Sid Meier's Civilization V

Sid Meier's Civilization V

Sukritact's Zimbabwean Civilization
57 Comments
SeaCaptainJim 22 Dec, 2021 @ 1:25pm 
Not a fan of the Mugabe ruler -2 food in all cities and rampant inflation
Dino 11 Aug, 2021 @ 12:53pm 
Everything works. It's a fun civilization. It gives you a lot of choices early and in the end game, you have at least 15 trade routes to play around with. I give it an A.
Terijian 18 Apr, 2020 @ 10:18pm 
@jaspersomething

Toputika neshungu · Mbira Dze Nharira
JasperSomething 9 Nov, 2018 @ 5:29am 
I highly doubt this will get a reply but just incase it does what was the name of the war song I need to know. Thanks in advance.
noelwym 4 Dec, 2017 @ 6:37am 
Quite a versatile civ, with the most powerful aspect being the Clan Lineages. There's one that provides all cities with +2 Food and another that provides +1 Culture, +1 Production, +1 Gold , +1 Faith per Wonder. Being a Wonder Whore is comically beneficial now.
mr_seldomseen 23 Jul, 2017 @ 5:20am 
Great to see pre-colonial African civilisations! Thank you!
EMoney 27 Jun, 2017 @ 5:07pm 
This post is just fyi to anyone having the same problem... I downloaded this mod recently and when I tried to use it, I too wasn't getting production progress for Clan Lineage. I did a little testing to see which mod(s) may be causing a conflict. In my case, it was one that expanded city borders from 3 to 5. I can't guarantee that will solve this for everyone, but it did for me.
Tero144 19 Mar, 2017 @ 8:14pm 
Seems like an awesome civ but the Production progress never goes up even tho im building things?? Not sure how to fix
76561198143357140 31 Dec, 2016 @ 11:14am 
doesn't work for me, does not show up as selectable nation in setup:steamfacepalm:
Stink Ditch 20 Oct, 2016 @ 2:03pm 
KANGZZZZZZZ
我是神里绫华的狗 5 Oct, 2016 @ 6:29pm 
WE wuz kannnnnnnnnnnnnnnnnnnnggggggggggggggggs
Norton 21 Sep, 2016 @ 12:37pm 
*Raises finger. Lowers it. Nods*
Barack yo emo's Old Soysport 21 Sep, 2016 @ 5:03am 
could you please add your events and decisons mod to the workshop?
Thanks alot love your work btw!
Norton 22 Jul, 2016 @ 12:33pm 
Check the Civ V Mod Wiki
vastalian 22 Jul, 2016 @ 12:25pm 
How do you unlock the "Rise of the rozwi" event?
Featherfield 13 Jul, 2016 @ 3:53pm 
It would be great if all of the food sources got pillaged when you hit modern era :)
Black_Hole 25 Jun, 2016 @ 8:59am 
the bar on the top has yet to move 75 turns in and ive built lots of stuff could it be a mod conflict?
Lady Crimson (RIP) 21 Jun, 2016 @ 11:49am 
If it's too strong.. play it on deity.. or deity+ai on teams

Very cool either way
Snag | Kōdo 5 Jun, 2016 @ 7:02am 
WE
WUZ
KANGS
Captain Fargle 27 May, 2016 @ 5:25pm 
Wanted to leave some feedback after playing a game to try this mod out. While the UA is extremely cool and implemented in a really nice fashion it is obscenely overpowered.

+8 Trade Routes AND a flat 20% combat bonus to all land units AND +10% regeneration rate? Far, far, far, far too powerful. I'd definitely recommend removing the extra Trade Route slots and perhaps restricting it so that you can only get 1 Totemic Lineage per Non-Puppeted City that you own. So if you want to get and stack all the bonuses you're forced to go wide and have to settle/annex 8 cities.

willowvignette 27 May, 2016 @ 9:49am 
I really love this civ BUT… it needs to be drastically re-balanced.

Most of the totem bonuses are strong on their own (some like Antelope maybe too strong) but the extra trade route really breaks them. By the end you basically get Venice’s ability without the drawback.

My main problem, though, is that you don’t really have to do anything to get the totems. Building buildings is something you have to do normally. Totems just sort of happen as you play the game which makes acquiring the bonuses somewhat boring. If acquiring the totems meant doing a little quest (settle by a specific resource, or train a certain unit, or something thematic related to each totem) it would be really cool, but even just having to spend culture or gold or science (so you have earn or buy the totem) would go a long way to making the ability more interactive and possibly balanced.

Overall, though, the art and polish makes me want to still keep the mod in my games even if you never adjust the bonuses.
RMD🦆cc 9 May, 2016 @ 9:48am 
It says here that this mod supports ethnic units, but I tried it and the spearmen were using the generic skin. Help, please
:3 3 May, 2016 @ 5:49pm 
WE WUZ KANGSSSS
Terijian 1 May, 2016 @ 5:33pm 
Can you please tell me the name of the mbira piece you used for the war theme?
Luddy 26 Apr, 2016 @ 6:12am 
it works now
Luddy 26 Apr, 2016 @ 6:12am 
fixed it
it works now
vvmv 26 Apr, 2016 @ 4:48am 
completely overpowered.
Luddy 24 Apr, 2016 @ 12:36pm 
my doesnt work
MrsTittles 24 Apr, 2016 @ 10:59am 
Just played the civ, won culture victory. The main draw that made me want to use this civ was the UA, but I didn't fully understand exactly what it did beyond adding the trade routes, though having about 9 additional trade routes by the end of the game was also fun.

My favorite of the 10 or so abilities has to be the Plains Walking ability, giving double movement on plains and 50% off of roads. I got curious to see how much I could break this ability, and went 1 point into Commerce to get the additional 50% off roads. They stacked and roads no longer costed maintenance, so I just spent most of the game building roads everywhere for fun, and extending the range of land routes. Their start bias seems to be very anti coast, so most of the time you sort of just have to deal with Caravans over Trade Barges, which is fine due to one of the special abilities increasing Caravan gold by a large amount. Before the rennaisance I was easily making over 400 gold per turn on normal speed.
Koszerny Szczepan Twardoch 24 Apr, 2016 @ 6:44am 
KANGZ
janboruta 24 Apr, 2016 @ 2:11am 
WUZ
KANG 23 Apr, 2016 @ 11:24pm 
WE
brometheus 23 Apr, 2016 @ 9:28am 
how do you not list the civ's unique building/unit in the description? holy fuck
76561198130311291 23 Apr, 2016 @ 2:39am 
A god tier civ which is lots of fun to play. Although I haven't seen the UU in action because no one actually builds longswordsmen, the UB is already very strong and synergises with castle-based happiness boosts. It might be good to nerf it down to 10% of defensive strength or cap it, given that cities with castles usually have 30-40 defence by that stage and it really starts to pile up very quickly.
The UA is very powerful as well, as you usually get all the totems by late renaissance or industrial, giving you the equivalent of 8 trade routes before the crazy boosts to your combat units. Might need a rebalancing of either totem requirement cost or something else along those lines.
Zachers 21 Apr, 2016 @ 9:01pm 
KANGZ
SKANDERBEG 21 Apr, 2016 @ 12:42pm 
WUZ
Chinese 12 incher 21 Apr, 2016 @ 10:28am 
WE
Mojave Neon 21 Apr, 2016 @ 12:25am 
This civ was incredibly fun to play as. The UA is wonderful and unique. The UU starts a little slow but then becomes quite powerful. The UB is quite unique, and very useful. I loved pretty much everything about this civ. This was one of the single most enjoyable civs I've ever played as. Excellent job!
martinh 20 Apr, 2016 @ 6:38pm 
How do I get to the last totemic lineage? Anyway this civ is way to powerful but fun.
tmxk2012917 20 Apr, 2016 @ 2:54pm 
hi, I played as Seria but the progress bar appeared on the screen.
sukritact  [author] 19 Apr, 2016 @ 5:08pm 
@maskejode: The latter

@zaku_zelo: The list of totems can be hidden (and is hidden by default); though the progress bar cannot be hidden.

@Miles5280s: Thanks for the info on the spy names, will fix. I'll consider decreasing the Dzimbabwe's bonus.
Miles5280s 19 Apr, 2016 @ 12:49pm 
Also, the spy names are all broken.
Miles5280s 19 Apr, 2016 @ 12:31pm 
This civ is fun, but extremely powerful. The dzimbabwe's production and culture output is very strong, since it's basically +8 of each starting in the midgame and even more later on; having a UB that's better than most wonders is kind of silly. Combine that with the Buffalo and Elephant lineages and you've got a recipe for huge production bonuses. It seems to me that those effects should probably be lowered a bit or made noticeably more expensive to balance them out.
zaku_zelo 19 Apr, 2016 @ 12:25pm 
Oh man, these guys look great. Everything has so much stuff to it!
But, and this is a big but, that totem HUD is really bad. Takes up way to much of the screen and it's not really something you need to see to all the time anyway. Is there a way to minimize that? Or put it in a menu somewhere?
Anon_2 19 Apr, 2016 @ 9:10am 
Very nice.
Malazag 19 Apr, 2016 @ 8:32am 
The HUD looks awfully cramped.
maskejode 19 Apr, 2016 @ 6:30am 
Does the UU gain experience if it is garrisoned in the city that grows or expands? Or do they all gain this whenever any city grows? Does buying tiles affect this?
FrustratedTurbine 18 Apr, 2016 @ 4:53pm 
Wow this civs units, buildings and ua look really uniquoe and interesting. Glad its not +5% attack or something.
nix 18 Apr, 2016 @ 3:05pm 
>Curva

M A J O R K E K
A
J
O
R
K
E
K
NaramSin 18 Apr, 2016 @ 2:18pm 
For me It shows up in the Mods for selection but isn't in my YnAEMP civ list ?