Sid Meier's Civilization V

Sid Meier's Civilization V

Nabataean Kingdom
82 commenti
renzino 9 gen 2018, ore 14:20 
Thank you !
jorisgoedbloed 24 set 2016, ore 7:48 
Nice mod, and I LOVED the music! Only thing that bothered me was the Civoclopedia, which contains little information and still holds some technical text. Otherwise, great work, loved to play it!
jack aqab 31 mar 2016, ore 6:18 
Doesn't work with YNAEMP?
Fox40rch 9 feb 2016, ore 23:06 
:/
Fox40rch 22 gen 2016, ore 9:09 
Still can't find the song for it. It's so cool... Firaxis, the creative assembly? Lies.
Wigglytuffed 17 ott 2015, ore 11:04 
Great mod! Just a quick question, do they have a desert start bias? It seems I never start by desert.
27thcalculator 22 feb 2015, ore 9:48 
I would think the Nabataeans would have something about stone as a UA. Like maybe Stone yields +1 Faith and +1 Culture, and you still have the Trade Routes.
Faysal 17 feb 2015, ore 20:34 
YNAEMP compatible?
Rootimus 16 gen 2015, ore 16:02 
Thank-you
Mojave Neon 7 nov 2014, ore 23:07 
Okay, just played through with these guys again. I think they're pretty much perfect how you have them now. Real fun to play with, and definitely a unique style. At the same time, not OP, because the benefits are spread around (culture and tourism from the UB, food and extra trade routes from the UA, and a strong, cheap unit that is purchase-only, and obsoletes soon enough that by the time you've gotten to where you are making a solid amount of gold, you're close to past where you can get the Nabataean Rider, thus preventing you from just churning out ridiculous amounts of them, along with their horse requirement). Easily one of the best mod civs I've encountered. One question I did have, though, is whether you meant for them to be purchasable with faith through Holy Warriors, because they are.
Hiram  [autore] 6 nov 2014, ore 21:39 
Yes, it's cheaper now (around 100 gold) and has better ranged strength.
Mojave Neon 6 nov 2014, ore 21:37 
Also, has the Nabatu rider been buffed?
Mojave Neon 6 nov 2014, ore 17:59 
Yeah, it's one of the other ones. I've had the same issue before, but when just Nabataea is enabled it doesn't happen, meaning one of the other mods is causing it.
Hiram  [autore] 4 nov 2014, ore 23:59 
It's probably another civ that only has 1 unique component (or you've got 2 civs with UU/UBs with the same name in the XML conflicting with each other). I've had Nabataea enabled since I first published it and it's definitely not causing that bug.
outcastjackalyn 4 nov 2014, ore 22:09 
I'm having an issue where adding this mod causes the scroll bar to not appear in the civilization selection screen. This isn't happening with any of your other civ mods. I am using a lot of mods so it could be one conflicts with this, but i thought i'd post here in case this issue could be fixed.
Hiram  [autore] 18 ott 2014, ore 0:03 
Thanks for the feedback. You're absolutely right about the UB and that should be easy to fix. A buff for the Nabatu Rider is much needed too.
Mojave Neon 17 ott 2014, ore 20:14 
Don't get me wrong, the UA was such a great choice, and the UB and UU themselves are okay. Although the Nabatu rider could definitely use some improving. You can't build it, it requires horses, and it still costs 210 gold. You need to either get rid of the horse requirement, or make them cost less than 100 gold. This is one of those civs that is frustrating to play, because it had the potential to be one of the very best mod civs out there (without being OP). And then a certain number of turns in you realize it has a devastating flaw (in this case two). Overall it's still an okay mod, but it had the potential to be so much more than just okay.
Mojave Neon 17 ott 2014, ore 19:50 
This could have been really good, but some dismal decisions on the acquisition of the UB and UU hurt it. The pottery workshop needs to be available from the start. One of the biggest roles the monument plays is that it is usually the first thing you build and generates much of your culture in the early game. It is completely unacceptable to replace the monument with a UB and not allow you to build that UB from the very first turn. As far as the Nabatu Rider goes, it's a decent UU, but nothing great. So there is no excuse whatsoever for not letting you build them and forcing you instead to buy them. It is only ever acceptable to make a UU that you can only purchase, if that UU is insanely good. Both your UU and UB are just as much a handicap as they are a benefit. I have absolutely no idea how an experienced, respected modder such as you could make such terrible choices that hurt your civ.
Hiram  [autore] 27 ago 2014, ore 20:01 
No mod civs can be used in multiplayer sadly.
thimacek 27 ago 2014, ore 16:59 
Any particular reason why this cannot be used in Multiplayer games?
MrsTittles 26 mag 2014, ore 12:00 
I played the civ, but came to the conclusion that it's actually not that strong by itself. The trade routes are nice, but not quite as good as a trading civ like Morocco or Venice. The Desert Tile buffs are great if your city has Petra and you're surrounded by desert. The Building, however, I found is probably 'Worse' than the base building. It has an artist slot, sure, but it costs more to maintain AND it gives no passive food, making it in almost every single concievable way, worse than the Granary. The only thing it has going for it is a Catch 22, the artist slot. If you want to make the building produce specialists, it needs food, however- you have taken food away from the building itself. So not only are you getting less food, you're getting less population, and thus less specialists, making the Unique Building self destructive and detrimental to the civilization as a whole.

The Unique Unit was okay, but wholely underwheming.
rotesfahrrad. 26 mag 2014, ore 8:23 
aaah... didn't know that. For those having the same problem (on a OSX machine): civ5mod behaves like a .rar - just change the filetype to .rar by renaming it to xyz.rar. thank you Hiram :)
Hiram  [autore] 26 mag 2014, ore 3:53 
You can unpack civ5mod files with any archiver (eg winrar, 7zip).
rotesfahrrad. 26 mag 2014, ore 3:05 
i'm so sorry to steal your time, but .civ5mod-Files are not working for me. I need an uncompressed file with "core", ".modinfo" a.s.o. inside. Thank you nevertheless.
DZastr22 18 mag 2014, ore 14:00 
The patch doesn't seem to be working fiir me, am I doing something wrong?
Hiram  [autore] 17 mag 2014, ore 18:06 
rotesfahrrad. 17 mag 2014, ore 8:32 
Does not automatically download on OSX. So I am till asking for direct download :)
Tank Girl 17 mag 2014, ore 7:45 
thks, keep up the good work
Fox40rch 17 mag 2014, ore 3:17 
You better build the Petra wonder when you are those, or else it'll be the end of the world xD
Jarl Ballin 17 mag 2014, ore 2:43 
You subscribe to the map. It will download automatically when you start up civ. Then you go to mods and enable the Nabataean mod and you're ready to go.
kabanbaybatyr 17 mag 2014, ore 0:56 
tell me how to download and play?
Hiram  [autore] 16 mag 2014, ore 22:55 
It goes in the MODS folder and you enable it like any other mod.
Tank Girl 16 mag 2014, ore 21:06 
in what folder?
Tank Girl 16 mag 2014, ore 21:06 
one last question, where would i put said patch? i am noob at this kind of thing.
Tank Girl 16 mag 2014, ore 21:02 
thks
Hiram  [autore] 16 mag 2014, ore 20:30 
@FEGELEIN! - a mod which patches on YnAEMP TSL values for all of my civs may now be found in the description of my "The Forgotten - The Other Civilizations" collection.
Hiram  [autore] 16 mag 2014, ore 19:53 
I'm currently working on updating a YNAEMP patch for all my civs that will have start positions for all maps but the standard (which is crashes worldbuilder for some reason).
Tank Girl 16 mag 2014, ore 15:30 
pls
Tank Girl 16 mag 2014, ore 15:30 
I would be grateful if you uploaded you're own earth map, or made compatability with YNAEMP, because i have issues doing that kind of thing with my OS(Windows 8, because its stupid LOLOL) thanks, and keep the mods coming pls
SIlverblade-T-E 16 mag 2014, ore 13:39 
thank you, thi sis a great mod :)
Stefanpfaff81 16 mag 2014, ore 10:51 
moo zedong its not youre mod/desision to make that!!! youre not chief here!
DZastr22 15 mag 2014, ore 17:58 
Could you please add YNAEMP compatability to this mod? It would be really helpful for all of us who use it that don't know how to mod.
Hiram  [autore] 15 mag 2014, ore 16:51 
I ought to post my Earth map here, lol.
Hiram  [autore] 15 mag 2014, ore 16:50 
@Sayerslot - They may seem a bit underpowered, however they make up for that in being quite cheap meaning that you can get more of them more quickly. The Nabataeans used to primary defend themselves by contracting out warriors from surrounding desert tribes.

@FEGELEIN! - I don't use YNAEMP, I've got my own Earth map which I manually set up in worldbuilder. YNAEMP coordinates are pretty easy to make though. Just find the coordinates of Petra on each of the maps, copy the required code from one of the other civs and paste Nabataea/any other mod civ's values in.
Hiram  [autore] 15 mag 2014, ore 16:50 
@ Peter - In practice it's not as powerful as it seems. It takes a while for the points to build up to a great artist (from the playthroughs I've done, one usually appears around the Medieval era). The UA more or less replaces the basic role of the granary (more food prod. in less fertile areas) and the pottery workshop retains the granary's other bonuses from food resources. The civ has a desert start bias so food is not usually a big problem, however i might consider putting a <startregionavoid> tag in their code to fully rectify this (avoid plains).
A workshop replacement wouldn't make sense unfortunately because it is a Medieval era building and the Nabataeans were primary a Classical era civ. I don't know, I'm reasonably happy with it in its current form however I'll see how they fare in future games and keep your suggestions in mind!


Tank Girl 15 mag 2014, ore 15:46 
if so, does hiram's other moded civs also work with it?
Tank Girl 15 mag 2014, ore 15:45 
does it work with the yet not another earth map packs mod? asking because of picture
Mk Z 15 mag 2014, ore 10:40 
ps artist slot UB is an interesting idea by itself i like it
Mk Z 15 mag 2014, ore 10:38 
artist slot is too much for a granary imho (+3 culture for a basic building!! and soon another +2 from a great work!) and no bonus food makes it too weak for its basic role. it would unbalance the game, make it too random. if you have a riverside wheat near you capital - ok, the game is auto-won. but if the location isnt food-rich, you are screwed with just a broken version of granary which cant do what it should.

maybe pottery workshop should be a workshop replacement? artist in place of engineer, but +4 hammers instead of +2?
rotesfahrrad. 15 mag 2014, ore 9:11 
thank you for that. Petra fascinates me. I'm on a Mac, so this package does not download automatically. Would you mind making it available for direct download somewhere? Thank you in advance.