1 Production Oil Well/Offshore Platform +1 Gold Farm/Terrace Farm +1 Production once Globalization is researched It also modifies jungle removal so that it also p...
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...
Starting Worker
Created by thecrazyscotsman
This mod provides a starting worker when you begin a new game. Compatible with BlouBlou's Starting Scout mod. Compatible with all versions of the game....
Capture+ (Capture more Units & Great People)
Created by CyberX1
*READ FULL DESCRIPTION* This mod will allow you (AND other civs, except barbarians) to Capture Settlers, Work Boats, Great People, and Spaceship Parts. Can still capture workers. Works with all Civilization V Versions! Direct Download: https://www.dropbox....
Composite
Created by Bear
This DLL component for my mods, putting it into single modes for compatibility between my separate projects. Subcriple or download and manual install. Compatible with Vanilla, G&K and BNW. Include: 1. PlotIterators.lua (thx WHoward) 2. UnitPanel.lua (Modul...
Cloak and dagger
Created by Bear
Killers look like this: Compatible with G&K and BNW. Features: 1. Add invisible killer (max 3 for player) and kill mission. 2. Players are not responsible for the killing on their territory. You can kill all the great people, archaeologists, diplomats (wit...
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...
Mercenary Army Expanded
Created by Stephen
For BNW This mod expands the roster of units that can be purchased when you adopt the Mercenary Army policy in the Commerce tree in order to make it relevant past the Medieval Era. The units now available through this policy are: Landsknecht: Raiding Unit ...
One-Color Civs
Created by jptrrs
NOTE: This is no longer under development. Aims to clean the game interface a little bit by assigning one and only unique color to each civilization. Foreground on most icons is set to either black or white. If it's a color on foreground, then background i...
Cities of Marble (BNW)
Created by Machiavelli
There are many cities of brick but can you build a city of marble? With new and modified National Wonders you'll be able to specialize your cities like never before, raising the small and obscure city to glory and greatness! Features: National Wonders no l...
Separate Great People Counters (BNW)
Created by Machiavelli
When you generate a Great Merchant, Scientist or Engineer the costs of the other two Great People do not increase. Discussion thread on CivFanatics | Download from CivFanatics If you like the mod and want me to prioritize development of it let me know by r...
Food for Flatland cities (BNW or GK)
Created by Machiavelli
Cities not built on hills get +1 Food. This is to compensate for the +1 Production (and strength bonus) that cities on hills have. This mod works with Brave New World, Gods and Kings and Vanillia....
Scaling Great Merchant (BNW)
Created by Machiavelli
Improves Great Merchants to make them comparable in value to Great Scientists and Great Engineers! This mod is compatible with most other mods. Trade Mission: now gives more influence the later the era you are in. A late game Trade Mission can snipe a crit...
National Wonder Collection
Created by framedarchitecture
Adds six new National Wonders to the later Eras. v.3 not compatible with v.2 saved games. Compatibility * Vanilla; Gods and Kings; Brave New World; all DLC * Most mods, except those that fundamentally alter the Tech Tree. National Wonders Central Bank: For...
More Great Works
Created by Faulkner
This mod requires Civilization V: Brave New World. Have you ever run out of named Great Artists and Writers? More Great Works adds a large amount of real Great Artists and Great Writers (with their own Great Works) to Civilization V. Containing 50 Great Wo...
Late Game Range BNW
Created by Keukotis
Gives Gatling Gun, Machine Gun, and Bazooka 2 range because it was stupid that they couldn't shoot as far as a freaking bow. To compensate and to bring them in-line with other archery units, their Combat Strength has been adjusted accordingly: Gatling Gun:...
Calypso's Colored Religious Icons (Basic)
Created by Calypso
Calypso's Colored Religion Icons (Civ V G&K or Civ V BNW) (Basic): No new religions. Recolors existing religions. "Basic" denotes that this is the simplest version of the Calypso Colored Religion mods, and is required for my expansion mods. This is a simpl...
Calypso's Colored Religious Icons (Extended)
Created by Calypso
Calypso's Colored Religion Icons (Civ V G&K or Civ V BNW) (Extended): Adds 10 new religions with colored icon art. Requires Calypso's Colored Religion Icons (Basic) to use. This mod continues my project dynamically recoloring the religious icons in Civiliz...
Calypso's Colored Religious Icons (BNW Extended)
Created by Calypso
Calypso's Colored Religion Icons (Civ V BNW) (BNW Extended): Adds 2 new religions with colored icon art. Requires Civilization V Brave New World and Calypso's Colored Religion Icons (Basic) to use. This mod continues my project dynamically recoloring the r...
Contextual Unit Names - Enemy Reconnaissance
Created by abijeet95
This mod aims to add a bit of variety to your units name. Based on where a unit was born (or upgraded), it gets a unique name. Units like "7th Cavalry of Warsaw", or "15th Artillery of Delhi", will be comman place in your army (except the city name depends...
Civ 5 City+
Created by AliveDrive
Direct Download: http://www.filedropper.com/civ5cityv3 Link Updated, please let me know if it goes down again. NOTE: This mod could be used to INCREASE or DECREASE minimum city distance. Does the situation from the picture happen to you every single game? ...
Music Changer
Created by Matta Leão
This minimalist mod adds a simple button at the top right corner of the screen that allows you to skip the current music playing as many times as you like. The next song is random, based initially on your civ's ethnicity and peace / war status. If you skip...
Greatest Cities
Created by framedarchitecture
Adds a city ranking system that is displayed in a new Greatest Cities screen (available via the Diplo Corner pulldown menu). At the dawn of each new era, the highest ranked world city becomes a World's Greatest City, which allows that city to build a Trium...
Global Warming
Created by framedarchitecture
Late Game Climate Simulator This mod creates the possibility that Global Warming will affect the game world. Once any Civilization has entered the Industrial Era, there is a chance that a Global Warming Event will strike a tile. As the world grows warmer, ...
Global Warming Congress
Created by framedarchitecture
Adds two new Resolutions to the World Congress that support Global Warming. Resolutions *Biofuel Subsidies: Pastures and Plantations yield +1 Gold and Science, but -1 Food. Requires Biology. Reduces Global Warming Index by 10% (Requires Global Warming Mod)...
Strategic Resource Buildings
Created by Kel
Tired of owning half of the planet, being allied with all of the city-states, and still being the only Civilization without coal? Want to start a game in the information era and ensure that everyone has nukes and giant death robots? This mod adds buildings...
SRB Plus
Created by Kel
This mod gives additional output to the buildings added in the Strategic Resource Building mod. The additional output is added by techs around the time that the resource the building provides is going obsolete. --- The Strategic Resource Building mod must ...
Extended Resource Display
Created by RJ
Isn't it annoying how difficult it is to see luxury resource quantities by default? This mod makes the quantities and trade turn times of luxury and strategic resources clearer by packaging them all in a single handy tooltip. Resources are displayed in the...
Lake Victoria Fix
Created by Calypso
A simple mod that makes a couple of XML tweaks to boost the functionality of the Lake Victoria natural wonder. The purpose of both changes is to cause it to behave like other inland lakes in game, while retaining its unique status as a natural wonder. - Az...
Improvements in Water Tiles
Created by TofuSojo
I miss sea improvements from Alpha Centauri. I liked being able to invest in improving the sea as the land. I also hate how the bountiful ocean is represented in game as food deficient, plus that shallow ocean over continental shelves (the ocean's breadbas...
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 ...
Lumber Mills on Jungles
Created by Kramer
This mod should work with Vanilla, Gods & Kings, and Brave New World, and has no dependencies on other mods or DLCs. A very simple mod, through and through. All it does is allow Lumber Mill improvements to be built in both Jungles and Forests, instead of j...
City States Leaders II
Created by Nutzzz
City States Leaders II for Civilization V (vanilla), Gods + Kings, and Brave New World Adds leader icons to city state screens, making it easier to remember who is who. Based on "City States Leaders" by mihaifx. For mod support, also see the CS Mods Art Pa...
Great Admiral Aquaculture
Created by Keukotis
Requires Brave New World Finally gives the Great Admiral a build. The Aquaculture will expend a Great Admiral to immediately create an improved Fish resource on the tile. Once built, Aquaculture replaces itself immediately with a Fishing Boat on a Fish res...
Tundra Farms Mod
Created by Barrowulf
Realism aside, this mod allows the construction of farms on tundra tiles without access to fresh water for more gameplay options. Perhaps, for a little less of a stretch, think of the tiles as taiga instead....
The Slimline Ancient Ruin Tweak
Created by PoundedChicken
This mod simply combines the Reveal Map and Reveal Barbarian Camp bonuses gained from Ancient Ruins (Goody Huts). This not only means that picking up this bonus has more value, but also increases the odds proportionately of all bonuses from Ancient Ruins b...
Dynamic Improvement Yields
Created by CyberX1
Makes improvment yields more dynamic through certain features. Effects Quarries, Mines, and Farms. It does not change or remove and default improvment yields. Combatibile with all versions of Civilization V. Also adds +1 Gold to lumbermill improvments. Not...
Lancers to cavalry
Created by mikeburnfire
This is a simple mod that changes the upgrade path for Lancers to Cavalry. The original upgrade path to Anti-tank Guns makes these units very underpowered for two whole eras. Q. What does this mod do? A. The only thing this mod changes is the upgrade path ...
Submarines Ignore Borders
Created by Ryika
v3: Now works with Submarines added by the Advanced Naval Warfare-Mod! A simple mod that allows Submarines and their nuclear Brothers to enter enemy territory without requesting open borders first. You'll also not get a diplo-penalty if you end your turn i...
Scouts ignore Borders
Created by Ryika
A simple mod that gives Scouts (and Pathfinders) a promotion that allows them to enter the borders of other Civs without having to get open borders first. And... that's it. Simple, huh?...
Justice and Government Buildings Mod
Created by luna
Compatible with BNW This Mod adds 6 new buildings and a new national wonder to increase social policy/ideology options and differences. I have just updated this mod, fixed a few errors in game (aesthetic only) and added an upgrade to the People's Council a...
Global Relations
Created by Aristos
UPDATED!!! Now compatible across the board, from Vanilla to G&K to BNW!!! If you feel that InfoAddict, robk's masterpiece, gives too much information, this is for you. Global Relations is entirely based on robk's Infoaddict, but only shows the information ...
Solar Plant Fix
Created by TofuSojo
Solar Plants are too restricted and thus rarely built, unless you are on a desert map...This mod widens the restriction about where they can be built, while maintaining realism, and makes them require a strategic resource to still limit their production. T...
Unique Cultural Influence
Created by Ryoga
Each culture is unique, and their influence on other cultures is also unique. If you think Arabia, Japan and Zulu aren't supposed to sell blue jeans and pop music, then this mod is for you. With "Unique Cultural Influence" the effect of becoming "influenti...
(4UC) 4th Unique Component
Created by mikeburnfire
The 4th Unique Component Project is a mod that gives every civilization a 4th unique unit, building, or improvement. For use with the 3rd Unique Component mod: https://steamproxy.net/sharedfiles/filedetails/?id=392162444 This project is modular, meanin...
ZNW-Symbolic Ideology Tenets
Created by Zyxpsilon
Replaces the former dark emptiness and text Labels of Ideology Tenets with symbolic images that simply hints the player on the effects each Types and Branches give when selected. A color theme has been used for each Branches as follow; Blue for Freedom -- ...
ZN-Era Popups
Created by Zyxpsilon
This mod (exclusively for BNW) was the result of a hugely efficient collaboration between Nutty (aka-Nutzzz) and myself. Thanks to his great skills in LUA-XML, my (somehow) cool artsy graphics can now be supported and enhanced with excellent code-work. In ...
1 Promotion Per XP Improvement
Created by ranolph
Each building, policy and wonder that previously provided a simple XP boost to units now provides a promotion instead. Therefore, having 1 improvements gives all new units 10 XP, 2 improvements 30XP, 3 improvements 60XP and so on. Namely, the following bui...
Resolution - International Monetary Fund
Created by alpha-r2d2
This mod adds the International Monetary Fund as a participative project unlocked by the World Congress. It can be proposed once any Civilization has discoverd Electircity. The largest contributor receives the International Monetary Fund wonder (+1 Gold fr...
XP From Forts
Created by Labby
Ever wish that Forts and Citadels had some use beyond the defenseive bonus? That they were useful even when not at war, instead of taking up space that could be used for more useful tile improvements? Disappointed that your existing units have no way to ga...
Naval Healing Mod
Created by Barrowulf
Naval Units: may also heal outside of friendly territory. Supply Promotion: now allows the naval unit to always heal each turn. - - - - - - - - This mod allows all naval units to heal outside of friendly territory the same way land units do. They do so at ...
Natural Wonder Overhaul
Created by BOT Fisher
This mod aims to make natural wonders more interesting. This is accomplished in 3 ways - Increases natural wonder spawn rates - Increases natural wonder variety - Buffs weak natural wonders Wonders Per Map - Duel - 4 Tiny - 7 Small - 9 Standard - 12 Large ...
More Great Musicians [UPDATED (V2)]
Created by mckurosu
Adds 20 Great Musicians with their corresponding great work of music(with Audio): °Antonio Vivaldi: Quattro Stagioni (Four Seasons) °Nikolay Rimsky-Korsakov: Flight of the Bumblebee °Edvard Grieg: Morgenstemning (Peer Gynt) °Johann Pachelbel: Kanon in D °G...
Modern Realism
Created by Nanotec
Improves the game experience at the modern Era DLC compatible -Nuclear weapons destroy everything within a radius of 3 -ICBM have been added -The range and the power of ballistic missiles have been improved -Nuclear fallouts make damage (but you have the t...
Battleships to Missile Cruisers
Created by Poncy Git
A simple QoL change that allows you to upgrade your battleships to missile cruisers. Missile Cruisers come so late in the game, that I feel the mild imbalance introduced by this change is worth it for the increased convenience and relevance it grants the M...
Stealth Bombers Allowed on Carriers
Created by Air
Allows you to rebase your stealth bombers on carrier ships like earlier bombers. Requires starting a new game....
Convenient start
Created by manekk
It's a common knowledge that the starting location and first city placement matters. At the same time there is a substantial luck factor involved in where you begin your adventure. On some occasions, Sid Meier spawns you in a really nice location and your ...
Meaningful City State Colors
Created by Sylvestrina
All City States get new unique colors, and the colors are grouped by the traits of the city states. This is supposed to make it easier to spot which city states are the most interesting allies. The following color ranges are used: Cultured: Pink ~ Purple M...
No Pantheon Cost Increase
Created by Cirien
This simple Mod deletes the increase on the Faith cost of the Pantheon Belief after a Player founded a Pantheon. For example: On Standard game speed, all Players will found their Pantheon at 10 Faith. _______________________________ I never liked the rando...
Less Ice on Maps
Created by Barrowulf
Basically, this mod tames the default ice generator within the game. Unique versions of the following maps are included in this mod: Continents, Pangaea, Small Continents, and Archipelago. They're exactly the same as the default ones, except that they cont...
Architecture changes
Created by RJ
Just righting a few architectural "Wrongs" in Civ. The direct download can be found here This mod changes the architecture of certain civilizations: India-Now use the middle eastern art. Why? From the Indus Valley to the Mughals to modern India, India arch...
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 (...
Weak Beliefs Balanced - Buffs
Created by Krajzen
This simple mod makes weaker beliefs stronger - now religion choices are more interesting and balanced, not only 'Tithe' Founder Belief is useful :) Version 2 uploaded - now Pilgrimage isn't overpowered, text errors for Aurora and Reliquary are repaired. C...
Medieval Espionage
Created by SamBC
Allows you to start spying from the Medieval age, rather than the Renaissance. This may skew balance somewhat, and there is no effort to tweak that here....
Great Heroes
Created by Smig
The premise of this mod is to change Great Generals in a way that makes them more interesting to use and valuable. The Great Generals are now called Heroes, and they'll behave like direct combat units, with a base strength comparable to the standard units ...
Archaeology Aesthetic Adjustments
Created by Calypso
A simple graphics mod that changes the way archeology sites appear across the world. While normal and hidden archeology sites already differ in the resource icons they use, this mod is meant to extend their visible differences to include the way archeologi...
Civ IV Leader Traits in Civ V
Created by The Wes
Tweaks to make weaker Civs more powerful. Requires Brave New World (runs without it, but half the traits don't work right.) UPDATE 2: Added new Seafaring promotion. Reduced Aggressive Unit Maintenance to -33%. Mercantile now increases gold yield from marke...
Civ V Focused AI
Created by Avalen
I have modded the personalities and flavours of the AI to make them more focused around certain playstyles. This should make the AI more challenging and games more interesting as different AI's go all out for different victories. I have made 9 different AI...
Reform and Rule (BNW)
Created by Machiavelli
This mod alters every Social Policy and Ideology Tenet. More than a mere "balance patch" most policies include effects that are unlike any existing policies and a few are unlike anything else in the game. These unique effects enable all new strategies that...
Resource Buildings+ (12 Additonal buildings!)
Created by CyberX1
This mod provides 13 new realistic buildings that enhances gameplay through the use of strategic or luxury resources. Works with ALL VERSIONS OF CIV 5! :D Features: *Building Image *Civilopedia page *Strategy *Historical Info ---------------------------- A...
Better Bad Civs
Created by framedarchitecture
The following are civs that I don't like rolling in random games. Some of their bonuses are useless or marginal at best, and some are worse than no bonus (I'm looking at you Iroquois!). This mod makes minor edits to these civs' weakest bonuses to make them...
Ideological Overhaul: Unity, Equality, Prosperity
Created by Halpo
This mod makes both thematic and gameplay-related changes to every ideology, significantly improving both gameplay and immersion. In addition to some simple balancing, many policies are partly or completely unique, enabling novel strategies and synergies t...
[BNW] Feudal Ranks
Created by MyopicCat
Feudal Ranks is an AI/difficulty mod for Brave New World that aims to provide a fresh challenge for skilled players by rescaling the handicaps and mitigating some of the more severe strategic flaws of the AI, without changing the game itself. IMPORTANT: Th...
Extra Spy
This mod adds +1 Extra Spy when espionage is availible to each player. Now that i learned how to make it activate when you click the green light, the mod works....
Unlock World Congress With Writing
Created by David
This mod removes the Printing Press technology requirement from the founding of the World Congress and replaces it with Writing. You still need to find all other civs. The World Congress is one of my favorite aspects of Brave New World. Its tons of fun and...
Embark units at Sailing
Created by Hiram
Allows units to embark upon discovering sailing. This mod will be particularly useful for people playing on TSL maps as civs such as the Celts, England and Indonesia, as well as many other island-bound civs to come....
New Beliefs Pack
New Beliefs (43 Total) Pantheon Beliefs (8 Total) Deism: +3 Science from Natural Wonders Goddess of Knowledge: +1 Science in cities with a population of 3+ Goddess of Wealth: +1 Gold in cities with a population of 3+ Heavenly Blessings: +2 Faith for each D...
(3UC) - 3rd Unique Component
Created by mikeburnfire
Gives every The 3rd Unique Component Project is a mod that gives every civilization a 3rd unique unit, building, or improvement. For a detailed list of each civilization's new components, please check the CivFanatics page: http://forums.civfanatics.com/sho...
African Forest Elephant Fix
Created by Barrowulf
Fixes the movement rate and attack animation of the African Forest Elephant. Previously, the unit moved at horse speed and looked silly. Also, when attacking, it just stood there and waiting for enemies to come to it. Elephants need to charge and trample! ...
Faster Aircraft Animations
Created by Gedemon
This mod speed up aircraft combat animation (x2) You can change that speed factor by editing the file FasterAircraft.sql in the "\My Documents\My Games\Sid Meier's Civilization 5\MODS\Faster Aircraft Animations (v 1)" folder and change "2" to the new value...
Optimized National Wonder Scaling
Created by Barrowulf
This mod alters the cost and prerequisites required for building a national wonder. This makes national wonders much more accessible for both small and large empires (especially large) if you only invest the extra time into constructing them and don’t expa...
City-State Pacts Mod
Created by McCain Palin
City-State influence decreases slower the closer the city state is to the civilization, but decreases faster if it is far. This combats one civ from hogging all city states, and adds the realism of alliances like the Warsaw Pact, NATO, or the EU. If the ci...
(JEM) Spy Training Center - 1 per Era
Created by Amnesiac
Allows you to build a spy training center, which gives you 1 spy. This version will allow you to build 1 of these buildings per era, instead of only allowing 3 total after unlocking a certain tech. If you would rather be able to build these after researchi...
DynamicEras
Created by Bear
Compatible with Vanilla, G&K, BNW and any other mod WITHOUT new eras. I can hardly enjoy each of the era when I jump over it to the next one or the progress (of building or war) goes so slow that it makes me fall asleep. I've tried some modifications that ...
Slower Research
Created by Ellye
Slows down research: every technology will cost 30% more beakers, in any game speed. If you would rather have a more drastic change, check those other mods: Increased by +160%: http://steamproxy.net/sharedfiles/filedetails/?id=106484540 Increased by +3...
Caravans Build Roads
Created by Gedemon
A very basic mod to make caravans build roads when moving, civ6-like Note: I've been away for a while, if civ6 modding is at least as open as civ5 I will surely move to it, but I'm afraid I won't have a lot of time to check my previous mods here, I'm very ...
Economics
Created by framedarchitecture
Add a new level of government administration and strategy with this economic simulator, which allows you to manage tax rates, issue debt and enact new economic policies. Enjoy economic prosperity for astute government management; face a new disaster -- the...
Sengoku Jidai
Created by Putmalk
As of Version 2, this mod no longer requires the Sengoku Scenario mod. It will be fully functional as one mod. REQUIRES GODS AND KINGS AND KOREA DLC. Feudal Japan is now torn apart in a devastating civil war. Peasants take up arms to serve their daimyo lor...
Roman Empire Scenario (v5) - english & german
Created by Joe
Game in the ancient world. With all the trimmings. Beginning 250 BC Very first try of mods. Let's see how he likes. And if everything is working. -------------------------------------------------- -------- ► complete map of the ancient world (Mediterranean...
Ancient Egypt New Kingdom Scenario
Created by framedarchitecture
Reunify Egypt under a single Pharaoh! It is 1600BC, and Egypt is divided: the foreign Hyksos rule Lower Egypt, native kings rule Upper Egypt, and the city of Kerma controls Nubia. You have 150 Turns to unify all Egypt under a single Pharaoh, and build an e...
Ancient Maya Scenario
Created by framedarchitecture
Unify the Maya kingdoms & survive the Collapse! This scenario places you on the throne of a powerful Maya Kingdom in 1000BC, and allows you to guide your people through the rise and fall of classical Maya civilization. You have until 1000AD (150 Turns) to ...
Rise and Fall of Andean Civilization (G+K)
Created by hangman
Andean Late Intermediate Period Scenario (Gods and Kings version): Dominate the Andes & Survive the Spanish Conquest! A total conversion scenario set in the Late Intermediate Period and Late Horizon of Andean culture (~1200 to ~1550). Major features: Six p...
The Emperor of Venice
Created by Strategikal
Venice Culture Challenge Can you win a culture victory as Venice, playing against the Byzantines, the Ottomans and Morocco on a Mediterranean themed Small Continents map? There are two versions of this scenario; one with randomised resources, the other wit...