![civ 5 overhaul mods civ 5 overhaul mods](https://media.moddb.com/images/mods/1/43/42020/Screenshot21.1.png)
CIV 5 OVERHAUL MODS MODS
That should cover the majority of the mods in this pack.Civilization 5 has well surpassed the 10-year mark since its release. (didn't know there was a limit? Neither did I, not until I found this mod, which partly explains why the promotional system was so underpowered and under-used before this mod).
CIV 5 OVERHAUL MODS MOD
Its a bit wierd how it works though, the first promotion won't dd any new abilities except a promotion that adds +5% combat strength, adds a bit of base experience for the next level, and THEN adds the new abilities (this skill level upgrade promotion appears 4 times, all adding more new and advanced promotions each time, and each stacking the +5% combat bonus).Īnother mod in this branch is quite simple, but very useful, it removes the limit of experience you can gain from barbarians. Really awesome mod, adds a much larger variety of promotions available to a unit, very fun to be able to take down large amounts of barbarians with only one or two high leveled units. (Buildable in late ancient era I think) functions as a lower tier library, found down a different tech path than the library. One of the buildings is the herbalist, +1 food, +1 science, +5% science in city. for example: normally civ has a belief where you can get +1% production for every follower of your religion in that city (up to a max of +15%) but with this mod you can have +15% science, faith, etc.Ī fair amount of new buildings are added to the game here, mostly in the earlier game (ancient and classical) but also a couple in the modern era. Adds and IMMENSE amount of new beliefs, they're mostly based off of some of the already-implemented beliefs, but change them for different things. Not all of them come up in the mods folder for me, but i'm thinknig thats more on my part than anything.Īdds and removes some buffs/debuffs regarding religion. I have some african-based civs, canadian and mexican civs, a large amount of native american civs, along with some of the present-day southern american civs, such as Peru and Chile. I genuinely cannot name them all,probably couldn't even name half of 'em, a handful of them come from entire packs, such as the mediterranean civ pack, adding 14 civilizations from the mediterranean region. Can be great when strategically placed, I like putting mine on the coast, so it can damage ships without being taken over and destroyed (unless of course, ground units travelling by sea drop by) The Motte-and-bailey fort is a smaller version of the citadel, it can be built by workers in roughly the same time as a normal fort, gives 25% combat protection (half as much as a normal fort) but does 10 damage to adjacent enemy units. It acts like a drawbridge of sorts, land units can walk across it as if it were a land tile, water-based units can move through it as if it were a water tile, it needs a worker to build and the worker is consumed when in the process of building it. The civil war scenario (which I believe may need a DLC or expansion, but which? I'm not sure). the textures and functions are taken essentially directly from You can also edit the game there so you have infinite war or peace with civs you specify (very useful for WWII matches with the AI) You can also disable science and policy-making if thats your thing.īy far my favorite improvement mods in this pack is the Pontoon Bridge. You can build your first city with increased sight-range on founding. In this pack there is a mod that enables an in-game editor where you can edit parts of the map, add/remove units, and mess around with the game (WARNING, don't use this if you want to play a legit game, as I find it very tempting to go spawn in 10 lvl 50 Giant Death robots around some poor AI's city while 2 turns into the game) On the other hand, it can be used to sort of re-do a very fatal mistake, accidentally sent your 1st and only settler into a barbarian camp? no problem! delete it and spawn a new one!Īnother very useful utility mod gives more advanced options when beginning and playing through a game. The majority of these mods will reuire BNW, some G&K, some will be just vanilla (although I think one might even need the Denmark DLC, fair warning) So heres a very rough explanation of how some of these mods work. This is a compilation of some of my favorite mods for BNW, a lot of them add new civs to the game, but there are also several utility, improvement, unit, religion, and building mods, including a couple maps they're fun to use with.