Sid Meier's Civilization V

Sid Meier's Civilization V

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Galleys for Civs
   
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5 Aug, 2012 @ 5:52pm
8 Aug, 2012 @ 11:12am
2 Change Notes ( view )

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Galleys for Civs

Description
Partial Change List:
(see text file within mod for a complete list of changes)

Galley: Buildable by civs. Reverted back to a ranged unit (unit AI adjusted to suit), ranged strength 9 and combat strength 8, production cost increased from 40 to 56, upgrades to Galleasses. (changes apply to barbarian galleys as well, they've returned to haunt you!)

Dromon: Unitclass changed from Trireme to Galley. Stats based off of Galley modifications. Ranged strength increased from 9 to 11 (+22%) and combat strength increased from 8 to 10 (+25%) and gains new unique promotion: Greek Fire (+20% vs. Naval) which is retained thru upgrades. Old promotion, +50% vs. Naval, is removed.

Greek Fire: New unique promotion with new art included. I wanted give the Dromon a new promotion which it could retain and gain benefits from as it upgrades. 50% vs. Naval was too much to retain and balance the new unit around.

Trireme: Increased strength from 10 to 12, cost increased from 45 to 75 (similar to a Horsemen, just like Caravels strength/cost are similar to Knights), available at Optics instead of Sailing.

Quinquereme: Stats based off of Trireme modifications. Unique strength set to 15 (+25%) and gains the Mobility promotion (+1 movement) which is retained thru upgrades (I believe it had a stonger rowing system over the trireme, after all).

Fishing: New technology. Workboats and Sea Improvements have been moved from Sailing to Fishing. This additional tech as a prereq balances the early acquisition of Sailing/Optics with their stronger naval units. (flavor values adjusted to suit, AI's receive this tech for free on Deity instead of The Wheel)

Sailing: Embarking moved from Optics to Sailing, now requires Fishing along with Pottery. (flavor values adjusted to suit, AI strategy "expand to other continents" set from Optics to Sailing to suit)

Embarking: Units can embark at Sailing now instead of Optics which has a total beeline cost of 125 beakers instead of default game's 175 beakers. If kept at Optics within this mod, it would've cost 230 beakers.

Wayfinding: Added an additional bonus of +1 embarked movement for Polynesia. (a little buff since the existing trait is a little underwhelming and because all civs can embark onto coast earlier, also sorta fits well since most ocean embarkation is performed at a movement of 3 with Astronomy)

Privateer: Prize Ships promotion is lost upon upgrading (to Destroyers).

Ironclad: Increased movement from 3 to 4 and removed the promotion which granted double movement in coast. (this also fixes a bug where this unit could gain "ludicrous speeds" with simple movement bonuses; a single +1 movement from any source makes these clunky things faster than a missile cruiser on the coast! English Ironclads? Yikes!)

... and more!
27 Comments
Vladimir Vladimirovich Putin 19 Jul, 2017 @ 9:58am 
Got it working now. Just delete all references to the Galley in the Mercenary unit files and the lua.
Vladimir Vladimirovich Putin 19 Jul, 2017 @ 9:39am 
Be aware that this mod does not fully work with JFD's Rise to Power subscribed. The unit exists, has a range attack and the tech are all there. But you can't actually build one.
Tweaky 25 Apr, 2016 @ 9:26am 
I finaly have wish to give it a try again. Looks like it's woth it!
huebnerrl 12 Mar, 2016 @ 6:08am 
Ditto what Clark said. I think version three of Barbarians Evolved broke this one because it worked until I updated that mod.
Grace of Thule 4 Mar, 2016 @ 3:32pm 
Can you please get rid of the fishing tech?
Clark 28 Feb, 2016 @ 1:34pm 
This mod used to work but I guess I have added other mods that stop it. The galley is still there in the tech tree but I can never build them. At one point in the past it still worked but I have added a ton of other mods (mostly civs and Barbarians Evolved V3) and I don't want to take the time to figure out what is breaking it...:(
ɌƗȻꝀŦɆɌ 5 Jul, 2015 @ 2:27pm 
is this supposed to make trirremes ranged in bnw? because it makes them ranged in bnw...
Barrowulf  [author] 14 Oct, 2014 @ 8:55pm 
The fishing mod is already built into this one.
Wolfe 14 Oct, 2014 @ 5:31pm 
can we use this with your fishing mod?
zArkham4269 1 Oct, 2014 @ 8:24am 
Is it possible that the barbarians would have a chance to spawn galleys and triremes? I've played Mods with something like this and too often you'd get 2-3 galleys shooting at you from off-shore and if you didn't have archery, you just had to take it. Also, with a trireme in the mix, you can reasonably have to worry about the barbarians taking a city from the sea with a gally/trireme combo.