Sid Meier's Civilization V

Sid Meier's Civilization V

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Items (75)
Additional Ancient Ruin Rewards
Created by Tomatekh
This is a minor XML mod which activates several Ancient Ruin (Goody Hut) rewards programmed into the files but disabled in the standard game. It adds: -Makes visible a nearby (invisible) Strategic Resource -Grants your Unit +10 XP -Heals your Unit (Unit mu...
Advanced Unique Units
Created by Dartmor
Makes Unique Units even more UNIQUE and fun to play. 1. Roman Legion - March, heals every turn even when moving. 2. Babylonian Bowman - now can move after attack. As combat archer, he can fire and then retreat by changing places with melee unit. ( i didn't...
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...
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 ...
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 ...
Bigger Empires (with easy edit)
Created by manekk
Short Description: This mod allows your empire to expand quicker and further, by reducing the culture cost of acquiring a new tile by 25%, financial cost by 10 gold, and allows your cities to expand to up to 8 rings. Long Description: There are already som...
Buildings - Upgrade System
Created by BlouBlou
This mod add a new concept to the game: 'Upgrading Buildings'. It allows a city to upgrade existing buildings, improving the base bonuses but increasing the maintenance. Features: Every 'base' building can be upgraded individually, in each city. You start ...
Captured Settlers Remain Settlers
Created by RJ
If an enemy is so foolish as to allow their settlers to get captured, this mod allows you to reap the benefits instead of downgrading valuable settlers to mere workers. The flip side is true as well, so protect your settlers if you don't want any enemies g...
City Limits
Created by Kilandor
This mod will show the city limits when opening the city view, or clicking on a unit that can found cities. It will also show you overlapping hexs. Enjoy! --- Installation --- To get the mod you must "Subscribe" to it. From the main menu Open "Mods" after ...
City Minimum Yields Fix
Created by TofuSojo
Very subjective mod, but I think it's nonsense that the plot a city is built on gets free minumum food and prod yields no matter what. The terrain you build a city on should matter - Snow shouldn't be just as good as Grasslands. -No minimum yields for citi...
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...
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...
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...
Forts and Kasbahs Can't Be Adjacent
Created by TofuSojo
Though I love the improvement itself, in my opinion, the fact that Morocco's unique improvement, the Kasbah, can be built adjacent to each other looks terrible. Add on to that the facts that since they are forts Morocco is very easy to defend, and it is mo...
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 ...
Hardwood Resource
Created by TofuSojo
Adds Lumber Yard which produces Hardwood Resource. This is then required to build wooden siege and naval units, and later on an optional gold building to do something with the then useless resource. -New resource: Hardwood -New building: Lumber Yard at Min...
Information Era Ship Fix
Created by TofuSojo
This mod adds three new ships to the Information Era and rebalances the Modern and Information Era's naval units' required resources, as well as a few other Information Era units'. All affected units' text has been updated. Details of changes below: --New:...
Krakatoa Fix
Created by Barrowulf
This mod fixes the placement requirements of Krakatoa to increase its chances of being a workable tile. This one has bugged me for a while. In the default game, Krakatoa usually spawns out in the middle of the vast ocean and wastes a good natural wonder sl...
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...
Modern Carriers
Created by Red-Eyed_Gelynome
V3: Improvements: - Nimitz new move is 9 but increase it's cost by at least 100 and it's req. for Uranium is now 2 instead of 1. -China has now access to the russian carrier. -Kuz carrier now requires 2 oil instead of 1. ___________________________________...
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...
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...
Natural Wonders Fix
Created by TofuSojo
My version of Barathor's great Natural Wonder Yields Mod - Mythic Wonders Included. I added the three BNW natural wonders to it; set the Fountain of Youth and El Dorado to be just as common as the others; renamed them normal names, so they aren't "mythic" ...
New Buildings
Created by Stren
Adds many new buildings to the game that can be built by any civilization throughout a range of technologies. NEW!!! Check out my new mod "Olympian Civ - Zeus" in the collection above. Includes: Buildings - Well: +1 food, unlocked in mining. (gold maintena...
New Units
Created by Stren
Adds new units to the game, which can be built by any civilization, throughout a range of technologies. NEW!!! Check out my new mod "Olympian Civ - Zeus" in the collection above. Includes: - Cavalry Archer: Required Technology: Horseback Riding Combat: 5 R...
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 - Ancient Ruins Choice
Created by BlouBlou
This mod extend the ability to choose the bonus you receive from 'Ancient ruins' to Scouts from all civilizations. Accordingly, The Shoshone Pathfinder receive New free promotions instead: Scouting I-II Features: Make the ability to choose the bonus you re...
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...
Renewable Energy
Created by TofuSojo
This mod is meant to be a more realistic alternative to my Solar Plant Fix mod. -Instead of the Desert restriction, Solar Plant cannot be built on or next to Snow or Tundra tiles This simulates their impracticality near the poles where they would get a lot...
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...
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....
Strange Religions
Created by Ryoga
This mod works with ''Gods and Kings'', or ''Brave New World'', or both. *** NEW: I have recently managed to create a mod that causes Civilizations to pick religions randomly (sort of). Check out my new mod here: Favorite Religion Randomizer. *** At this p...
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...
Terrain - Brazilwood Camp Extension
Created by BlouBlou
This mod extends the ability to build the improvement : Brazilwood Camp, to every civilization. Accordingly, a unique building has been added to Brazil civilization: the 'Jesuit Church', wich replaces the Garden. Heres some infos: 'Tomé de Sousa, first Gov...
Terrain - Chateau Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Chateau, to every civilization. Accordingly, The Foreign Legion Unique Unit have been returned to the French civilization. Features: Make the 'Chateau' improvement available to workers from any civiliz...
Terrain - Feitoria Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Feitoria, to every civilization. Accordingly, a unique building has been added to Portugal civilization: the 'Reconquista Castle', wich replaces the Castle. Heres some infos: 'During the Portuguese Rec...
Terrain - Kasbah Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Kasbah, to every civilization. Accordingly, a unique building has been added to Morocco civilization: 'The Riad', wich replaces the Garden. Heres some infos: 'A Riad is a traditional Moroccan house wit...
Terrain - Moai Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Moai, to every civilization. Accordingly, a unique building has been added to Polynesia civilization: ' The Marae ', wich replaces the Temple. Heres some infos: 'A marae is a communal or sacred place t...
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 - Polder Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Polder, to every civilization. Accordingly, A Unique building has been added to Netherland civilization: The 'Polder Mill' wich replaces the Windmill. Features: Make the 'Polder' improvement available ...
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...
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...
Terrain - Terrace Farm Extension
Created by BlouBlou
This mod extend the ability to build the improvement : Terrace Farm, to every civilization. Accordingly, A Unique building has been added to Inca civilization: The Stone Temple, wich replaces the Temple. Features: Make the 'Terrace Farm' improvement availa...
Terrain - Tipi
Created by BlouBlou
This mod adds the ability to build the improvement : Tipi to workers of every civilization, adding another Improvement option to the game that was normaly reserved for Firaxis scenarios. Features: Makes The 'Tipi' (From the Conquest of the New World Deluxe...
Terrain Names Corrected
Created by TofuSojo
Several incorrect or inaccurate terrain names have been changed everywhere I could find them, even in the Civilopedia, including its pages on the relevant buildings, units, and promotions. The goal is for them to more scientifically represent their respect...
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...
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...
Units - Throwing Axeman
Created by BlouBlou
This mod unlocks and incorporate a new unit in the classical age, The Throwing Axeman. A new range-unit type that was introduced in Brave New World but is currently reserved for barbarians. Features: Adds a new ranged unit: The Throwing Axeman, to the game...
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...
Water Tiles Don't Suck
Created by Magma Dragoon
That moment when you realize 75% of the tiles in your capital are junk... Harbors now add 1 food to sea plots Seaports now add 1 production to sea plots, rather than just sea resources...
Civ 5 Era Overhual
Created by Dirtmonkey
A massive rework of the Tech Tree that adds new techs buildings and Wonders Note: this mod is still in alpha and will grow over time Featuring: 2 Units 21 techs 54 Buildings and Wonders Looking for some help, check out the discussion Note: Calendar doesnt ...
Architect Guild
Created by Dirtmonkey
National Wonder, center for building design; Provides the means for producing Great Engineers. +1 GPP per turn towards Great Engineer generation 2 Engineer Specialist slots +5% Production...
Barnum and Bailey Circus
Created by Dirtmonkey
One of the most famous circus's in the world, The Barnum and Bailey Circus as entertained crowds for generations. Fertilizer Tech +10 Happiness +5 Gold +3 Culture 1 Great Merchant Slot...
BNW Pack 3
Created by Dirtmonkey
Telegraph building: Steam power tech 10% Culture 2 GPT Modern Stables: Ecology tech Requires Stables +2 Production from cows, sheep, horses and deer +2 Food from cows,sheep and deer 3 GPT Satellite Array: Satellite tech 1 Science per 2 people +5% Productio...
BNW Pack 4
Created by Dirtmonkey
Not sure why i called this Pack 4 its actually my 15th pack and im currently working on a BNW Pack 3 Big thanks to Thunder_clan_2 for many many ideas A pack of Buildings, Building changes and a new National Wonder: National Wonder: Officers Academy: Unlock...
Castle Courtyard
Created by Dirtmonkey
yet another addon for the castle: - unlocks at Banking - requires the castle to be built - 1 GPT - +2 Production - +2 Defense Guys and Gals from now on ill be telling you if the mod is BNW and G&K compatible and this mod should run with them no problem. re...
Castle Gates
Created by Dirtmonkey
An upgrade for the Castle: - +2 Defense - +1 Happiness, - Needs iron to build - Needs castle (duh) - unlocks at engineering Remember to rate and review. looking for new building ideas! Check out the other buildings in my total collection and Units building...
Castle Pack BNW
Created by Dirtmonkey
Castle Chambers: Navigation tech +2 Food +10 Hit Points +1 Faith 2 GPT Castle Throne Room: Acoustics tech +25 Hit Points +2 Culture 2 GPT Castle Armoury: Steel Tech +3 Defense +10 Hit Point +10 unit EXP 2 GPT...
Castle Tech Pack
Created by Dirtmonkey
A Pack that adds new Technology, Buildings and a National Wonder : Technology Castle Works -Requires Civil Services -Leads to Banking and Acoustics - 7 New Buildings Castle Smiths -Requires Castle Works & Chivalry -Leads to Architecture & Economy -...
Castle Turrets
Created by Dirtmonkey
a new upgrade for the castle: - Unlocks at Metallurgy - +2 Defense Remember to rate and review. looking for new building ideas! Check out the other buildings in my total collection and Defense buildings pack! Any questions? just leave a message below and i...
Combat engineer
Created by 🙂
Adds Combat engineers They will build militarial improvements and help your logistics, defense and efficient attack. New Units -Military engineers basically can build fort, road,timbering and repair tiles. They can be upgraded 2 times in the game. As you u...
Defense Pack
Created by Dirtmonkey
A new pack of new defense buildings: * The Pailsade only needs the art assets from the DLC so even if you dont have the DLC the mod should work fine Pailsade* - Unlocks at Construction + 3 Defense Gun Shop - Unlocks at Gunpowder - requires Armory - 1 GPT -...
Defense Pack II
Created by Dirtmonkey
A Second Pack of defense buildings Cannon Line - 1 GPT - +2 Defense - 1 Free Cannon Castle Barracks - 1 GPT - +2 Defense - +15 EXP - Requires Castle - Requires Barracks Trenches - + 4 Defense - -1 Happiness Sentry - +2 Defense - +1 Happiness - + 10 Exp - R...
Defense Pack III
Created by Dirtmonkey
My third pack of expanding the defense buildings of civ 5: *Note: Castle Tour has been removed and a revamped version can now be found in my Mini BNW Pack 1 Aviation Museum - unlocks at stealth - requires military base - +2 Culture - +1 Gold Weapons Museum...
Drive Thru
Created by Dirtmonkey
Starting in the 1950s and still going strong today, Dive Thrus are a perfect way to grab a quick bite to eat: -unlocks at computers -3 GPT - +4 Food - +2 Production - +1 Gold Remember to rate and review. looking for new building ideas! Check out the other ...
Elite Training Grounds
Created by Dirtmonkey
An Elite late game building to boost your troops EXP at a high GPT cost: - Unlocks at nanotechnology - 7 GPT - +6 Defense - +40 EXP Remember to rate and review. looking for new building ideas! Check out the other buildings in my total collection and Defens...
Expanded Civlopedia Entries (Gods and Kings)
Created by Tomatekh
The Brave New World version can be found here here: Expanded Civilopedia Entries (Brave New World). All of my Gods and Kings mods may now be downloaded in a single pack: Tomatekh's Mod Pack (Gods and Kings). ~~~ Note: - This mod only works in English. - Th...
Gaming Technology
Created by kingchris20
This mod adds the Gaming Technology to the game. Build the E3 Expo wonder!! After you have researched Gaming, you will be able to build a building, a national wonder, and a world wonder. *********Update 8/25: Changes have been made and the new building spe...
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...
Olympian Civ - Zeus
Created by Stren
Adds the Empire of Zeus as a playable civilization. Zeus was the ancient Greek god of the sky and thunder, as well as the king of the gods on Mount Olympus. Known by the Romans as Jupiter. Unique Ability: The winds obey - All planes have +5 operational ran...